PhysicsMotion
@MainActor
public class PhysicsMotion : Moveable, Additive, TempoDriven, PropertyDataDelegate
PhysicsMotion handles a single motion operation on one or more properties, using a physics system to update values with decaying velocity.
-
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 { get set }
-
A Boolean which determines whether this Motion should change its object values additively. Additive animation allows multiple motions to produce a compound effect, creating smooth transitions and blends between different ending value targets. Additive animation is the default behavior for UIKit animations as of iOS 8 and is great for making user interface animations fluid and responsive. MotionMachine uses its own implementation of additive movement, so you can use additive motions on any supported object properties.
By default, each PhysicsMotion will apply a strong influence on the movement of a property towards its ending value. This means that two Motion objects with the same duration and moving the same object property to different ending values will fight, and the “winning” value will be the last Motion to start its movement. If the durations or starting times are different, a transition between the values will occur. If you wish to create additive motions that apply weighted value updates, you can adjust the
additiveWeighting
property. Setting values to that property that are less than 1.0 will create compound additive motions that are blends of each Motion object’s ending values.Remark
The
start
value ofPropertyData
objects are ignored for additive animations, and will instead combine with the current value of the properties being moved.Warning
Please be aware that because of the composite nature of additive movements, values can temporarily move past a
PropertyData
‘s specifiedend
value. This can have unintended consequences if the property value you are moving is clamped to a limited range. Also note that additive movements may not work well with compound motions that are comprised of sequences, reversing, or repeating, and will not behave correctly when other Motion objects moving the same properties are not using the additive mode. Because of these caveats, the default value isfalse
.Seealso
additiveWeighting
Declaration
Swift
@MainActor public var additive: Bool { get set }
-
A weighting between 0.0 and 1.0 which is applied to this PhysicsMotion’s object value updates when it is using an additive movement. The higher the weighting amount, the more its additive updates apply to the properties being moved. A value of 1.0 will mean the motion will reach the specific
end
value of eachPropertyData
being moved, while a value of 0.0 will not move towards theend
value at all. When multiple PhysicsMotions inadditive
mode are moving the same object properties, adjusting this weighting on each PhysicsMotion can create complex composite motions.Seealso
additiveDeclaration
Swift
@MainActor public var additiveWeighting: Double { get set }
-
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 0.96), 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 PhysicsMotionStarted) -> 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 PhysicsMotionStopped) -> 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 PhysicsMotionUpdated) -> 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 PhysicsMotionRepeated) -> 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 PhysicsMotionReversed) -> 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 PhysicsMotionPaused) -> 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 PhysicsMotionResumed) -> 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 PhysicsMotionCompleted) -> Self
-
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 }
-
Initializer method.
Declaration
Swift
@MainActor public convenience init(target targetObject: NSObject, properties: [PropertyData], velocity: Double, friction: Double, options: MotionOptions? = MotionOptions.none)
Parameters
target
The target object whose properties should be modified.
properties
An array of
PropertyData
objects that provide instructions for which properties to modify and how.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 (no friction) to 1.0 (no movement); values outside of this range will be clamped to the nearest edge.options
An optional set of
MotionsOptions
. -
Initializer.
Declaration
Swift
@MainActor public convenience init(target targetObject: NSObject, velocity: Double, friction: Double, options: MotionOptions? = MotionOptions.none)
Parameters
target
The target object whose properties should be modified.
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 (no friction) to 1.0 (no movement); values outside of this range will be clamped to the nearest edge.options
An optional set of
MotionsOptions
. -
A convenience initializer.
Declaration
Swift
@MainActor public convenience init(target targetObject: NSObject, properties: [PropertyData], configuration: PhysicsConfiguration, options: MotionOptions? = MotionOptions.none)
Parameters
target
The target object whose properties should be modified.
properties
An array of
PropertyData
objects that provide instructions for which properties to modify and how.configuration
A configuration model containing data to set up this object’s
PhysicsSystem
for physics calculations.options
An optional options model.
-
Adds a
PropertyData
to control an object’s property. The PropertyData’spath
must reflect a property keyPath of the Motion’s target object.Remark
This method can be chained when initializing the object.Warning
This method should not be called after the Motion has started.Declaration
Swift
@discardableResult @MainActor public func add(_ property: PropertyData) -> PhysicsMotion
Parameters
property
A
PropertyData
instance.Return Value
A reference to this Motion instance, for the purpose of chaining multiple calls to this method.
-
Adds a delay before the motion operation will begin.
Declaration
Swift
@discardableResult @MainActor public func afterDelay(_ amount: TimeInterval) -> PhysicsMotion
Parameters
amount
The number of seconds to wait.
Return Value
A reference to this PhysicsMotion 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) -> PhysicsMotion
Parameters
numberOfCycles
The number of motion cycles to repeat. The default value is
REPEAT_INFINITE
.Return Value
A reference to this PhysicsMotion 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() -> PhysicsMotion
Return Value
A reference to this PhysicsMotion instance, for the purpose of chaining multiple calls to this method.
-
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)