spine-runtimes/spine-ios/Sources/SpineiOS/Extensions/RenderCommand+Vertices.swift
Mario Zechner 9b345068b6 feat(spine-ios): Update SpineiOS and Example to work with new SpineSwift generated bindings
- Remove AnimationStateWrapper (no longer needed with new SpineSwift API)
- Replace Spine.Generated+Extensions.swift with simplified SpineSwiftExtensions.swift
- Update SpineiOS to use SpineSwift API instead of direct SpineC calls
- Fix namespace conflicts (ContentMode → SpineContentMode, Alignment → SpineAlignment)
- Update texture mapping to use atlas page index from RenderCommand pointer
- Fix all Example app API calls to match new SpineSwift generated API:
  - setAnimationByName → setAnimation
  - addAnimationByName → addAnimation
  - slot.color → slot.appliedPose.color.set()
  - EventType enum cases instead of constants
  - Physics enum with qualified name to avoid conflicts
  - setSkin2() instead of property assignment
  - Array iteration using indices instead of for-in
  - bone.worldX → bone.appliedPose.worldX
- Update Objective-C imports from Spine to SpineiOS module

Note: SimpleAnimationViewController.m still needs updates for full ObjC compatibility
2025-08-26 17:35:31 +02:00

78 lines
3.4 KiB
Swift

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
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*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
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import Foundation
import SpineSwift
import SpineShadersStructs
import simd
extension RenderCommand {
func getVertices() -> [SpineVertex] {
var vertices = [SpineVertex]()
let numVerts = Int(numVertices)
let numInds = Int(numIndices)
guard let indicesPtr = indices,
let positionsPtr = positions,
let uvsPtr = uvs,
let colorsPtr = colors else {
return vertices
}
let indicesArray = Array(UnsafeBufferPointer(start: indicesPtr, count: numInds))
let positionsArray = Array(UnsafeBufferPointer(start: positionsPtr, count: numVerts * 2))
let uvsArray = Array(UnsafeBufferPointer(start: uvsPtr, count: numVerts * 2))
let colorsArray = Array(UnsafeBufferPointer(start: colorsPtr, count: numVerts))
vertices.reserveCapacity(numInds)
for i in 0..<numInds {
let index = Int(indicesArray[i])
let xIndex = 2 * index
let yIndex = xIndex + 1
let position = SIMD2<Float>(positionsArray[xIndex], positionsArray[yIndex])
let uv = SIMD2<Float>(uvsArray[xIndex], uvsArray[yIndex])
let color = extractRGBA(from: colorsArray[index])
let vertex = SpineVertex(
position: position,
color: color,
uv: uv
)
vertices.append(vertex)
}
return vertices
}
private func extractRGBA(from color: UInt32) -> SIMD4<Float> {
let alpha = Float((color >> 24) & 0xFF) / 255.0
let red = Float((color >> 16) & 0xFF) / 255.0
let green = Float((color >> 8) & 0xFF) / 255.0
let blue = Float(color & 0xFF) / 255.0
return SIMD4<Float>(red, green, blue, alpha)
}
}