Physics.swift 3.9 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 Physics: View {
  32. @StateObject
  33. var model = PhysicsModel()
  34. var body: some View {
  35. ZStack {
  36. Color(red: 51 / 255, green: 51 / 255, blue: 51 / 255).ignoresSafeArea()
  37. SpineView(
  38. from: .bundle(atlasFileName: "celestial-circus-pma.atlas", skeletonFileName: "celestial-circus-pro.skel"),
  39. controller: model.controller
  40. )
  41. .gesture(
  42. DragGesture(minimumDistance: 0)
  43. .onChanged { gesture in
  44. model.updateBonePosition(position: gesture.location)
  45. }
  46. )
  47. }
  48. .navigationTitle("Physics (drag anywhere)")
  49. .navigationBarTitleDisplayMode(.inline)
  50. }
  51. }
  52. #Preview {
  53. Physics()
  54. }
  55. final class PhysicsModel: ObservableObject {
  56. @Published
  57. var controller: SpineController!
  58. @Published
  59. var mousePosition: CGPoint?
  60. @Published
  61. var lastMousePosition: CGPoint?
  62. init() {
  63. controller = SpineController(
  64. onInitialized: { controller in
  65. controller.animationState.setAnimationByName(
  66. trackIndex: 0,
  67. animationName: "eyeblink",
  68. loop: true
  69. )
  70. controller.animationState.setAnimationByName(
  71. trackIndex: 1,
  72. animationName: "wings-and-feet",
  73. loop: true
  74. )
  75. },
  76. onAfterUpdateWorldTransforms: {
  77. [weak self] controller in guard let self else { return }
  78. guard let lastMousePosition else {
  79. self.lastMousePosition = mousePosition
  80. return
  81. }
  82. guard let mousePosition else {
  83. return
  84. }
  85. let dx = mousePosition.x - lastMousePosition.x
  86. let dy = mousePosition.y - lastMousePosition.y
  87. let positionX = controller.skeleton.x + Float(dx)
  88. let positionY = controller.skeleton.y + Float(dy)
  89. controller.skeleton.setPosition(x: positionX, y: positionY)
  90. self.lastMousePosition = mousePosition
  91. }
  92. )
  93. }
  94. func updateBonePosition(position: CGPoint) {
  95. mousePosition = controller.toSkeletonCoordinates(position: position)
  96. }
  97. }