PathPhysicsMotion
@MainActor
public class PathPhysicsMotion : Moveable, TempoDriven, PropertyDataDelegate
PathPhysicsMotion handles a single motion operation of a coordinate point along a CGPath
using a physics system to update the value with a decaying velocity. It does not directly accept PropertyData
objects, but instead transforms a value between 0.0 and 1.0, representing the length of the associated path. Using this value, it updates the current point on the path.
-
The delay, in seconds, before a motion operation begins.
Warning
Setting this parameter after a motion operation has begun has no effect.Declaration
Swift
@MainActor public var delay: TimeInterval
-
A Boolean which determines whether a motion operation should repeat. When set to
true
, the motion operation repeats for the number of times specified by therepeatCycles
property. The default value isfalse
.Note
By design, setting this value totrue
without changing therepeatCycles
property from its default value will cause the motion to repeat infinitely.Seealso
repeatCyclesDeclaration
Swift
@MainActor public var repeating: Bool
-
The number of motion cycle operations to repeat.
Remark
This property is only used when
repeating
is set totrue
. AssigningREPEAT_INFINITE
to this property signals an infinite amount of motion cycle repetitions. The default value isREPEAT_INFINITE
.Seealso
repeating
Declaration
Swift
@MainActor public var repeatCycles: UInt
-
An object conforming to the
ValueAssistant
protocol which acts as an interface for retrieving and updating value types.Remark
By default, PhysicsMotion will assign an instance of theValueAssistantGroup
class with value assistants for Core Foundation structs and UIKit colors. You may add your own custom type assistants to this group, or replace it with your own customValueAssistant
implementation.Declaration
Swift
@MainActor public var valueAssistant: ValueAssistant
-
An operation ID is assigned to a PhysicsMotion instance when it is moving an object’s property (via initWithObject…) and its motion operation is currently in progress. (read-only)
Remark
This value returns 0 if no ID is currently assigned.Declaration
Swift
@MainActor private(set) public var operationID: UInt { get }
-
An object conforming to the
PhysicsSolving
protocol which solves position calculation updates.Remark
By default, PhysicsMotion will assign an instance ofPhysicsSystem
to this property, but you can override this with your own custom physics system.Declaration
Swift
@MainActor public var physicsSystem: PhysicsSolving
-
The current velocity used by the physics system to calculate motion values, measured in units per second.
Remark
If you wish to change the velocity after initially setting it via one of the init methods, use this setter. If you change the velocity directly on thephysicsSystem
object, themotionProgress
property won’t be accurate.Declaration
Swift
@MainActor public var velocity: Double { get set }
-
The current friction coefficient used by the physics system.
Remark
A value range between 0.0 and 1.0, with 1.0 representing very high friction and 0.0 representing almost no friction (setting this property to 0.0 will actually set it a bit fractionally higher than 0.0 to avoid divide-by-zero errors during calculations).Declaration
Swift
@MainActor public var friction: Double { get set }
-
This value is used to determine whether the object modeled by the physics system has come to rest due to deceleration.
Remark
The way in whichPhysicsSystem
applies friction means that as velocity approaches 0.0, it will be assigned smaller and smaller fractional numbers, so we need a reasonable cutoff that approximates the velocity coming to rest. The default value is the constant DEFAULT_DECAY_LIMIT (set to 0.95), which is fine for display properties, but you may prefer other values.Declaration
Swift
@MainActor public var velocityDecayLimit: Double
-
Specifies a time step for the physics solver, which is updated independently of motion value updates. The default value calls the physics system 120 times a second, which provides double the precision if your app is rendering at 60 fps.
Declaration
Swift
@MainActor public var physicsTimerInterval: TimeInterval
-
The collection of
PropertyData
instances, representing the object’s properties being moved.Remark
Thepath
property of eachPropertyData
must be a valid KVC-compliant keyPath oftargetObject
.Seealso
targetObjectDeclaration
Swift
@MainActor private(set) public var properties: [PropertyData] { get }
-
The target object whose property should be moved.
Declaration
Swift
@MainActor private(set) public var targetObject: NSObject? { get }
-
A
MotionState
enum which represents the current movement state of the motion operation. (read-only)Declaration
Swift
@MainActor private(set) public var motionState: MotionState { get }
-
A
MotionDirection
enum which represents the current direction of the motion operation. (read-only)Declaration
Swift
@MainActor private(set) public var motionDirection: MotionDirection { get }
-
A value between 0.0 and 1.0, which represents the current progress of a movement between two value destinations. (read-only)
Remark
Be aware that if this motion isreversing
orrepeating
, this value will only represent one movement. For instance, if a PhysicsMotion has been set to repeat once, this value will move from 0.0 to 1.0, then reset to 0.0 again as the new repeat cycle starts. Similarly, if a PhysicsMotion is set to reverse, this progress will represent each movement; first in the forward direction, then again when reversing back to the starting values.Declaration
Swift
@MainActor private(set) public var motionProgress: Double { get set }
-
A value between 0.0 and 1.0, which represents the current progress of a motion cycle. (read-only)
Remark
A cycle represents the total length of a one motion operation. Ifreversing
is set totrue
, a cycle comprises two separate movements (the forward movement, which at completion will have a value of 0.5, and the movement in reverse which at completion will have a value of 1.0); otherwise a cycle is the length of one movement. Note that ifrepeating
, each repetition will be a new cycle and thus the progress will reset to 0.0 for each repeat.Declaration
Swift
@MainActor private(set) public var cycleProgress: Double { get set }
-
The amount of completed motion cycles. (read-only)
Remark
A cycle represents the total length of a one motion operation. Ifreversing
is set totrue
, a cycle comprises two separate movements (the forward movement and the movement in reverse); otherwise a cycle is the length of one movement. Note that ifrepeating
, each repetition will be a new cycle.Declaration
Swift
@MainActor private(set) public var cyclesCompletedCount: UInt { get }
-
A value between 0.0 and 1.0, which represents the current overall progress of the PhysicsMotion. This value should include all reversing and repeat motion cycles. (read-only)
Remark
If a Motion is not repeating, this value will be equivalent to the value ofcycleProgress
.Seealso
cycleProgressDeclaration
Swift
@MainActor public var totalProgress: Double { get }
-
A Boolean which determines whether a motion operation, when it has moved to the ending value, should move from the ending value back to the starting value.
Declaration
Swift
@MainActor public var reversing: Bool
-
Provides a delegate for updates to a Moveable object’s status, used by
Moveable
collections.Declaration
Swift
@MainActor public var updateDelegate: MotionUpdateDelegate?
-
This closure is called when a motion operation starts.
Remark
This method can be chained when initializing the object.
Seealso
start
Declaration
Swift
@discardableResult @MainActor public func started(_ closure: @escaping PathPhysicsMotionStarted) -> Self
-
This closure is called when a motion operation is stopped by calling the
stop
method.Remark
This method can be chained when initializing the object.
Seealso
stop
Declaration
Swift
@discardableResult @MainActor public func stopped(_ closure: @escaping PathPhysicsMotionStopped) -> Self
-
This closure is called when a motion operation update occurs and this instance’s
motionState
is.Moving
.Remark
This method can be chained when initializing the object.
Seealso
update(withTimeInterval:)
Declaration
Swift
@discardableResult @MainActor public func updated(_ closure: @escaping PathPhysicsMotionUpdated) -> Self
-
This closure is called when a motion cycle has completed.
Remark
This method can be chained when initializing the object.
Seealso
repeating, cyclesCompletedCount
Declaration
Swift
@discardableResult @MainActor public func cycleRepeated(_ closure: @escaping PathPhysicsMotionRepeated) -> Self
-
This closure is called when the
motionDirection
property changes toreversing
.Remark
This method can be chained when initializing the object.
Seealso
motionDirection, reversing
Declaration
Swift
@discardableResult @MainActor public func reversed(_ closure: @escaping PathPhysicsMotionReversed) -> Self
-
This closure is called when calling the
pause
method on this instance causes a motion operation to pause.Remark
This method can be chained when initializing the object.
Seealso
pause
Declaration
Swift
@discardableResult @MainActor public func paused(_ closure: @escaping PathPhysicsMotionPaused) -> Self
-
This closure is called when calling the
resume
method on this instance causes a motion operation to resume.Remark
This method can be chained when initializing the object.
Seealso
resume
Declaration
Swift
@discardableResult @MainActor public func resumed(_ closure: @escaping PathPhysicsMotionResumed) -> Self
-
This closure is called when a motion operation has completed (or when all motion cycles have completed, if
repeating
is set totrue
).Remark
This method can be chained when initializing the object.Declaration
Swift
@discardableResult @MainActor public func completed(_ closure: @escaping PathPhysicsMotionCompleted) -> Self
-
The object maintaining state on the path.
Declaration
Swift
@MainActor public private(set) var pathState: PathState { get }
-
This Boolean represents whether collision detections are active in the physics simulation. If
true
, collisions will be checked using thestart
andend
properties of eachPropertyData
object passed in to thesolve(forPositions:timestamp:)
method. The default value isfalse
.Declaration
Swift
@MainActor public var useCollisionDetection: Bool { get set }
-
A convenience initializer.
Declaration
Swift
@MainActor public convenience init(path: CGPath, configuration: PhysicsConfiguration, startPosition: Double? = nil, endPosition: Double? = nil, edgeBehavior: PathEdgeBehavior? = nil, options: MotionOptions? = MotionOptions.none)
Parameters
path
A
CGPath
object to use as a motion guide.configuration
A configuration model containing data to set up this object’s
PhysicsSystem
for physics calculations.startPosition
An optional starting value, corresponding to a percentage along the path’s length where the motion should begin. The range must be between 0.0 and 1.0; values outside that range will be clamped to the minimum or maximum value. The default value is 0.0.
endPosition
An optional ending value, corresponding to a percentage along the path’s length where the motion should end. The range must be between 0.0 and 1.0; values outside that range will be clamped to the minimum or maximum value. The default value is 1.0.
edgeBehavior
Determines how path edges are handled during a motion when the motion attempts to travel past the path’s edges. This is rare, but can occur in some cases such as the
EasingBack
andEasingElastic
easing equations. The default value isstopAtEdges
.options
An optional options model.
-
A convenience initializer.
Declaration
Swift
@MainActor public convenience init(pathState: PathState, configuration: PhysicsConfiguration, startPosition: Double? = nil, endPosition: Double? = nil, edgeBehavior: PathEdgeBehavior? = nil, options: MotionOptions? = MotionOptions.none)
Parameters
path
A state object containing information about the path to use as a motion guide.
configuration
A configuration model containing data to set up this object’s
PhysicsSystem
for physics calculations.startPosition
An optional starting value, corresponding to a percentage along the path’s length where the motion should begin. The range must be between 0.0 and 1.0; values outside that range will be clamped to the minimum or maximum value. The default value is 0.0.
endPosition
An optional ending value, corresponding to a percentage along the path’s length where the motion should end. The range must be between 0.0 and 1.0; values outside that range will be clamped to the minimum or maximum value. The default value is 1.0.
edgeBehavior
Determines how path edges are handled during a motion when the motion attempts to travel past the path’s edges. This is rare, but can occur in some cases such as the
EasingBack
andEasingElastic
easing equations. The default value isstopAtEdges
.options
An optional options model.
-
init(pathState:
velocity: friction: restitution: useCollisionDetection: startPosition: endPosition: edgeBehavior: options: ) The initializer.
Declaration
Swift
@MainActor public init(pathState: PathState, velocity: Double, friction: Double, restitution: Double? = nil, useCollisionDetection: Bool? = nil, startPosition: Double? = nil, endPosition: Double? = nil, edgeBehavior: PathEdgeBehavior? = nil, options: MotionOptions? = MotionOptions.none)
Parameters
path
A state object containing information about the path to use as a motion guide.
velocity
The velocity used to calculate new values in the
PhysicsSolving
system. Any values are accepted due to the differing ranges of velocity magnitude required for various motion applications. Experiment to see what suits your needs best.friction
The friction used to calculate new values in the
PhysicsSolving
system. Acceptable values are 0.0 (almost no friction) to 1.0 (no movement); values outside of this range will be clamped to the nearest edge.startPosition
An optional starting value, corresponding to a percentage along the path’s length where the motion should begin. The range must be between 0.0 and 1.0; values outside that range will be clamped to the minimum or maximum value. The default value is 0.0.
endPosition
An optional ending value, corresponding to a percentage along the path’s length where the motion should end. The range must be between 0.0 and 1.0; values outside that range will be clamped to the minimum or maximum value. The default value is 1.0.
edgeBehavior
Determines how path edges are handled during a motion when the motion attempts to travel past the path’s edges. This is rare, but can occur in some cases such as the
EasingBack
andEasingElastic
easing equations. The default value isstopAtEdges
.options
An optional options model.
-
Adds a delay before the motion operation will begin.
Declaration
Swift
@discardableResult @MainActor public func afterDelay(_ amount: TimeInterval) -> PathPhysicsMotion
Parameters
amount
The number of seconds to wait.
Return Value
A reference to this PathPhysicsMotion instance, for the purpose of chaining multiple calls to this method.
-
Specifies that a motion cycle should repeat and the number of times it should do so. When no value is provided, the motion will repeat infinitely.
Remark
When this method is used there is no need to specify
repeats
in theoptions
parameter of the init method.Seealso
repeating, repeatCycles
Declaration
Swift
@discardableResult @MainActor public func repeats(_ numberOfCycles: UInt = REPEAT_INFINITE) -> PathPhysicsMotion
Parameters
numberOfCycles
The number of motion cycles to repeat. The default value is
REPEAT_INFINITE
.Return Value
A reference to this PathPhysicsMotion instance, for the purpose of chaining multiple calls to this method.
-
Specifies that a motion, when it has moved to the ending value, should move from the ending value back to the starting value.
Remark
When this method is used there is no need to specify
reverse
in theoptions
parameter of the init method.Seealso
reversing, reverseEasing
Declaration
Swift
@discardableResult @MainActor public func reverses() -> PathPhysicsMotion
Return Value
A reference to this PathPhysicsMotion instance, for the purpose of chaining multiple calls to this method.
-
setupPerformanceMode()
AsynchronousSets up performance mode, generating an internal lookup table for faster position calculations. To use the performance mode, this method must be used before calling
start()
.Note
With large paths, the lookup table generation could take a second or longer to complete. Be aware that the lookup table generation runs synchronously on another dispatch queue, blocking the return of this async call until the generation has completed. Be sure to call this method as early as possible to give the operation time to complete before your
PathMotion
needs to begin.Declaration
Swift
@MainActor public func setupPerformanceMode() async
Parameters
lookupCapacity
An optional capacity that caps the maximum lookup table amount.
-
Declaration
Swift
@MainActor public func cleanupResources()
-
Declaration
Swift
@MainActor public func update(withTimeInterval currentTime: TimeInterval)
-
Declaration
Swift
@discardableResult @MainActor public func start() -> Self
-
Declaration
Swift
@MainActor public func stop()
-
Declaration
Swift
@MainActor public func pause()
-
Declaration
Swift
@MainActor public func resume()
-
Resets the motion to its initial state.
Declaration
Swift
@MainActor public func reset()
-
Declaration
Swift
@MainActor public func stopTempoUpdates()
-
Declaration
Swift
@MainActor public func tempoBeatUpdate(_ timestamp: TimeInterval)
-
Declaration
Swift
@MainActor public func didUpdate(_ startValue: Double)