2025-05-26 13:24:06 +02:00

110 lines
3.9 KiB
Swift

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import SwiftUI
import Spine
struct Physics: View {
@StateObject
var model = PhysicsModel()
var body: some View {
ZStack {
Color(red: 51 / 255, green: 51 / 255, blue: 51 / 255).ignoresSafeArea()
SpineView(
from: .bundle(atlasFileName: "celestial-circus-pma.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",
loop: true
)
controller.animationState.setAnimationByName(
trackIndex: 1,
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)
}
}