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made option to add realistic physics feel to confetti
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twhitt14 committed Mar 13, 2022
1 parent cab0145 commit 1fc5659
Showing 1 changed file with 45 additions and 10 deletions.
55 changes: 45 additions & 10 deletions Sources/ConfettiSwiftUI/ConfettiSwiftUI.swift
Original file line number Diff line number Diff line change
Expand Up @@ -78,8 +78,8 @@ public struct ConfettiCannon: View {
closingAngle:Angle = .degrees(120),
radius:CGFloat = 300,
repetitions:Int = 0,
repetitionInterval:Double = 1.0

repetitionInterval:Double = 1.0,
realisticPhysics: Bool = false
) {
self._counter = counter
var shapes = [AnyView]()
Expand Down Expand Up @@ -107,7 +107,8 @@ public struct ConfettiCannon: View {
closingAngle: closingAngle,
radius: radius,
repetitions: repetitions,
repetitionInterval: repetitionInterval
repetitionInterval: repetitionInterval,
realisticPhysics: realisticPhysics
))
}

Expand Down Expand Up @@ -179,13 +180,45 @@ struct ConfettiView: View{
let spinDirections:[CGFloat] = [-1.0, 1.0]
return spinDirections.randomElement()!
}

func getRandomExplosionTimeVariation() -> CGFloat {
CGFloat((0...999).randomElement()!) / 2100
}

func getAnimationDuration() -> CGFloat {
if confettiConfig.realisticPhysics {
return 0.2 + confettiConfig.explosionAnimationDuration + getRandomExplosionTimeVariation()
} else {
return confettiConfig.explosionAnimationDuration
}
}

func getAnimation() -> Animation {
if confettiConfig.realisticPhysics {
return Animation.timingCurve(0, 1, 0, 1, duration: getAnimationDuration())
} else {
return Animation.timingCurve(0.61, 1, 0.88, 1, duration: getAnimationDuration())
}
}

func getDistance() -> CGFloat {
if confettiConfig.realisticPhysics {
return pow(CGFloat.random(in: 0.01...1), 2.0/7.0) * confettiConfig.radius
} else {
return CGFloat.random(in: 0.5...1) * confettiConfig.radius
}
}

func getDelayBeforeRainAnimation() -> TimeInterval {
confettiConfig.explosionAnimationDuration * (confettiConfig.realisticPhysics ? 0.1 : 1)
}

var body: some View{
ConfettiAnimationView(shape:getShape(), color:getColor(), spinDirX: getSpinDirection(), spinDirZ: getSpinDirection())
.offset(x: location.x, y: location.y)
.opacity(opacity)
.onAppear(){
withAnimation(Animation.timingCurve(0.61, 1, 0.88, 1, duration: confettiConfig.explosionAnimationDuration)) {
withAnimation(getAnimation()) {
opacity = confettiConfig.opacity

let randomAngle:CGFloat
Expand All @@ -195,13 +228,13 @@ struct ConfettiView: View{
randomAngle = CGFloat.random(in: CGFloat(confettiConfig.openingAngle.degrees)...CGFloat(confettiConfig.closingAngle.degrees + 360)).truncatingRemainder(dividingBy: 360)
}

let distance = CGFloat.random(in: 0.5...1) * confettiConfig.radius
let distance = getDistance()

location.x = distance * cos(deg2rad(randomAngle))
location.y = -distance * sin(deg2rad(randomAngle))
}

DispatchQueue.main.asyncAfter(deadline: .now() + confettiConfig.explosionAnimationDuration) {
DispatchQueue.main.asyncAfter(deadline: .now() + getDelayBeforeRainAnimation()) {
withAnimation(Animation.timingCurve(0.12, 0, 0.39, 0, duration: confettiConfig.rainAnimationDuration)) {
location.y += confettiConfig.rainHeight
opacity = confettiConfig.fadesOut ? 0 : confettiConfig.opacity
Expand All @@ -225,9 +258,9 @@ struct ConfettiAnimationView: View {


@State var move = false
@State var xSpeed:Double = Double.random(in: 1...2)
@State var xSpeed:Double = Double.random(in: 1.001...2.001)

@State var zSpeed = Double.random(in: 1...2)
@State var zSpeed = Double.random(in: 1.001...2.001)
@State var anchor = CGFloat.random(in: 0...1).rounded()

var body: some View {
Expand All @@ -247,7 +280,7 @@ struct ConfettiAnimationView: View {
}

class ConfettiConfig: ObservableObject {
internal init(num: Int, shapes: [AnyView], colors: [Color], confettiSize: CGFloat, rainHeight: CGFloat, fadesOut: Bool, opacity: Double, openingAngle:Angle, closingAngle:Angle, radius:CGFloat, repetitions:Int, repetitionInterval:Double) {
internal init(num: Int, shapes: [AnyView], colors: [Color], confettiSize: CGFloat, rainHeight: CGFloat, fadesOut: Bool, opacity: Double, openingAngle:Angle, closingAngle:Angle, radius:CGFloat, repetitions:Int, repetitionInterval:Double, realisticPhysics:Bool) {
self.num = num
self.shapes = shapes
self.colors = colors
Expand All @@ -260,7 +293,8 @@ class ConfettiConfig: ObservableObject {
self.radius = radius
self.repetitions = repetitions
self.repetitionInterval = repetitionInterval
self.explosionAnimationDuration = Double(radius / 1500)
self.realisticPhysics = realisticPhysics
self.explosionAnimationDuration = Double(radius / (realisticPhysics ? 1400 : 1500))
self.rainAnimationDuration = Double((rainHeight + radius) / 200)
}

Expand All @@ -276,6 +310,7 @@ class ConfettiConfig: ObservableObject {
@Published var radius:CGFloat
@Published var repetitions:Int
@Published var repetitionInterval:Double
@Published var realisticPhysics:Bool
@Published var explosionAnimationDuration:Double
@Published var rainAnimationDuration:Double

Expand Down

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