create a trippy relaxing interactive fluid to play with on swiftui in swift

To create an interactive fluid simulation, we need to start by importing UIKit and defining a UIView class to handle the fluid simulation. We then create a CALayer to act as the backing layer for our view and configure its properties to create a fluid-like surface effect. Finally, we set up a CADisplayLink to handle updates to the fluid dynamics and add our view to the SwiftUI interface.

Here's an example implementation:

main.swift
import SwiftUI
import UIKit

class FluidView: UIView {
    
    var fluidLayer: CALayer!
    var displayLink: CADisplayLink!
    var currentFrame: Int = 0
    
    override init(frame: CGRect) {
        super.init(frame: frame)
        
        backgroundColor = .black
        
        fluidLayer = CALayer()
        fluidLayer.frame = bounds
        layer.addSublayer(fluidLayer)
        
        displayLink = CADisplayLink(target: self, selector: #selector(updateFluid))
        displayLink.add(to: .main, forMode: .default)
    }
    
    required init?(coder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    
    @objc func updateFluid() {
        currentFrame += 1
        
        // Update fluid dynamics here
        
        fluidLayer.setNeedsDisplay()
    }
    
    override func draw(_ layer: CALayer, in ctx: CGContext) {
        // Render fluid surface here
    }
}

struct FluidSimulationView: UIViewRepresentable {
    
    func makeUIView(context: Context) -> FluidView {
        return FluidView(frame: .zero)
    }
    
    func updateUIView(_ uiView: FluidView, context: Context) { }
}

struct ContentView: View {
    
    var body: some View {
        FluidSimulationView()
            .frame(maxWidth: .infinity, maxHeight: .infinity)
    }
}
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In this example, we define a FluidView class that extends UIView and handles the fluid simulation rendering. We set up a CALayer to act as the backing layer for our view and configure its properties to create a fluid-like surface effect.

We use a CADisplayLink to handle updates to the fluid dynamics, calling the updateFluid method on each frame to update the fluidLayer's contents.

Finally, we use the FluidSimulationView as a UIViewRepresentable in our SwiftUI interface to add our FluidView to the screen.

Of course, the actual implementation of the fluid dynamics algorithms and rendering will depend on the desired effect. But this should provide a good starting point for building an interactive fluid simulation in SwiftUI.

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