When using UIPanGestureRecognizer
and detecting UIGestureRecognizerStateEnded
, then the velocity of the gesture is not the true velocity. Instead, it\'
This is the only way to really know the velocity when the finger comes up:
have some variables...
var cat: CADisplayLink? = nil
var prevTime = CFAbsoluteTimeGetCurrent()
var lastKnownPosition: CGFloat = 0
var lastKnownActualVelocity: Double = 0
and then ...
@objc func _checkVelocityEveryTrueFrame() {
let newTime = CFAbsoluteTimeGetCurrent()
let frameTime = newTime - prevTime
prevTime = newTime
let newPos = yourConstraint.constant
lastKnownActualVelocity = Double(newPos - lastKnownPosition) / frameTime
lastKnownPosition = newPos
print("- \(frameTime) \(lastKnownPosition) \(lastKnownActualVelocity)")
}
@objc func dragOrFlick(_ p: UIPanGestureRecognizer) {
if p.state == .began {
cat?.invalidate()
cat = nil
cat = CADisplayLink(target: self,
selector: #selector(_checkVelocityEveryTrueFrame))
cat?.add(to: .main, forMode: .common)
}
if p.state == .changed {
... p.translation(in: ...
yourConstraint.constant = new position...
}
if p.state == .ended {
cat?.invalidate()
cat = nil
let trueFinalVelocity = lastKnownActualVelocity
print("trueFinalVelocity is truly \(trueFinalVelocity)")
}
}
That's it. As far as I know there's no simpler way.
+ Footnote. As any game programmer will tell you, even this is a bit shoddy; it gives the platonic velocity over one frame: purists would smooth it a little over a discussable amount of frames :/ It's a tricky issue.