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- 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)
- }
- }
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