74 lines
2.1 KiB
Swift

import SwiftUI
import Spine
struct IKFollowing: View {
@StateObject
var model = IKFollowingModel()
var body: some View {
SpineView(
from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"),
controller: model.controller,
alignment: .centerLeft
)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { gesture in
model.crossHairPosition = model.controller.toSkeletonCoordinates(
position: gesture.location
)
}
)
.navigationTitle("IK Following")
.navigationBarTitleDisplayMode(.inline)
}
}
#Preview {
if #available(iOS 15.0, *) {
IKFollowing()
.previewInterfaceOrientation(.landscapeLeft)
} else {
IKFollowing()
}
}
final class IKFollowingModel: ObservableObject {
@Published
var controller: SpineController!
@Published
var crossHairPosition: CGPoint?
init() {
controller = SpineController(
onInitialized: { controller in
controller.animationState.setAnimationByName(
trackIndex: 0,
animationName: "walk",
loop: true
)
controller.animationState.setAnimationByName(
trackIndex: 1,
animationName: "aim",
loop: true
)
},
onAfterUpdateWorldTransforms: {
[weak self] controller in guard let self else { return }
guard let worldPosition = self.crossHairPosition else {
return
}
let bone = controller.skeleton.findBone(boneName: "crosshair")!
if let parent = bone.parent {
let position = parent.worldToLocal(worldX: Float(worldPosition.x), worldY: Float(worldPosition.y))
bone.x = position.x
bone.y = position.y
}
}
)
}
}