IKFollowing.swift 3.8 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated April 5, 2025. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2025, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. import SwiftUI
  30. import Spine
  31. struct IKFollowing: View {
  32. @StateObject
  33. var model = IKFollowingModel()
  34. var body: some View {
  35. SpineView(
  36. from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"),
  37. controller: model.controller,
  38. alignment: .centerLeft
  39. )
  40. .gesture(
  41. DragGesture(minimumDistance: 0)
  42. .onChanged { gesture in
  43. model.crossHairPosition = model.controller.toSkeletonCoordinates(
  44. position: gesture.location
  45. )
  46. }
  47. )
  48. .navigationTitle("IK Following")
  49. .navigationBarTitleDisplayMode(.inline)
  50. }
  51. }
  52. #Preview {
  53. if #available(iOS 15.0, *) {
  54. IKFollowing()
  55. .previewInterfaceOrientation(.landscapeLeft)
  56. } else {
  57. IKFollowing()
  58. }
  59. }
  60. final class IKFollowingModel: ObservableObject {
  61. @Published
  62. var controller: SpineController!
  63. @Published
  64. var crossHairPosition: CGPoint?
  65. init() {
  66. controller = SpineController(
  67. onInitialized: { controller in
  68. controller.animationState.setAnimationByName(
  69. trackIndex: 0,
  70. animationName: "walk",
  71. loop: true
  72. )
  73. controller.animationState.setAnimationByName(
  74. trackIndex: 1,
  75. animationName: "aim",
  76. loop: true
  77. )
  78. },
  79. onAfterUpdateWorldTransforms: {
  80. [weak self] controller in guard let self else { return }
  81. guard let worldPosition = self.crossHairPosition else {
  82. return
  83. }
  84. let bone = controller.skeleton.findBone(boneName: "crosshair")!
  85. if let parent = bone.parent {
  86. let position = parent.worldToLocal(worldX: Float(worldPosition.x), worldY: Float(worldPosition.y))
  87. bone.x = position.x
  88. bone.y = position.y
  89. }
  90. }
  91. )
  92. }
  93. }