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https://github.com/EsotericSoftware/spine-runtimes.git
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* Add `spine-iOS` SPM package & example app (#1) * Basic Mesh Rendering (#2) * Spine C++ Swift Wrapper (#3) * Load `Atlas` & `SkeletonData` (#4) Load & dispose `Atlas` & `SkeletonData` from bundled files. * Generate Swift classes from `spine-cpp-lite.h` (#5) * Draw `SkeletonData` render commands (#6) - Use `SkeletonData` render commands in the renderer - Simple loop for animation support * Add `BoundsProvider` (#7) - Implement & support `BoundsProvider` classes - Introduce alignment and content mode - Update c to swift script to return optional for find prefixed methods * Support `SpineController` & `Event` callbacks (#8) - Support SpineController callbacks - Support Event callbacks - Apply tint color in renderer * Support `DressUp` sample (#9) - Add `DressUp` sample - Move SpineViewController to SpineUIView - Implement SpineUIView export to image * Remove unused file * Add `Physics` sample (#10) - Add `Physics` sample - Fix offsets in `IKFollowing` sample - Fix `SpineView` background color * Add `DebugRendering` sample (#11) - Add `DebugRendering` sample - Make `SpineUIView` transparent * Move remaining files to SPM package (#12) - Move remaining files to SPM package - Rename `SpineWrapper` to `SpineCppLite` * Load assets from different sources (#13) - Load from bundle, file, http & drawable - Apply correct blend mode & pma in renderer * Add `Obj-C` + `UIKit` sample (#14) - Add `Obj-C` + `UIKit` sample - Update `Spine` to be usable in Obj-C code base * Support CocoaPods (#15) * Metal Best Practices (#16) - Tripple Buffering - Buffer Bindings - Shared Objects * Annotate functions that should return optional (#17) * Add option to disable drawing when out of viewport (#18) - Add option to disable drawing when out of viewport - Move update clock to controller so multiple views can share it * Add docs for public Spine classes/methods (#19) * Fix various regressions (#20) - Fix retain `SpineController` retain cycle - Fix issue wehre images were not rendered
78 lines
2.3 KiB
Swift
78 lines
2.3 KiB
Swift
import SwiftUI
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import Spine
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struct Physics: View {
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@StateObject
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var model = PhysicsModel()
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var body: some View {
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SpineView(
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from: .bundle(atlasFileName: "celestial-circus.atlas", skeletonFileName: "celestial-circus-pro.skel"),
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controller: model.controller
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)
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.gesture(
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DragGesture(minimumDistance: 0)
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.onChanged { gesture in
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model.updateBonePosition(position: gesture.location)
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}
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)
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.navigationTitle("Physics (drag anywhere)")
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.navigationBarTitleDisplayMode(.inline)
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}
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}
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#Preview {
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Physics()
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}
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final class PhysicsModel: ObservableObject {
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@Published
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var controller: SpineController!
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@Published
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var mousePosition: CGPoint?
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@Published
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var lastMousePosition: CGPoint?
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init() {
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controller = SpineController(
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onInitialized: { controller in
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controller.animationState.setAnimationByName(
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trackIndex: 0,
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animationName: "eyeblink-long",
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loop: true
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)
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controller.animationState.setAnimationByName(
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trackIndex: 0,
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animationName: "wings-and-feet",
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loop: true
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)
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},
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onAfterUpdateWorldTransforms: {
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[weak self] controller in guard let self else { return }
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guard let lastMousePosition else {
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self.lastMousePosition = mousePosition
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return
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}
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guard let mousePosition else {
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return
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}
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let dx = mousePosition.x - lastMousePosition.x
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let dy = mousePosition.y - lastMousePosition.y
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let positionX = controller.skeleton.x + Float(dx)
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let positionY = controller.skeleton.y + Float(dy)
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controller.skeleton.setPosition(x: positionX, y: positionY)
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self.lastMousePosition = mousePosition
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}
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)
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}
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func updateBonePosition(position: CGPoint) {
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mousePosition = controller.toSkeletonCoordinates(position: position)
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}
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}
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