/****************************************************************************** * 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) } }