I am trying to move a sub view across the screen which works, but i also want to add inertia or momentum to the object.
My UIPanGestureRecognizer code that i already have is below.
Thanks in advance.
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(handlePan:)];
[self addGestureRecognizer:panGesture];
(void)handlePan:(UIPanGestureRecognizer *)recognizer
{
CGPoint translation = [recognizer translationInView:self.superview];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.superview];
if (recognizer.state == UIGestureRecognizerStateEnded) {
[self.delegate card:self.tag movedTo:self.frame.origin];
}
}
Again thanks.
I took the inspiration from the accepted answer's implementation. Here is a Swift 5.1 version.
Logic:
Main function used to calculate deceleration:
// deceleration behaviour constants (change these for different deceleration rates)
private let timerDuration = 0.025
private let decelerationSmoothness = 0.9
private let velocityToAngleConversion = 0.0025
private func animateWithInertia(velocity: Double) {
_ = Timer.scheduledTimer(withTimeInterval: self.timerDuration, repeats: true) { [weak self] timer in
guard let this = self else {
return
}
let concernedVelocity = this.currentVelocity == 0.0 ? velocity : this.currentVelocity
let newVelocity = concernedVelocity * this.decelerationSmoothness
this.currentVelocity = newVelocity
var angleTraversed = newVelocity * this.velocityToAngleConversion * this.maximumRotationAngleInCircle
if !this.isClockwiseRotation {
angleTraversed *= -1
}
// exit condition
if newVelocity < 0.1 {
timer.invalidate()
this.currentVelocity = 0.0
} else {
this.traverseAngularDistance(angle: angleTraversed)
}
}
}
Full working code with helper functions, extensions and usage of aforementioned function in the handlePanGesture function.
// deceleration behaviour constants (change these for different deceleration rates)
private let timerDuration = 0.025
private let decelerationSmoothness = 0.9
private let velocityToAngleConversion = 0.0025
private let maximumRotationAngleInCircle = 360.0
private var currentRotationDegrees: Double = 0.0 {
didSet {
if self.currentRotationDegrees > self.maximumRotationAngleInCircle {
self.currentRotationDegrees = 0
}
if self.currentRotationDegrees < -self.maximumRotationAngleInCircle {
self.currentRotationDegrees = 0
}
}
}
private var previousLocation = CGPoint.zero
private var currentLocation = CGPoint.zero
private var velocity: Double {
let xFactor = self.currentLocation.x - self.previousLocation.x
let yFactor = self.currentLocation.y - self.previousLocation.y
return Double(sqrt((xFactor * xFactor) + (yFactor * yFactor)))
}
private var currentVelocity = 0.0
private var isClockwiseRotation = false
@objc private func handlePanGesture(panGesture: UIPanGestureRecognizer) {
let location = panGesture.location(in: self)
if let rotation = panGesture.rotation {
self.isClockwiseRotation = rotation > 0
let angle = Double(rotation).degrees
self.currentRotationDegrees += angle
self.rotate(angle: angle)
}
switch panGesture.state {
case .began, .changed:
self.previousLocation = location
case .ended:
self.currentLocation = location
self.animateWithInertia(velocity: self.velocity)
default:
print("Fatal State")
}
}
private func animateWithInertia(velocity: Double) {
_ = Timer.scheduledTimer(withTimeInterval: self.timerDuration, repeats: true) { [weak self] timer in
guard let this = self else {
return
}
let concernedVelocity = this.currentVelocity == 0.0 ? velocity : this.currentVelocity
let newVelocity = concernedVelocity * this.decelerationSmoothness
this.currentVelocity = newVelocity
var angleTraversed = newVelocity * this.velocityToAngleConversion * this.maximumRotationAngleInCircle
if !this.isClockwiseRotation {
angleTraversed *= -1
}
if newVelocity < 0.1 {
timer.invalidate()
this.currentVelocity = 0.0
this.selectAtIndexPath(indexPath: this.nearestIndexPath, shouldTransformToIdentity: true)
} else {
this.traverseAngularDistance(angle: angleTraversed)
}
}
}
private func traverseAngularDistance(angle: Double) {
// keep the angle in -360.0 to 360.0 range
let times = Double(Int(angle / self.maximumRotationAngleInCircle))
var newAngle = angle - times * self.maximumRotationAngleInCircle
if newAngle < -self.maximumRotationAngleInCircle {
newAngle += self.maximumRotationAngleInCircle
}
self.currentRotationDegrees += newAngle
self.rotate(angle: newAngle)
}
Extensions being used in above code:
extension UIView {
func rotate(angle: Double) {
self.transform = self.transform.rotated(by: CGFloat(angle.radians))
}
}
extension Double {
var radians: Double {
return (self * Double.pi)/180
}
var degrees: Double {
return (self * 180)/Double.pi
}
}
Have a look at RotationWheelAndDecelerationBehaviour. there is an example for how to do the deceleration for both linear panning and rotational movement. Trick is to see what is the velocity when user ends the touch and continue in that direction with a small deceleration.
Well, I'm not a pro but, checking multiple answers, I managed to make my own code with which I am happy.
Please tell me how to improve it and if there are any bad practices I used.
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer {
CGPoint translatedPoint = [recognizer translationInView:self.postViewContainer];
CGPoint velocity = [recognizer velocityInView:recognizer.view];
float bottomMargin = self.view.frame.size.height - containerViewHeight;
float topMargin = self.view.frame.size.height - scrollViewHeight;
if ([recognizer state] == UIGestureRecognizerStateChanged) {
newYOrigin = self.postViewContainer.frame.origin.y + translatedPoint.y;
if (newYOrigin <= bottomMargin && newYOrigin >= topMargin) {
self.postViewContainer.center = CGPointMake(self.postViewContainer.center.x, self.postViewContainer.center.y + translatedPoint.y);
}
[recognizer setTranslation:CGPointMake(0, 0) inView:self.postViewContainer];
}
if ([recognizer state] == UIGestureRecognizerStateEnded) {
__block float newYAnimatedOrigin = self.postViewContainer.frame.origin.y + (velocity.y / 2.5);
if (newYAnimatedOrigin <= bottomMargin && newYAnimatedOrigin >= topMargin) {
[UIView animateWithDuration:1.2 delay:0
options:UIViewAnimationOptionCurveEaseOut
animations:^ {
self.postViewContainer.center = CGPointMake(self.postViewContainer.center.x, self.postViewContainer.center.y + (velocity.y / 2.5));
}
completion:^(BOOL finished) {
[self.postViewContainer setFrame:CGRectMake(0, newYAnimatedOrigin, self.view.frame.size.width, self.view.frame.size.height - newYAnimatedOrigin)];
}
];
}
else {
[UIView animateWithDuration:0.6 delay:0
options:UIViewAnimationOptionCurveEaseOut
animations:^ {
if (newYAnimatedOrigin > bottomMargin) {
self.postViewContainer.center = CGPointMake(self.postViewContainer.center.x, bottomMargin + self.postViewContainer.frame.size.height / 2);
}
if (newYAnimatedOrigin < topMargin) {
self.postViewContainer.center = CGPointMake(self.postViewContainer.center.x, topMargin + self.postViewContainer.frame.size.height / 2);
}
}
completion:^(BOOL finished) {
if (newYAnimatedOrigin > bottomMargin)
[self.postViewContainer setFrame:CGRectMake(0, bottomMargin, self.view.frame.size.width, scrollViewHeight)];
if (newYAnimatedOrigin < topMargin)
[self.postViewContainer setFrame:CGRectMake(0, topMargin, self.view.frame.size.width, scrollViewHeight)];
}
];
}
}
}
I have used two different animation, one is the default inertia one and the other if for when the user flings the containerView with high velocity.
It works well under iOS 7.
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