Why animation is speeding up after changing a property? SwiftUI - swift

I tried to do this Particle Animation and wanted to change the color property. Every time I do it, the animation speeds up. How can I prevent this from happening? I'm kinda new to this, so is there a better approach?
This is my Emitter
struct EmitterView: View {
private struct ParticleView: View {
let image: Image
#State private var isActive = false
let position: ParticleState<CGPoint>
let opacity: ParticleState<Double>
let rotation: ParticleState<Angle>
let scale: ParticleState<CGFloat>
var body: some View {
image
.opacity(isActive ? opacity.end : opacity.start)
.scaleEffect(isActive ? scale.end : scale.start)
.rotationEffect(isActive ? rotation.end : rotation.start)
.position(isActive ? position.end : position.start)
.onAppear{self.isActive = true}
}
}
private struct ParticleState<T> {
var start: T
var end: T
init(_ start: T, _ end: T) {
self.start = start
self.end = end
}
}
var images: [String]
var particleCount: Int
var creationPoint = UnitPoint.center
var creationRange = CGSize.zero
var colors = [Color.white]
var blendMode = BlendMode.normal
var angle = Angle.zero
var angleRange = Angle.zero
var opacity = 1.0
var opacityRange = 0.0
var opacitySpeed = 0.0
var rotation = Angle.zero
var rotationRange = Angle.zero
var rotationSpeed = Angle.zero
var scale: CGFloat = 1
var scaleRange: CGFloat = 0
var scaleSpeed: CGFloat = 0
var speed = 0.0
var speedRange = 0.0
var animation = Animation.linear.repeatForever(autoreverses: false)
var animationDelayTreshold = 0.0
var body: some View {
GeometryReader { geo in
ZStack {
ForEach(0..<self.particleCount, id: \.self) { i in
ParticleView(
image: Image(images.randomElement()!),
position: self.position(in: geo),
opacity: self.makeOpacity(),
rotation: self.makeRotation(),
scale: self.makeScale()
)
.animation(self.animation.delay(Double.random(in: 0...self.animationDelayTreshold)))
.colorMultiply(self.colors.randomElement() ?? .white)
.blendMode(self.blendMode)
}
}
}
}
private func position(in proxy: GeometryProxy) -> ParticleState<CGPoint> {
let halfCreationRangeWidth = creationRange.width / 2
let halfCreationRangeHeight = creationRange.height / 2
let creationOffsetX = CGFloat.random(in: -halfCreationRangeWidth...halfCreationRangeWidth)
let creationOffsetY = CGFloat.random(in: -halfCreationRangeHeight...halfCreationRangeHeight)
let startX = (proxy.size.width * (creationPoint.x + creationOffsetX))
let startY = (proxy.size.height * (creationPoint.y + creationOffsetY))
let start = CGPoint(x: startX, y: startY)
let halfSpeedRange = speedRange / 2
let actualSpeed = Double.random(in: speed - halfSpeedRange...speed + halfSpeedRange)
let halfAngleRange = angleRange.radians / 2
let totalRange = Double.random(in: angle.radians - halfAngleRange...angle.radians + halfAngleRange)
let finalX = cos(totalRange - .pi / 2) * actualSpeed
let finalY = sin(totalRange - .pi / 2) * actualSpeed
let end = CGPoint(x: Double(startX) + finalX, y: Double(startY) + finalY)
return ParticleState(start, end)
}
private func makeOpacity() -> ParticleState<Double> {
let halfOpacityRange = opacity / 2
let randomOpacity = Double.random(in: -halfOpacityRange...halfOpacityRange)
return ParticleState(opacity + randomOpacity, opacity + opacitySpeed + randomOpacity)
}
private func makeScale() -> ParticleState<CGFloat> {
let halfScaleRange = scaleRange / 2
let randomScale = CGFloat.random(in: -halfScaleRange...halfScaleRange)
return ParticleState(scale + randomScale, scale + scaleSpeed + randomScale)
}
private func makeRotation() -> ParticleState<Angle> {
let halfRotationRange = (rotationRange / 2).radians
let randomRotation = Double.random(in: -halfRotationRange...halfRotationRange)
let randomRotationAngle = Angle(radians: randomRotation)
return ParticleState(rotation + randomRotationAngle, rotation + rotationSpeed + randomRotationAngle)
}
mutating func makeRed() {
colors = [.red]
}
}
And this is how I implemented it
import SwiftUI
struct ContentView: View {
#State var emitter = EmitterView(images: ["spark"], particleCount: 200, creationRange: CGSize(width: 0.4, height: 0.2), colors: [.white], blendMode: .screen, angle: .degrees(0), angleRange: .degrees(360), opacityRange: 0, opacitySpeed: 15, scale: 0.5, scaleRange: 0.2, scaleSpeed: -0.2, speed: 50, speedRange: 120, animation: Animation.linear(duration: 1).repeatForever(autoreverses: false), animationDelayTreshold: 1)
var body: some View {
ZStack {
emitter
.ignoresSafeArea()
}
.background(.black)
.edgesIgnoringSafeArea(.all)
.statusBar(hidden: true)
.onTapGesture {
emitter.makeRed()
}
}
}
I also tried with transaction, but I couldn't make it work, the animation won't restart.

View should be in body, animation should be joined to corresponding trigger state.
Find below fixed parts. Tested with Xcode 13.4 / iOS 15.5
#State var colors = [Color.white] // data !!
var body: some View {
ZStack {
// view is here !!
EmitterView(images: ["spark"], particleCount: 200, creationRange: CGSize(width: 0.4, height: 0.2), colors: colors, blendMode: .screen, angle: .degrees(0), angleRange: .degrees(360), opacityRange: 0, opacitySpeed: 15, scale: 0.5, scaleRange: 0.2, scaleSpeed: -0.2, speed: 50, speedRange: 120, animation: Animation.linear(duration: 1).repeatForever(autoreverses: false), animationDelayTreshold: 1)
.ignoresSafeArea()
}
.background(.black)
.edgesIgnoringSafeArea(.all)
.statusBar(hidden: true)
.onTapGesture {
colors = [.red] // update !!
}
}
and animation where is trigger
private struct ParticleView: View {
let image: Image
#State private var isActive = false
let position: ParticleState<CGPoint>
let opacity: ParticleState<Double>
let rotation: ParticleState<Angle>
let scale: ParticleState<CGFloat>
var animation: Animation
var delayTreshold = 0.0
var body: some View {
image
.opacity(isActive ? opacity.end : opacity.start)
.scaleEffect(isActive ? scale.end : scale.start)
.rotationEffect(isActive ? rotation.end : rotation.start)
.position(isActive ? position.end : position.start)
// here is animation, depends on isActive !!
.animation(self.animation.delay(Double.random(in: 0...self.delayTreshold)), value: isActive)
.onAppear{self.isActive = true}
}
}
Complete test module is here

Related

SwiftUI - Animation with a curvilinear path [duplicate]

There doesn't seem to be an intuitive way of moving a view/shape along a custom path, particularly a curvy path. I've found several libraries for UIKit that allow views to move on a Bézier Paths (DKChainableAnimationKit,TweenKit,Sica,etc.) but I am not that comfortable using UIKit and kept running into errors.
currently with swiftUI I'm manually doing it like so:
import SwiftUI
struct ContentView: View {
#State var moveX = true
#State var moveY = true
#State var moveX2 = true
#State var moveY2 = true
#State var rotate1 = true
var body: some View {
ZStack{
Circle().frame(width:50, height:50)
.offset(x: moveX ? 0:100, y: moveY ? 0:100)
.animation(Animation.easeInOut(duration:1).delay(0))
.rotationEffect(.degrees(rotate1 ? 0:350))
.offset(x: moveX2 ? 0:-100, y: moveY2 ? 0:-200)
.animation(Animation.easeInOut(duration:1).delay(1))
.onAppear(){
self.moveX.toggle();
self.moveY.toggle();
self.moveX2.toggle();
self.moveY2.toggle();
self.rotate1.toggle();
// self..toggle()
}
}
} }
It somewhat gets the job done, but the flexibility is severely limited and compounding delays quickly becomes a mess.
If anyone knows how I could get a custom view/shape to travel along the following path it would be very very much appreciated.
Path { path in
path.move(to: CGPoint(x: 200, y: 100))
path.addQuadCurve(to: CGPoint(x: 230, y: 200), control: CGPoint(x: -100, y: 300))
path.addQuadCurve(to: CGPoint(x: 90, y: 400), control: CGPoint(x: 400, y: 130))
path.addLine(to: CGPoint(x: 90, y: 600))
}
.stroke()
The closest solution I've managed to find was on SwiftUILab but the full tutorial seems to be only available to paid subscribers.
Something like this:
OK, it is not simple, but I would like to help ...
In the next snippet (macOS application) you can see the basic elements which you can adapt to your needs.
For simplicity I choose simple parametric curve, if you like to use more complex (composite) curve, you have to solve how to map partial t (parameter) for each segment to the composite t for the whole curve (and the same must be done for mapping between partial along-track distance to composite track along-track distance).
Why such a complication?
There is a nonlinear relation between the along-track distance required for aircraft displacement (with constant speed) and curve parameter t on which parametric curve definition depends.
Let see the result first
and next to see how it is implemented. You need to study this code, and if necessary study how parametric curves are defined and behave.
//
// ContentView.swift
// tmp086
//
// Created by Ivo Vacek on 11/03/2020.
// Copyright © 2020 Ivo Vacek. All rights reserved.
//
import SwiftUI
import Accelerate
protocol ParametricCurve {
var totalArcLength: CGFloat { get }
func point(t: CGFloat)->CGPoint
func derivate(t: CGFloat)->CGVector
func secondDerivate(t: CGFloat)->CGVector
func arcLength(t: CGFloat)->CGFloat
func curvature(t: CGFloat)->CGFloat
}
extension ParametricCurve {
func arcLength(t: CGFloat)->CGFloat {
var tmin: CGFloat = .zero
var tmax: CGFloat = .zero
if t < .zero {
tmin = t
} else {
tmax = t
}
let quadrature = Quadrature(integrator: .qags(maxIntervals: 8), absoluteTolerance: 5.0e-2, relativeTolerance: 1.0e-3)
let result = quadrature.integrate(over: Double(tmin) ... Double(tmax)) { _t in
let dp = derivate(t: CGFloat(_t))
let ds = Double(hypot(dp.dx, dp.dy)) //* x
return ds
}
switch result {
case .success(let arcLength, _/*, let e*/):
//print(arcLength, e)
return t < .zero ? -CGFloat(arcLength) : CGFloat(arcLength)
case .failure(let error):
print("integration error:", error.errorDescription)
return CGFloat.nan
}
}
func curveParameter(arcLength: CGFloat)->CGFloat {
let maxLength = totalArcLength == .zero ? self.arcLength(t: 1) : totalArcLength
guard maxLength > 0 else { return 0 }
var iteration = 0
var guess: CGFloat = arcLength / maxLength
let maxIterations = 10
let maxErr: CGFloat = 0.1
while (iteration < maxIterations) {
let err = self.arcLength(t: guess) - arcLength
if abs(err) < maxErr { break }
let dp = derivate(t: guess)
let m = hypot(dp.dx, dp.dy)
guess -= err / m
iteration += 1
}
return guess
}
func curvature(t: CGFloat)->CGFloat {
/*
x'y" - y'x"
κ(t) = --------------------
(x'² + y'²)^(3/2)
*/
let dp = derivate(t: t)
let dp2 = secondDerivate(t: t)
let dpSize = hypot(dp.dx, dp.dy)
let denominator = dpSize * dpSize * dpSize
let nominator = dp.dx * dp2.dy - dp.dy * dp2.dx
return nominator / denominator
}
}
struct Bezier3: ParametricCurve {
let p0: CGPoint
let p1: CGPoint
let p2: CGPoint
let p3: CGPoint
let A: CGFloat
let B: CGFloat
let C: CGFloat
let D: CGFloat
let E: CGFloat
let F: CGFloat
let G: CGFloat
let H: CGFloat
public private(set) var totalArcLength: CGFloat = .zero
init(from: CGPoint, to: CGPoint, control1: CGPoint, control2: CGPoint) {
p0 = from
p1 = control1
p2 = control2
p3 = to
A = to.x - 3 * control2.x + 3 * control1.x - from.x
B = 3 * control2.x - 6 * control1.x + 3 * from.x
C = 3 * control1.x - 3 * from.x
D = from.x
E = to.y - 3 * control2.y + 3 * control1.y - from.y
F = 3 * control2.y - 6 * control1.y + 3 * from.y
G = 3 * control1.y - 3 * from.y
H = from.y
// mandatory !!!
totalArcLength = arcLength(t: 1)
}
func point(t: CGFloat)->CGPoint {
let x = A * t * t * t + B * t * t + C * t + D
let y = E * t * t * t + F * t * t + G * t + H
return CGPoint(x: x, y: y)
}
func derivate(t: CGFloat)->CGVector {
let dx = 3 * A * t * t + 2 * B * t + C
let dy = 3 * E * t * t + 2 * F * t + G
return CGVector(dx: dx, dy: dy)
}
func secondDerivate(t: CGFloat)->CGVector {
let dx = 6 * A * t + 2 * B
let dy = 6 * E * t + 2 * F
return CGVector(dx: dx, dy: dy)
}
}
class AircraftModel: ObservableObject {
let track: ParametricCurve
let path: Path
var aircraft: some View {
let t = track.curveParameter(arcLength: alongTrackDistance)
let p = track.point(t: t)
let dp = track.derivate(t: t)
let h = Angle(radians: atan2(Double(dp.dy), Double(dp.dx)))
return Text("􀑓").font(.largeTitle).rotationEffect(h).position(p)
}
#Published var alongTrackDistance = CGFloat.zero
init(from: CGPoint, to: CGPoint, control1: CGPoint, control2: CGPoint) {
track = Bezier3(from: from, to: to, control1: control1, control2: control2)
path = Path({ (path) in
path.move(to: from)
path.addCurve(to: to, control1: control1, control2: control2)
})
}
}
struct ContentView: View {
#ObservedObject var aircraft = AircraftModel(from: .init(x: 0, y: 0), to: .init(x: 500, y: 600), control1: .init(x: 600, y: 100), control2: .init(x: -300, y: 400))
var body: some View {
VStack {
ZStack {
aircraft.path.stroke(style: StrokeStyle( lineWidth: 0.5))
aircraft.aircraft
}
Slider(value: $aircraft.alongTrackDistance, in: (0.0 ... aircraft.track.totalArcLength)) {
Text("along track distance")
}.padding()
Button(action: {
// fly (to be implemented :-))
}) {
Text("Fly!")
}.padding()
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
If you worry about how to implement "animated" aircraft movement, SwiftUI animation is not the solution. You have to move the aircraft programmatically.
You have to import
import Combine
Add to model
#Published var flying = false
var timer: Cancellable? = nil
func fly() {
flying = true
timer = Timer
.publish(every: 0.02, on: RunLoop.main, in: RunLoop.Mode.default)
.autoconnect()
.sink(receiveValue: { (_) in
self.alongTrackDistance += self.track.totalArcLength / 200.0
if self.alongTrackDistance > self.track.totalArcLength {
self.timer?.cancel()
self.flying = false
}
})
}
and modify the button
Button(action: {
self.aircraft.fly()
}) {
Text("Fly!")
}.disabled(aircraft.flying)
.padding()
Finally I've got
The solution from user3441734 is very general and elegant. The reader will benefit from every second pondering the ParametricCurve and its arc length and curvature. It is the only approach I have found that can re-orient the moving object (the airplane) to point forward while moving.
Asperi has also posted a useful solution in Is it possible to animate view on a certain Path in SwiftUI
Here is a solution that does less, with less. It does use SwiftUI animation, which is a mixed blessing. (E.g. you get more choices for animation curves, but you don't get announcements or callbacks when the animation is done.) It is inspired by Asperi's answer in Problem animating with animatableData in SwiftUI.
import SwiftUI
// Use https://www.desmos.com/calculator/cahqdxeshd to design Beziers.
// Pick a simple example path.
fileprivate let W = UIScreen.main.bounds.width
fileprivate let H = UIScreen.main.bounds.height
fileprivate let p1 = CGPoint(x: 50, y: H - 50)
fileprivate let p2 = CGPoint(x: W - 50, y: 50)
fileprivate var samplePath : Path {
let c1 = CGPoint(x: p1.x, y: (p1.y + p2.y)/2)
let c2 = CGPoint(x: p2.x, y: (p1.y + p2.y)/2)
var result = Path()
result.move(to: p1)
result.addCurve(to: p2, control1: c1, control2: c2)
return result
}
// This View's position follows the Path.
struct SlidingSpot : View {
let path : Path
let start : CGPoint
let duration: Double = 1
#State var isMovingForward = false
var tMax : CGFloat { isMovingForward ? 1 : 0 } // Same expressions,
var opac : Double { isMovingForward ? 1 : 0 } // different meanings.
var body: some View {
VStack {
Circle()
.frame(width: 30)
// Asperi is correct that this Modifier must be separate.
.modifier(Moving(time: tMax, path: path, start: start))
.animation(.easeInOut(duration: duration), value: tMax)
.opacity(opac)
Button {
isMovingForward = true
// Sneak back to p1. This is a code smell.
DispatchQueue.main.asyncAfter(deadline: .now() + duration + 0.1) {
isMovingForward = false
}
} label: {
Text("Go")
}
}
}
}
// Minimal modifier.
struct Moving: AnimatableModifier {
var time : CGFloat // Normalized from 0...1.
let path : Path
let start: CGPoint // Could derive from path.
var animatableData: CGFloat {
get { time }
set { time = newValue }
}
func body(content: Content) -> some View {
content
.position(
path.trimmedPath(from: 0, to: time).currentPoint ?? start
)
}
}
struct ContentView: View {
var body: some View {
SlidingSpot(path: samplePath, start: p1)
}
}
try this:
BUT: be careful: this is NOT running in preview, you have to run in on simulator/device
struct MyShape: Shape {
func path(in rect: CGRect) -> Path {
let path =
Path { path in
path.move(to: CGPoint(x: 200, y: 100))
path.addQuadCurve(to: CGPoint(x: 230, y: 200), control: CGPoint(x: -100, y: 300))
path.addQuadCurve(to: CGPoint(x: 90, y: 400), control: CGPoint(x: 400, y: 130))
path.addLine(to: CGPoint(x: 90, y: 600))
}
return path
}
}
struct ContentView: View {
#State var x: CGFloat = 0.0
var body: some View {
MyShape()
.trim(from: 0, to: x)
.stroke(lineWidth: 10)
.frame(width: 200, height: 200)
.onAppear() {
withAnimation(Animation.easeInOut(duration: 3).delay(0.5)) {
self.x = 1
}
}
}
}

Restarting perpetual animation after stopping in SwiftUI

Background
In this learning app, I've followed and excellent tutorial from Hacking with Swift on generating a wave-like animation. I've modified this app further adding some functionalities:
Providing Start/Stop mechanism for the wave animation
Perpetually generating random numbers for the duration of the animation
Modifying animation if an "interesting" number is found. Initially, I've implemented logic that defines even numbers as interesting but that could be easily changes to flag prime numbers, etc.
Problem
After stopping the animation does not "run" again. This is demonstrated in the gif below.
After stopping the animation does not restart.
Code
//
// ContentView.swift
// WaveExample
//
// Created by Konrad on 28/07/2021.
// Original tutorial: https://www.hackingwithswift.com/plus/custom-swiftui-components/creating-a-waveview-to-draw-smooth-waveforms
//
import SwiftUI
/**
Creates wave shape object
- Parameter strength: How tall the wave should be
- Parameter frequency: How densly the wave should be packed
- returns: Shape
*/
struct Wave: Shape {
// Basic wave characteristics
var strength: Double // Height
var frequency: Double // Number of hills
var phase: Double // Offsets the wave, can be used to animate the view
// Required to define that animation relates to moving the wave from left to right
var animatableData: Double {
get { phase }
set { self.phase = newValue }
}
// Path drawing function
func path(in rect: CGRect) -> Path {
let path = UIBezierPath()
// Basic waveline characteristics
let width = Double(rect.width)
let height = Double(rect.height)
let midWidth = width / 2
let midHeight = height / 2
let wavelength = width / frequency
let oneOverMidWidth = 1 / midWidth
// Path characteristics
path.move(to: CGPoint(x: 0, y: midHeight))
// By determines the nmber of calculations, can be decreased to run faster
for xPosition in stride(from: 0, through: width, by: 1) {
let relativeX = xPosition / wavelength // How far we are from the start point
let distanceFromMidWidth = xPosition - midWidth // Distance from the middle of the space
let normalDistance = distanceFromMidWidth * oneOverMidWidth // Get values from -1 to 1, normalize
// let parabola = normalDistance // Small waves in the middle
let parabola = -(normalDistance * normalDistance) + 1 // Big wave in the middle
let sine = sin(relativeX + phase) // Offset based on phase
let yPosition = parabola * strength * sine + midHeight // Moving this halfway
path.addLine(to: CGPoint(x: xPosition, y: yPosition))
}
return Path(path.cgPath)
}
}
struct Line: Shape {
func path(in rect: CGRect) -> Path {
// Positioning
let midHeight = rect.height / 2
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: midHeight))
path.addLine(to: CGPoint(x: rect.width, y: midHeight))
return Path(path.cgPath)
}
}
struct ContentView: View {
#State private var phase = 0.0 // Used to animate the wave
#State private var waveStrength: Double = 10.0 // How tall, change for interesting numbers
#State private var waveFrequency: Double = 10.0 // How frequent, change for interesting numbers
#State var isAnimating: Bool = false // Currently running animation
#State private var randNum: Int16 = 0 // Random number to keep generating while animating
#State private var isNumberInteresting: Bool = false // Will take 'true' of the random number has some interesting properties
// Timer publisher reflecting frequent animation changes
#State private var timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
// Stop timer
func stopTimer() {
self.timer.upstream.connect().cancel()
}
// Start timer
func startTimer() {
self.timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
}
// Check if number is interesting
func checkNumber(num: Int16) -> Bool {
var isInteresting: Bool = false
if num % 2 == 0 {
isInteresting.toggle()
}
return isInteresting
}
var body: some View {
VStack {
if self.isAnimating {
VStack {
Button("Stop") {
self.isAnimating = false
stopTimer()
}
.font(.title)
.foregroundColor(Color(.blue))
Text("Random number: \(String(randNum)), interesting: \(String(isNumberInteresting))")
.onReceive(timer, perform: { _ in
randNum = Int16.random(in: 0..<Int16.max)
isNumberInteresting = checkNumber(num: randNum)
})
}
} else {
Button("Start") {
self.isAnimating = true
startTimer()
}
.font(.title)
.foregroundColor(Color(.red))
}
if self.isAnimating {
// Animation
ZStack {
ForEach(0..<10) { waveIteration in
Wave(strength: waveStrength, frequency: waveFrequency, phase: phase)
.stroke(Color.blue.opacity(Double(waveIteration) / 3), lineWidth: 1.1)
.offset(y: CGFloat(waveIteration) * 10)
}
}
.onReceive(timer) { _ in
// withAnimation requires info on how to animate
withAnimation(Animation.linear(duration: 1).repeatForever(autoreverses: false)) {
self.phase = .pi * 2 // 180 degrees of sine being calculated
if isNumberInteresting {
waveFrequency = 50.0
waveStrength = 50.0
} else {
waveFrequency = 10.0
waveStrength = 10.0
}
}
}
.frame(height: UIScreen.main.bounds.height * 0.8)
} else {
// Static line
ZStack {
Line()
.stroke(Color.blue)
}
.frame(height: UIScreen.main.bounds.height * 0.8)
}
Spacer()
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Side notes
In addiction to the problem above any good practice pointers on working with Swift are always welcome.
I made your project works, you can see the changed code // <<: Here!, the issue was there that you did not show the Animation the changed value! you showed just one time! and after that you keep it the same! if you see your code in your question you are repeating self.phase = .pi * 2 it makes no meaning to Animation! I just worked on your ContentView the all project needs refactor work, but that is not the issue here.
struct ContentView: View {
#State private var phase = 0.0
#State private var waveStrength: Double = 10.0
#State private var waveFrequency: Double = 10.0
#State var isAnimating: Bool = false
#State private var randNum: Int16 = 0
#State private var isNumberInteresting: Bool = false
#State private var timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
#State private var stringOfText: String = String() // <<: Here!
func stopTimer() {
self.timer.upstream.connect().cancel()
phase = 0.0 // <<: Here!
}
func startTimer() {
self.timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + DispatchTimeInterval.milliseconds(500)) { phase = .pi * 2 } // <<: Here!
}
func checkNumber(num: Int16) -> Bool {
var isInteresting: Bool = false
if num % 2 == 0 {
isInteresting.toggle()
}
return isInteresting
}
var body: some View {
VStack {
Button(isAnimating ? "Stop" : "Start") { // <<: Here!
isAnimating.toggle() // <<: Here!
isAnimating ? startTimer() : stopTimer() // <<: Here!
}
.font(.title)
.foregroundColor(isAnimating ? Color.red : Color.blue) // <<: Here!
ZStack {
if isAnimating {
ForEach(0..<10) { waveIteration in
Wave(strength: waveStrength, frequency: waveFrequency, phase: phase)
.stroke(Color.blue.opacity(Double(waveIteration) / 3), lineWidth: 1.1)
.offset(y: CGFloat(waveIteration) * 10)
}
}
else {
Line().stroke(Color.blue)
}
}
.frame(height: UIScreen.main.bounds.height * 0.8)
.overlay(isAnimating ? Text(stringOfText) : nil, alignment: .top) // <<: Here!
.onReceive(timer) { _ in
if isAnimating { // <<: Here!
randNum = Int16.random(in: 0..<Int16.max)
isNumberInteresting = checkNumber(num: randNum)
stringOfText = "Random number: \(String(randNum)), interesting: \(String(isNumberInteresting))" // <<: Here!
if isNumberInteresting {
waveFrequency = 50.0
waveStrength = 50.0
} else {
waveFrequency = 10.0
waveStrength = 10.0
}
}
else {
stopTimer() // For safety! Killing Timer in case! // <<: Here!
}
}
.animation(nil, value: stringOfText) // <<: Here!
.animation(Animation.linear(duration: 1).repeatForever(autoreverses: false)) // <<: Here!
.id(isAnimating) // <<: Here!
}
}
}

Implement Like what's app story progress circle

I'm trying to do the below progress
Using MKMagneticProgress, I was able to apply the bottom space, but now I'm stuck on how to do the spaces in the circle, for example in this image we have the progress of 7 items out of 10.
What I want is to update the MKMagneticProgress code to add the spaces.
the code taken from MKMagneticProgress with my update (I added the total)
import UIKit
// MARK: - Line Cap Enum
public enum LineCap : Int{
case round, butt, square
public func style() -> String {
switch self {
case .round:
return CAShapeLayerLineCap.round.rawValue
case .butt:
return CAShapeLayerLineCap.butt.rawValue
case .square:
return CAShapeLayerLineCap.square.rawValue
}
}
}
// MARK: - Orientation Enum
public enum Orientation: Int {
case left, top, right, bottom
}
#IBDesignable
open class CircleProgress: UIView {
// MARK: - Variables
private let titleLabelWidth:CGFloat = 100
private let percentLabel = UILabel(frame: .zero)
#IBInspectable open var titleLabel = UILabel(frame: .zero)
/// Stroke background color
#IBInspectable open var clockwise: Bool = true {
didSet {
layoutSubviews()
}
}
/// Stroke background color
#IBInspectable open var backgroundShapeColor: UIColor = UIColor(white: 0.9, alpha: 0.5) {
didSet {
updateShapes()
}
}
/// Progress stroke color
#IBInspectable open var progressShapeColor: UIColor = .blue {
didSet {
updateShapes()
}
}
/// Line width
#IBInspectable open var lineWidth: CGFloat = 8.0 {
didSet {
updateShapes()
}
}
/// Space value
#IBInspectable open var spaceDegree: CGFloat = 45.0 {
didSet {
// if spaceDegree < 45.0{
// spaceDegree = 45.0
// }
//
// if spaceDegree > 135.0{
// spaceDegree = 135.0
// }
layoutSubviews()
updateShapes()
}
}
/// The progress shapes line width will be the `line width` minus the `inset`.
#IBInspectable open var inset: CGFloat = 0.0 {
didSet {
updateShapes()
}
}
// The progress percentage label(center label) format
#IBInspectable open var percentLabelFormat: String = "%.f %%" {
didSet {
percentLabel.text = String(format: percentLabelFormat, progress * 100)
}
}
#IBInspectable open var percentColor: UIColor = UIColor(white: 0.9, alpha: 0.5) {
didSet {
percentLabel.textColor = percentColor
}
}
/// progress text (progress bottom label)
#IBInspectable open var title: String = "" {
didSet {
titleLabel.text = title
}
}
#IBInspectable open var titleColor: UIColor = UIColor(white: 0.9, alpha: 0.5) {
didSet {
titleLabel.textColor = titleColor
}
}
// progress text (progress bottom label)
#IBInspectable open var font: UIFont = .systemFont(ofSize: 13) {
didSet {
titleLabel.font = font
percentLabel.font = font
}
}
// progress Orientation
open var orientation: Orientation = .bottom {
didSet {
updateShapes()
}
}
/// Progress shapes line cap.
open var lineCap: LineCap = .round {
didSet {
updateShapes()
}
}
/// Returns the total Items
private var _total: CGFloat = 1.0
#IBInspectable open var total: CGFloat {
set {
self._total = newValue
self.setProgress(progress: self.progress)
}
get {
return self._total
}
}
/// Returns the current progress.
#IBInspectable open private(set) var progress: CGFloat {
set {
progressShape?.strokeEnd = newValue
}
get {
return progressShape.strokeEnd
}
}
/// Duration for a complete animation from 0.0 to 1.0.
open var completeDuration: Double = 2.0
private var backgroundShape: CAShapeLayer!
private var progressShape: CAShapeLayer!
private var progressAnimation: CABasicAnimation!
// MARK: - Init
public required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
public override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
private func setup() {
backgroundShape = CAShapeLayer()
backgroundShape.fillColor = nil
backgroundShape.strokeColor = backgroundShapeColor.cgColor
layer.addSublayer(backgroundShape)
progressShape = CAShapeLayer()
progressShape.fillColor = nil
progressShape.strokeStart = 0.0
progressShape.strokeEnd = 0.1
layer.addSublayer(progressShape)
progressAnimation = CABasicAnimation(keyPath: "strokeEnd")
percentLabel.frame = self.bounds
percentLabel.textAlignment = .center
// percentLabel.textColor = self.progressShapeColor
self.addSubview(percentLabel)
percentLabel.text = String(format: "%.1f%%", progress * 100)
titleLabel.frame = CGRect(x: (self.bounds.size.width-titleLabelWidth)/2, y: self.bounds.size.height-21, width: titleLabelWidth, height: 21)
titleLabel.textAlignment = .center
// titleLabel.textColor = self.progressShapeColor
titleLabel.text = title
titleLabel.contentScaleFactor = 0.3
// textLabel.adjustFontSizeToFit()
titleLabel.numberOfLines = 2
//textLabel.adjustFontSizeToFit()
titleLabel.adjustsFontSizeToFitWidth = true
self.addSubview(titleLabel)
}
// MARK: - Progress Animation
public func setProgress(progress: CGFloat, animated: Bool = true) {
let actualProgress = progress/self._total
if actualProgress > 1.0 {
return
}
var start = progressShape.strokeEnd
if let presentationLayer = progressShape.presentation(){
if let count = progressShape.animationKeys()?.count, count > 0 {
start = presentationLayer.strokeEnd
}
}
let duration = abs(Double(progress - start)) * completeDuration
percentLabel.text = String(format: percentLabelFormat, actualProgress * 100)
progressShape.strokeEnd = actualProgress
if animated {
progressAnimation.fromValue = start
progressAnimation.toValue = actualProgress
progressAnimation.duration = duration
progressShape.add(progressAnimation, forKey: progressAnimation.keyPath)
}
}
// MARK: - Layout
open override func layoutSubviews() {
super.layoutSubviews()
backgroundShape.frame = bounds
progressShape.frame = bounds
let rect = rectForShape()
backgroundShape.path = pathForShape(rect: rect).cgPath
progressShape.path = pathForShape(rect: rect).cgPath
self.titleLabel.frame = CGRect(x: (self.bounds.size.width - titleLabelWidth)/2, y: self.bounds.size.height-50, width: titleLabelWidth, height: 42)
updateShapes()
percentLabel.frame = self.bounds
}
private func updateShapes() {
backgroundShape?.lineWidth = lineWidth
backgroundShape?.strokeColor = backgroundShapeColor.cgColor
backgroundShape?.lineCap = CAShapeLayerLineCap(rawValue: lineCap.style())
progressShape?.strokeColor = progressShapeColor.cgColor
progressShape?.lineWidth = lineWidth - inset
progressShape?.lineCap = CAShapeLayerLineCap(rawValue: lineCap.style())
switch orientation {
case .left:
titleLabel.isHidden = true
self.progressShape.transform = CATransform3DMakeRotation( CGFloat.pi / 2, 0, 0, 1.0)
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi / 2, 0, 0, 1.0)
case .right:
titleLabel.isHidden = true
self.progressShape.transform = CATransform3DMakeRotation( CGFloat.pi * 1.5, 0, 0, 1.0)
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi * 1.5, 0, 0, 1.0)
case .bottom:
titleLabel.isHidden = false
UIView.animate(withDuration: 0.3, delay: 0.0, usingSpringWithDamping: 0.9, initialSpringVelocity: 0.0, options: [] , animations: { [weak self] in
if let temp = self{
temp.titleLabel.frame = CGRect(x: (temp.bounds.size.width - temp.titleLabelWidth)/2, y: temp.bounds.size.height-50, width: temp.titleLabelWidth, height: 42)
}
}, completion: nil)
self.progressShape.transform = CATransform3DMakeRotation( CGFloat.pi * 2, 0, 0, 1.0)
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi * 2, 0, 0, 1.0)
case .top:
titleLabel.isHidden = false
UIView.animate(withDuration: 0.3, delay: 0.0, usingSpringWithDamping: 0.9, initialSpringVelocity: 0.0, options: [] , animations: { [weak self] in
if let temp = self{
temp.titleLabel.frame = CGRect(x: (temp.bounds.size.width - temp.titleLabelWidth)/2, y: 0, width: temp.titleLabelWidth, height: 42)
}
}, completion: nil)
self.progressShape.transform = CATransform3DMakeRotation( CGFloat.pi, 0, 0, 1.0)
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi, 0, 0, 1.0)
}
}
// MARK: - Helper
private func rectForShape() -> CGRect {
return bounds.insetBy(dx: lineWidth / 2.0, dy: lineWidth / 2.0)
}
private func pathForShape(rect: CGRect) -> UIBezierPath {
let startAngle:CGFloat!
let endAngle:CGFloat!
if clockwise{
startAngle = CGFloat(spaceDegree * .pi / 180.0) + (0.5 * .pi)
endAngle = CGFloat((360.0 - spaceDegree) * (.pi / 180.0)) + (0.5 * .pi)
}else{
startAngle = CGFloat((360.0 - spaceDegree) * (.pi / 180.0)) + (0.5 * .pi)
endAngle = CGFloat(spaceDegree * .pi / 180.0) + (0.5 * .pi)
}
let path = UIBezierPath(arcCenter: CGPoint(x: rect.midX, y: rect.midY), radius: rect.size.width / 2.0, startAngle: startAngle, endAngle: endAngle
, clockwise: clockwise)
return path
}
}
My output:
Thanks.
I was able to figure out how to update the code to add multiple arcs here is the updated code
import UIKit
// MARK: - Line Cap Enum
public enum LineCap : Int{
case round, butt, square
public func style() -> String {
switch self {
case .round:
return CAShapeLayerLineCap.round.rawValue
case .butt:
return CAShapeLayerLineCap.butt.rawValue
case .square:
return CAShapeLayerLineCap.square.rawValue
}
}
}
// MARK: - Orientation Enum
public enum Orientation: Int {
case left, top, right, bottom
}
#IBDesignable
open class CircleProgress: UIView {
// MARK: - Variables
private let titleLabelWidth:CGFloat = 100
private let percentLabel = UILabel(frame: .zero)
#IBInspectable open var titleLabel = UILabel(frame: .zero)
/// Stroke background color
#IBInspectable open var clockwise: Bool = true {
didSet {
layoutSubviews()
}
}
/// Stroke background color
#IBInspectable open var backgroundShapeColor: UIColor = UIColor(white: 0.9, alpha: 0.5) {
didSet {
updateShapes()
}
}
/// Progress stroke color
#IBInspectable open var progressShapeColor: UIColor = .blue {
didSet {
updateShapes()
}
}
/// Line width
#IBInspectable open var lineWidth: CGFloat = 5.0 {
didSet {
updateShapes()
}
}
/// Space value
#IBInspectable open var spaceDegree: CGFloat = 45.0 {
didSet {
// if spaceDegree < 45.0{
// spaceDegree = 45.0
// }
//
// if spaceDegree > 135.0{
// spaceDegree = 135.0
// }
layoutSubviews()
updateShapes()
}
}
/// The progress shapes line width will be the `line width` minus the `inset`.
#IBInspectable open var inset: CGFloat = 0.0 {
didSet {
updateShapes()
}
}
// The progress percentage label(center label) format
#IBInspectable open var percentLabelFormat: String = "%.f %%" {
didSet {
percentLabel.text = String(format: percentLabelFormat, progress * 100)
}
}
#IBInspectable open var percentColor: UIColor = UIColor(white: 0.9, alpha: 0.5) {
didSet {
percentLabel.textColor = percentColor
}
}
/// progress text (progress bottom label)
#IBInspectable open var title: String = "" {
didSet {
titleLabel.text = title
}
}
#IBInspectable open var titleColor: UIColor = UIColor(white: 0.9, alpha: 0.5) {
didSet {
titleLabel.textColor = titleColor
}
}
// progress text (progress bottom label)
#IBInspectable open var font: UIFont = .systemFont(ofSize: 13) {
didSet {
titleLabel.font = font
percentLabel.font = font
}
}
// progress Orientation
open var orientation: Orientation = .bottom {
didSet {
updateShapes()
}
}
/// Progress shapes line cap.
open var lineCap: LineCap = .round {
didSet {
updateShapes()
}
}
/// Returns the total Items
private var _total: Int = 1
#IBInspectable open var total: Int {
set {
self._total = newValue
self.addProgressShapes()
}
get {
return self._total
}
}
/// Returns the current progress.
private var _progress: CGFloat = 0.0
#IBInspectable open private(set) var progress: CGFloat {
set {
self._progress = newValue
}
get {
return self._progress
}
}
/// Duration for a complete animation from 0.0 to 1.0.
open var completeDuration: Double = 1.0
private var backgroundShape: CAShapeLayer!
private var progressShapes: [CAShapeLayer]!
private var progressAnimation: CABasicAnimation!
// MARK: - Init
public required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
public override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
private func setup() {
backgroundShape = CAShapeLayer()
backgroundShape.fillColor = nil
backgroundShape.strokeColor = backgroundShapeColor.cgColor
layer.addSublayer(backgroundShape)
progressAnimation = CABasicAnimation(keyPath: "strokeEnd")
percentLabel.frame = self.bounds
percentLabel.textAlignment = .center
// percentLabel.textColor = self.progressShapeColor
self.addSubview(percentLabel)
percentLabel.text = String(format: "%.1f%%", progress * 100)
titleLabel.frame = CGRect(x: (self.bounds.size.width-titleLabelWidth)/2, y: self.bounds.size.height-21, width: titleLabelWidth, height: 21)
titleLabel.textAlignment = .center
// titleLabel.textColor = self.progressShapeColor
titleLabel.text = title
titleLabel.contentScaleFactor = 0.3
// textLabel.adjustFontSizeToFit()
titleLabel.numberOfLines = 2
//textLabel.adjustFontSizeToFit()
titleLabel.adjustsFontSizeToFitWidth = true
self.addSubview(titleLabel)
}
// MARK: - Progress Animation
private func addProgressShapes(){
self.progressShapes = []
let progressSize = 1.0
var size:CGFloat = CGFloat(progressSize / Double(self.total))
let padingPercent = 0.2
let pading: Double = padingPercent * Double(self.total)/10 * Double(progressSize / Double(self.total - 1))
size = size - CGFloat(pading)
print("")
print("size: \(size) | pading: \(pading)")
print("------------------------")
var start: CGFloat = 0.0
var end: CGFloat = size
print("start: \(start) | end: \(end) ")
print("------------------------")
let progressShape: CAShapeLayer!
progressShape = CAShapeLayer()
progressShape.fillColor = nil
progressShape.strokeStart = start
progressShape.strokeEnd = end
layer.addSublayer(progressShape)
self.progressShapes.append(progressShape)
for _ in 1..<self._total {
start = CGFloat(end + CGFloat(pading))
end = CGFloat(Double(start + size))
print("------------------------")
print("start: \(start) | end: \(end) ")
let progressShape: CAShapeLayer!
progressShape = CAShapeLayer()
progressShape.fillColor = nil
progressShape.strokeStart = start
progressShape.strokeEnd = end
layer.addSublayer(progressShape)
self.progressShapes.append(progressShape)
}
}
private func setProgressShapeFrame(){
guard self.progressShapes != nil else { return }
for shape in self.progressShapes {
shape.frame = bounds
let rect = rectForShape()
shape.path = pathForShape(rect: rect).cgPath
}
}
private func updateShapesWidth(){
guard self.progressShapes != nil else { return }
for i in 0..<self._total {
let shape = self.progressShapes[i]
let color = CGFloat(i) >= self.progress ? UIColor.white.withAlphaComponent(0.1).cgColor:progressShapeColor.cgColor
shape.strokeColor = color
shape.lineWidth = lineWidth - inset
shape.lineCap = CAShapeLayerLineCap(rawValue: lineCap.style())
}
}
private func transformShapes(_ transform: CATransform3D){
guard self.progressShapes != nil else { return }
for shape in self.progressShapes {
shape.transform = transform
}
}
public func setProgress(progress: CGFloat, animated: Bool = true) {
self._progress = progress
// let actualProgress = progress/self._total
// if actualProgress > 1.0 {
// return
// }
//
// var start = progressShape.strokeEnd
// if let presentationLayer = progressShape.presentation(){
// if let count = progressShape.animationKeys()?.count, count > 0 {
// start = presentationLayer.strokeEnd
// }
// }
//
// let duration = abs(Double(progress - start)) * completeDuration
// percentLabel.text = String(format: percentLabelFormat, actualProgress * 100)
// progressShape.strokeEnd = actualProgress
//
// if animated {
// progressAnimation.fromValue = start
// progressAnimation.toValue = actualProgress
// progressAnimation.duration = duration
// progressShape.add(progressAnimation, forKey: progressAnimation.keyPath)
// }
}
// MARK: - Layout
open override func layoutSubviews() {
super.layoutSubviews()
backgroundShape.frame = bounds
let rect = rectForShape()
backgroundShape.path = pathForShape(rect: rect).cgPath
setProgressShapeFrame()
self.titleLabel.frame = CGRect(x: (self.bounds.size.width - titleLabelWidth)/2, y: self.bounds.size.height-50, width: titleLabelWidth, height: 42)
updateShapes()
percentLabel.frame = self.bounds
}
private func updateShapes() {
backgroundShape?.lineWidth = lineWidth
backgroundShape?.strokeColor = backgroundShapeColor.cgColor
backgroundShape?.lineCap = CAShapeLayerLineCap(rawValue: lineCap.style())
self.updateShapesWidth()
switch orientation {
case .left:
titleLabel.isHidden = true
self.transformShapes(CATransform3DMakeRotation( CGFloat.pi / 2, 0, 0, 1.0))
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi / 2, 0, 0, 1.0)
case .right:
titleLabel.isHidden = true
self.transformShapes(CATransform3DMakeRotation( CGFloat.pi * 1.5, 0, 0, 1.0))
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi * 1.5, 0, 0, 1.0)
case .bottom:
titleLabel.isHidden = false
UIView.animate(withDuration: 0.3, delay: 0.0, usingSpringWithDamping: 0.9, initialSpringVelocity: 0.0, options: [] , animations: { [weak self] in
if let temp = self{
temp.titleLabel.frame = CGRect(x: (temp.bounds.size.width - temp.titleLabelWidth)/2, y: temp.bounds.size.height-50, width: temp.titleLabelWidth, height: 42)
}
}, completion: nil)
self.transformShapes(CATransform3DMakeRotation( CGFloat.pi * 2, 0, 0, 1.0))
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi * 2, 0, 0, 1.0)
case .top:
titleLabel.isHidden = false
UIView.animate(withDuration: 0.3, delay: 0.0, usingSpringWithDamping: 0.9, initialSpringVelocity: 0.0, options: [] , animations: { [weak self] in
if let temp = self{
temp.titleLabel.frame = CGRect(x: (temp.bounds.size.width - temp.titleLabelWidth)/2, y: 0, width: temp.titleLabelWidth, height: 42)
}
}, completion: nil)
self.transformShapes(CATransform3DMakeRotation( CGFloat.pi, 0, 0, 1.0))
self.backgroundShape.transform = CATransform3DMakeRotation(CGFloat.pi, 0, 0, 1.0)
}
}
// MARK: - Helper
private func rectForShape() -> CGRect {
return bounds.insetBy(dx: lineWidth / 2.0, dy: lineWidth / 2.0)
}
private func pathForShape(rect: CGRect) -> UIBezierPath {
let startAngle:CGFloat!
let endAngle:CGFloat!
if clockwise{
startAngle = CGFloat(spaceDegree * .pi / 180.0) + (0.5 * .pi)
endAngle = CGFloat((360.0 - spaceDegree) * (.pi / 180.0)) + (0.5 * .pi)
}else{
startAngle = CGFloat((360.0 - spaceDegree) * (.pi / 180.0)) + (0.5 * .pi)
endAngle = CGFloat(spaceDegree * .pi / 180.0) + (0.5 * .pi)
}
let path = UIBezierPath(arcCenter: CGPoint(x: rect.midX, y: rect.midY), radius: rect.size.width / 2.0, startAngle: startAngle, endAngle: endAngle
, clockwise: clockwise)
return path
}
}

How to move a view/shape along a custom path with swiftUI?

There doesn't seem to be an intuitive way of moving a view/shape along a custom path, particularly a curvy path. I've found several libraries for UIKit that allow views to move on a Bézier Paths (DKChainableAnimationKit,TweenKit,Sica,etc.) but I am not that comfortable using UIKit and kept running into errors.
currently with swiftUI I'm manually doing it like so:
import SwiftUI
struct ContentView: View {
#State var moveX = true
#State var moveY = true
#State var moveX2 = true
#State var moveY2 = true
#State var rotate1 = true
var body: some View {
ZStack{
Circle().frame(width:50, height:50)
.offset(x: moveX ? 0:100, y: moveY ? 0:100)
.animation(Animation.easeInOut(duration:1).delay(0))
.rotationEffect(.degrees(rotate1 ? 0:350))
.offset(x: moveX2 ? 0:-100, y: moveY2 ? 0:-200)
.animation(Animation.easeInOut(duration:1).delay(1))
.onAppear(){
self.moveX.toggle();
self.moveY.toggle();
self.moveX2.toggle();
self.moveY2.toggle();
self.rotate1.toggle();
// self..toggle()
}
}
} }
It somewhat gets the job done, but the flexibility is severely limited and compounding delays quickly becomes a mess.
If anyone knows how I could get a custom view/shape to travel along the following path it would be very very much appreciated.
Path { path in
path.move(to: CGPoint(x: 200, y: 100))
path.addQuadCurve(to: CGPoint(x: 230, y: 200), control: CGPoint(x: -100, y: 300))
path.addQuadCurve(to: CGPoint(x: 90, y: 400), control: CGPoint(x: 400, y: 130))
path.addLine(to: CGPoint(x: 90, y: 600))
}
.stroke()
The closest solution I've managed to find was on SwiftUILab but the full tutorial seems to be only available to paid subscribers.
Something like this:
OK, it is not simple, but I would like to help ...
In the next snippet (macOS application) you can see the basic elements which you can adapt to your needs.
For simplicity I choose simple parametric curve, if you like to use more complex (composite) curve, you have to solve how to map partial t (parameter) for each segment to the composite t for the whole curve (and the same must be done for mapping between partial along-track distance to composite track along-track distance).
Why such a complication?
There is a nonlinear relation between the along-track distance required for aircraft displacement (with constant speed) and curve parameter t on which parametric curve definition depends.
Let see the result first
and next to see how it is implemented. You need to study this code, and if necessary study how parametric curves are defined and behave.
//
// ContentView.swift
// tmp086
//
// Created by Ivo Vacek on 11/03/2020.
// Copyright © 2020 Ivo Vacek. All rights reserved.
//
import SwiftUI
import Accelerate
protocol ParametricCurve {
var totalArcLength: CGFloat { get }
func point(t: CGFloat)->CGPoint
func derivate(t: CGFloat)->CGVector
func secondDerivate(t: CGFloat)->CGVector
func arcLength(t: CGFloat)->CGFloat
func curvature(t: CGFloat)->CGFloat
}
extension ParametricCurve {
func arcLength(t: CGFloat)->CGFloat {
var tmin: CGFloat = .zero
var tmax: CGFloat = .zero
if t < .zero {
tmin = t
} else {
tmax = t
}
let quadrature = Quadrature(integrator: .qags(maxIntervals: 8), absoluteTolerance: 5.0e-2, relativeTolerance: 1.0e-3)
let result = quadrature.integrate(over: Double(tmin) ... Double(tmax)) { _t in
let dp = derivate(t: CGFloat(_t))
let ds = Double(hypot(dp.dx, dp.dy)) //* x
return ds
}
switch result {
case .success(let arcLength, _/*, let e*/):
//print(arcLength, e)
return t < .zero ? -CGFloat(arcLength) : CGFloat(arcLength)
case .failure(let error):
print("integration error:", error.errorDescription)
return CGFloat.nan
}
}
func curveParameter(arcLength: CGFloat)->CGFloat {
let maxLength = totalArcLength == .zero ? self.arcLength(t: 1) : totalArcLength
guard maxLength > 0 else { return 0 }
var iteration = 0
var guess: CGFloat = arcLength / maxLength
let maxIterations = 10
let maxErr: CGFloat = 0.1
while (iteration < maxIterations) {
let err = self.arcLength(t: guess) - arcLength
if abs(err) < maxErr { break }
let dp = derivate(t: guess)
let m = hypot(dp.dx, dp.dy)
guess -= err / m
iteration += 1
}
return guess
}
func curvature(t: CGFloat)->CGFloat {
/*
x'y" - y'x"
κ(t) = --------------------
(x'² + y'²)^(3/2)
*/
let dp = derivate(t: t)
let dp2 = secondDerivate(t: t)
let dpSize = hypot(dp.dx, dp.dy)
let denominator = dpSize * dpSize * dpSize
let nominator = dp.dx * dp2.dy - dp.dy * dp2.dx
return nominator / denominator
}
}
struct Bezier3: ParametricCurve {
let p0: CGPoint
let p1: CGPoint
let p2: CGPoint
let p3: CGPoint
let A: CGFloat
let B: CGFloat
let C: CGFloat
let D: CGFloat
let E: CGFloat
let F: CGFloat
let G: CGFloat
let H: CGFloat
public private(set) var totalArcLength: CGFloat = .zero
init(from: CGPoint, to: CGPoint, control1: CGPoint, control2: CGPoint) {
p0 = from
p1 = control1
p2 = control2
p3 = to
A = to.x - 3 * control2.x + 3 * control1.x - from.x
B = 3 * control2.x - 6 * control1.x + 3 * from.x
C = 3 * control1.x - 3 * from.x
D = from.x
E = to.y - 3 * control2.y + 3 * control1.y - from.y
F = 3 * control2.y - 6 * control1.y + 3 * from.y
G = 3 * control1.y - 3 * from.y
H = from.y
// mandatory !!!
totalArcLength = arcLength(t: 1)
}
func point(t: CGFloat)->CGPoint {
let x = A * t * t * t + B * t * t + C * t + D
let y = E * t * t * t + F * t * t + G * t + H
return CGPoint(x: x, y: y)
}
func derivate(t: CGFloat)->CGVector {
let dx = 3 * A * t * t + 2 * B * t + C
let dy = 3 * E * t * t + 2 * F * t + G
return CGVector(dx: dx, dy: dy)
}
func secondDerivate(t: CGFloat)->CGVector {
let dx = 6 * A * t + 2 * B
let dy = 6 * E * t + 2 * F
return CGVector(dx: dx, dy: dy)
}
}
class AircraftModel: ObservableObject {
let track: ParametricCurve
let path: Path
var aircraft: some View {
let t = track.curveParameter(arcLength: alongTrackDistance)
let p = track.point(t: t)
let dp = track.derivate(t: t)
let h = Angle(radians: atan2(Double(dp.dy), Double(dp.dx)))
return Text("􀑓").font(.largeTitle).rotationEffect(h).position(p)
}
#Published var alongTrackDistance = CGFloat.zero
init(from: CGPoint, to: CGPoint, control1: CGPoint, control2: CGPoint) {
track = Bezier3(from: from, to: to, control1: control1, control2: control2)
path = Path({ (path) in
path.move(to: from)
path.addCurve(to: to, control1: control1, control2: control2)
})
}
}
struct ContentView: View {
#ObservedObject var aircraft = AircraftModel(from: .init(x: 0, y: 0), to: .init(x: 500, y: 600), control1: .init(x: 600, y: 100), control2: .init(x: -300, y: 400))
var body: some View {
VStack {
ZStack {
aircraft.path.stroke(style: StrokeStyle( lineWidth: 0.5))
aircraft.aircraft
}
Slider(value: $aircraft.alongTrackDistance, in: (0.0 ... aircraft.track.totalArcLength)) {
Text("along track distance")
}.padding()
Button(action: {
// fly (to be implemented :-))
}) {
Text("Fly!")
}.padding()
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
If you worry about how to implement "animated" aircraft movement, SwiftUI animation is not the solution. You have to move the aircraft programmatically.
You have to import
import Combine
Add to model
#Published var flying = false
var timer: Cancellable? = nil
func fly() {
flying = true
timer = Timer
.publish(every: 0.02, on: RunLoop.main, in: RunLoop.Mode.default)
.autoconnect()
.sink(receiveValue: { (_) in
self.alongTrackDistance += self.track.totalArcLength / 200.0
if self.alongTrackDistance > self.track.totalArcLength {
self.timer?.cancel()
self.flying = false
}
})
}
and modify the button
Button(action: {
self.aircraft.fly()
}) {
Text("Fly!")
}.disabled(aircraft.flying)
.padding()
Finally I've got
The solution from user3441734 is very general and elegant. The reader will benefit from every second pondering the ParametricCurve and its arc length and curvature. It is the only approach I have found that can re-orient the moving object (the airplane) to point forward while moving.
Asperi has also posted a useful solution in Is it possible to animate view on a certain Path in SwiftUI
Here is a solution that does less, with less. It does use SwiftUI animation, which is a mixed blessing. (E.g. you get more choices for animation curves, but you don't get announcements or callbacks when the animation is done.) It is inspired by Asperi's answer in Problem animating with animatableData in SwiftUI.
import SwiftUI
// Use https://www.desmos.com/calculator/cahqdxeshd to design Beziers.
// Pick a simple example path.
fileprivate let W = UIScreen.main.bounds.width
fileprivate let H = UIScreen.main.bounds.height
fileprivate let p1 = CGPoint(x: 50, y: H - 50)
fileprivate let p2 = CGPoint(x: W - 50, y: 50)
fileprivate var samplePath : Path {
let c1 = CGPoint(x: p1.x, y: (p1.y + p2.y)/2)
let c2 = CGPoint(x: p2.x, y: (p1.y + p2.y)/2)
var result = Path()
result.move(to: p1)
result.addCurve(to: p2, control1: c1, control2: c2)
return result
}
// This View's position follows the Path.
struct SlidingSpot : View {
let path : Path
let start : CGPoint
let duration: Double = 1
#State var isMovingForward = false
var tMax : CGFloat { isMovingForward ? 1 : 0 } // Same expressions,
var opac : Double { isMovingForward ? 1 : 0 } // different meanings.
var body: some View {
VStack {
Circle()
.frame(width: 30)
// Asperi is correct that this Modifier must be separate.
.modifier(Moving(time: tMax, path: path, start: start))
.animation(.easeInOut(duration: duration), value: tMax)
.opacity(opac)
Button {
isMovingForward = true
// Sneak back to p1. This is a code smell.
DispatchQueue.main.asyncAfter(deadline: .now() + duration + 0.1) {
isMovingForward = false
}
} label: {
Text("Go")
}
}
}
}
// Minimal modifier.
struct Moving: AnimatableModifier {
var time : CGFloat // Normalized from 0...1.
let path : Path
let start: CGPoint // Could derive from path.
var animatableData: CGFloat {
get { time }
set { time = newValue }
}
func body(content: Content) -> some View {
content
.position(
path.trimmedPath(from: 0, to: time).currentPoint ?? start
)
}
}
struct ContentView: View {
var body: some View {
SlidingSpot(path: samplePath, start: p1)
}
}
try this:
BUT: be careful: this is NOT running in preview, you have to run in on simulator/device
struct MyShape: Shape {
func path(in rect: CGRect) -> Path {
let path =
Path { path in
path.move(to: CGPoint(x: 200, y: 100))
path.addQuadCurve(to: CGPoint(x: 230, y: 200), control: CGPoint(x: -100, y: 300))
path.addQuadCurve(to: CGPoint(x: 90, y: 400), control: CGPoint(x: 400, y: 130))
path.addLine(to: CGPoint(x: 90, y: 600))
}
return path
}
}
struct ContentView: View {
#State var x: CGFloat = 0.0
var body: some View {
MyShape()
.trim(from: 0, to: x)
.stroke(lineWidth: 10)
.frame(width: 200, height: 200)
.onAppear() {
withAnimation(Animation.easeInOut(duration: 3).delay(0.5)) {
self.x = 1
}
}
}
}

Allow PieChartView to hide value line for tiny slices in Swift

I'm building a pie chart by chart iOS framework. I'm able to hide the value and label when the the slice is tiny but I can't hide the value line for tiny slice.
If I add this code on setDataCount()
set.valueLineWidth = 0.0
It will hide all the value line. How to hide it by the size of slice?
#IBOutlet weak var myChart: PieChartView!
var valueColors = [UIColor]()
var dataEntries = [PieChartDataEntry]()
var record = [Record]()
var category = [String]()
var categoryTotal : [Double] = []
var categoryArray : [String] = []
func setDataCount() {
var totalValue = 0.0
for a in categoryTotal {
totalValue += a
}
UserDefaults.standard.set(totalValue, forKey: "totalValue")
valueAndColor()
let set = PieChartDataSet(values: dataEntries, label: nil)
set.colors = valueColors
set.valueLinePart1OffsetPercentage = 0.8
set.valueLinePart1Length = 0.2
set.valueLinePart2Length = 0.4
set.xValuePosition = .outsideSlice
set.yValuePosition = .outsideSlice
set.selectionShift = 0.0
let data = PieChartData(dataSet: set)
let Formatter:ChartFormatter = ChartFormatter()
data.setValueFormatter(Formatter)
data.setValueFont(.systemFont(ofSize: 11, weight: .light))
data.setValueTextColor(.black)
myChart.data = data
myChart.highlightValues(nil)
}
func valueAndColor(){
for i in 0..<categoryArray.count{
let dataEntry = PieChartDataEntry(value: categoryTotal[i], label: categoryArray[i % categoryArray.count])
dataEntries.append(dataEntry)
//I'm using this code to hide the label
let value = categoryTotal[i]
let total = UserDefaults.standard.double(forKey: "totalValue")
var valueToUse = value/total * 100
valueToUse = Double(round(10*valueToUse)/10)
let minNumber = 10.0
if(valueToUse < minNumber) {
dataEntries[i].label = ""
}else{
dataEntries[i].label = categoryArray[i % categoryArray.count]
}
if categoryArray[i] == "吃喝" {
valueColors.append(UIColor.yellow)
}...
}
I'm using this code to hide the value %
public class ChartFormatter: NSObject, IValueFormatter{
public func stringForValue(_ value: Double, entry: ChartDataEntry, dataSetIndex: Int, viewPortHandler: ViewPortHandler?) -> String {
let total = UserDefaults.standard.double(forKey: "totalValue")
var valueToUse = value/total * 100
valueToUse = Double(round(10*valueToUse)/10)
let minNumber = 10.0
if(valueToUse < minNumber) {
return ""
}
else {
let pFormatter = NumberFormatter()
pFormatter.numberStyle = .percent
pFormatter.maximumFractionDigits = 1
pFormatter.multiplier = 1
pFormatter.percentSymbol = " %"
let hideValue = pFormatter.string(from: NSNumber(value: value))
return String(hideValue ?? "0")
}
}
}
Inside the file PieChartRenderer change from this:
if dataSet.valueLineColor != nil
{
context.setStrokeColor(dataSet.valueLineColor!.cgColor)
context.setLineWidth(dataSet.valueLineWidth)
context.move(to: CGPoint(x: pt0.x, y: pt0.y))
context.addLine(to: CGPoint(x: pt1.x, y: pt1.y))
context.addLine(to: CGPoint(x: pt2.x, y: pt2.y))
context.drawPath(using: CGPathDrawingMode.stroke)
}
to this:
if dataSet.valueLineColor != nil
{
if(valueText == "") {
context.setStrokeColor(UIColor.clear.cgColor)
}
else {
context.setStrokeColor(dataSet.valueLineColor!.cgColor)
}
context.setLineWidth(dataSet.valueLineWidth)
context.move(to: CGPoint(x: pt0.x, y: pt0.y))
context.addLine(to: CGPoint(x: pt1.x, y: pt1.y))
context.addLine(to: CGPoint(x: pt2.x, y: pt2.y))
context.drawPath(using: CGPathDrawingMode.stroke)
}
The change basically checks if the valueText is the empty string, and if so it changes the linecolor to a clear color.