/// /// Spine Runtimes License Agreement /// Last updated July 28, 2023. Replaces all prior versions. /// /// Copyright (c) 2013-2023, 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 'package:spine_flutter/spine_flutter.dart'; import 'package:flutter/material.dart'; class IkFollowing extends StatefulWidget { const IkFollowing({Key? key}) : super(key: key); @override IkFollowingState createState() => IkFollowingState(); } class IkFollowingState extends State { late SpineWidgetController controller; Offset? crossHairPosition; @override void initState() { super.initState(); controller = SpineWidgetController(onInitialized: (controller) { // Set the walk animation on track 0, let it loop controller.animationState.setAnimationByName(0, "walk", true); controller.animationState.setAnimationByName(1, "aim", true); }, onAfterUpdateWorldTransforms: (controller) { final worldPosition = crossHairPosition; if (worldPosition == null) return; final bone = controller.skeleton.findBone("crosshair")!; final parent = bone.getParent()!; final position = parent.worldToLocal(worldPosition.dx, worldPosition.dy); bone.setX(position.x); bone.setY(position.y); }); } void _updateBonePosition(Offset position) { crossHairPosition = controller.toSkeletonCoordinates(position); } @override Widget build(BuildContext context) { reportLeaks(); return Scaffold( appBar: AppBar(title: const Text('IK Following')), body: GestureDetector( onPanDown: (drag) => _updateBonePosition(drag.localPosition), onPanUpdate: (drag) => _updateBonePosition(drag.localPosition), child: SpineWidget.fromAsset("assets/spineboy.atlas", "assets/spineboy-pro.skel", controller, alignment: Alignment.centerLeft,), )); } }