Denis Andrašec 0d5c3e3b18
Spine iOS (#2504)
* 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
2024-06-18 10:02:25 +02:00

78 lines
2.3 KiB
Swift

import SwiftUI
import Spine
struct Physics: View {
@StateObject
var model = PhysicsModel()
var body: some View {
SpineView(
from: .bundle(atlasFileName: "celestial-circus.atlas", skeletonFileName: "celestial-circus-pro.skel"),
controller: model.controller
)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { gesture in
model.updateBonePosition(position: gesture.location)
}
)
.navigationTitle("Physics (drag anywhere)")
.navigationBarTitleDisplayMode(.inline)
}
}
#Preview {
Physics()
}
final class PhysicsModel: ObservableObject {
@Published
var controller: SpineController!
@Published
var mousePosition: CGPoint?
@Published
var lastMousePosition: CGPoint?
init() {
controller = SpineController(
onInitialized: { controller in
controller.animationState.setAnimationByName(
trackIndex: 0,
animationName: "eyeblink-long",
loop: true
)
controller.animationState.setAnimationByName(
trackIndex: 0,
animationName: "wings-and-feet",
loop: true
)
},
onAfterUpdateWorldTransforms: {
[weak self] controller in guard let self else { return }
guard let lastMousePosition else {
self.lastMousePosition = mousePosition
return
}
guard let mousePosition else {
return
}
let dx = mousePosition.x - lastMousePosition.x
let dy = mousePosition.y - lastMousePosition.y
let positionX = controller.skeleton.x + Float(dx)
let positionY = controller.skeleton.y + Float(dy)
controller.skeleton.setPosition(x: positionX, y: positionY)
self.lastMousePosition = mousePosition
}
)
}
func updateBonePosition(position: CGPoint) {
mousePosition = controller.toSkeletonCoordinates(position: position)
}
}