I built a custom view as a subclass of UIView. Now, I'd like to set the constraints for this view in my ViewController instead of setting the frame. This is the custom view class:
PullUpView.swift
//
//  PullUpView.swift
//  
//
import UIKit
final internal class PullUpView: UIView, UIGestureRecognizerDelegate {
    // MARK: - Variables
    private var animator                : UIDynamicAnimator!
    private var collisionBehavior       : UICollisionBehavior!
    private var snapBehaviour           : UISnapBehavior?
    private var dynamicItemBehavior     : UIDynamicItemBehavior!
    private var gravityBehavior         : UIGravityBehavior!
    private var panGestureRecognizer    : UIPanGestureRecognizer!
    internal var delegate               : PullUpViewDelegate?
    // MARK: - Setup the view when bounds are defined.
    override var bounds: CGRect {
        didSet {
            print(self.frame)
            print(self.bounds)
            setupStyle()
            setupBehavior()
            setupPanGesture()
        }
    }
    override var frame: CGRect {
        didSet {
            print(self.frame)
            print(self.bounds)
            setupStyle()
            setupBehavior()
            setupPanGesture()
        }
    }
}
// MARK: - Behavior (Collision, Gravity, etc.)
private extension PullUpView {
    final private func setupBehavior() {
        guard let superview = superview else { return }
        animator = UIDynamicAnimator(referenceView: superview)
        dynamicItemBehavior = UIDynamicItemBehavior(items: [self])
        dynamicItemBehavior.allowsRotation = false
        dynamicItemBehavior.elasticity = 0
        gravityBehavior = UIGravityBehavior(items: [self])
        gravityBehavior.gravityDirection = CGVector(dx: 0, dy: 1)
        collisionBehavior = UICollisionBehavior(items: [self])
        configureContainer()
        animator.addBehavior(gravityBehavior)
        animator.addBehavior(dynamicItemBehavior)
        animator.addBehavior(collisionBehavior)
    }
    final private func configureContainer() {
        let boundaryWidth = UIScreen.main.bounds.size.width
        let boundaryHeight = UIScreen.main.bounds.size.height
        collisionBehavior.addBoundary(withIdentifier: "upper" as NSCopying, from: CGPoint(x: 0, y: 0), to: CGPoint(x: boundaryWidth, y: 0))
        collisionBehavior.addBoundary(withIdentifier: "lower" as NSCopying, from: CGPoint(x: 0, y: boundaryHeight + self.frame.height - 66), to: CGPoint(x: boundaryWidth, y: boundaryHeight + self.frame.height - 66))
    }
    final private func snapToBottom() {
        gravityBehavior.gravityDirection = CGVector(dx: 0, dy: 2.5)
    }
    final private func snapToTop() {
        gravityBehavior.gravityDirection = CGVector(dx: 0, dy: -2.5)
    }
}
// MARK: - Style (Corner-radius, background, etc.)
private extension PullUpView {
    final private func setupStyle() {
        self.backgroundColor = UIColor(red: 1, green: 1, blue: 1, alpha: 0)
        let blurEffect = UIBlurEffect(style: .regular)
        let blurEffectView = UIVisualEffectView(effect: blurEffect)
        blurEffectView.frame = self.bounds
        blurEffectView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
        self.addSubview(blurEffectView)
        self.layer.masksToBounds = true
        self.clipsToBounds = true
        self.isUserInteractionEnabled = true
        let dragBar = UIView()
        dragBar.backgroundColor = .gray
        dragBar.frame = CGRect(x: (self.bounds.width / 2) - 5, y: self.bounds.origin.y + 5, width: 10, height: 2)
        self.addSubview(dragBar)
    }
}
// MARK: - Pan Gesture Recognizer and Handler Functions
internal extension PullUpView {
    final private func setupPanGesture() {
        panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(handlePanGesture(_:)))
        panGestureRecognizer.cancelsTouchesInView = false
        self.addGestureRecognizer(panGestureRecognizer)
    }
    @objc final private func handlePanGesture(_ panGestureRecognizer: UIPanGestureRecognizer) {
        guard let superview = superview else { return }
        if let viewCanMove: Bool = delegate?.viewCanMove?(pullUpView: self) {
            if !viewCanMove {
                return
            }
        }
        let velocity = panGestureRecognizer.velocity(in: superview).y
        var movement = self.frame
        movement.origin.x = 0
        movement.origin.y = movement.origin.y + (velocity * 0.05)
        if panGestureRecognizer.state == .ended {
            panGestureEnded()
        } else if panGestureRecognizer.state == .began {
            snapToBottom()
        } else {
            animator.removeBehavior(snapBehaviour ?? UIPushBehavior())
            snapBehaviour = UISnapBehavior(item: self, snapTo: CGPoint(x: movement.midX, y: movement.midY))
            animator.addBehavior(snapBehaviour ?? UIPushBehavior())
        }
    }
    final private func panGestureEnded() {
        animator.removeBehavior(snapBehaviour ?? UIPushBehavior())
        let velocity = dynamicItemBehavior.linearVelocity(for: self)
        if fabsf(Float(velocity.y)) > 250 {
            if velocity.y < 0 {
                moveViewIfPossible(direction: .up)
            } else {
                moveViewIfPossible(direction: .down)
            }
        } else {
            if let superviewHeight = self.superview?.bounds.size.height {
                // User scrolled over half of the screen...
                if self.frame.origin.y > superviewHeight / 2 {
                    moveViewIfPossible(direction: .down)
                } else {
                    moveViewIfPossible(direction: .up)
                }
            }
        }
    }
    final private func moveViewIfPossible(direction: PullUpViewPanDirection) {
        if let viewCanMove: Bool = delegate?.viewCanSnap?(pullUpView: self, direction: direction) {
            if viewCanMove {
                delegate?.viewWillMove?(pullUpView: self, direction: direction)
                direction == .up ? snapToTop() : snapToBottom()
            }
        } else {
            delegate?.viewWillMove?(pullUpView: self, direction: direction)
            direction == .up ? snapToTop() : snapToBottom()
        }
    }
}
// MARK: - PullUpViewPanDirection declared inside
internal extension PullUpView {
    /// An enum that defines whether the view moves up or down.
    @objc
    internal enum PullUpViewPanDirection: Int {
        case
        up,
        down
    }
}
But when I set the constraints, I always get a frame with a negative origin:
ViewController.swift
pullUpView.translatesAutoresizingMaskIntoConstraints = false
pullUpView.widthAnchor.constraint(equalTo: self.view.widthAnchor).isActive = true
pullUpView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
pullUpView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor).isActive = true
pullUpView.topAnchor.constraint(equalTo: self.view.topAnchor).isActive = true
Frame: 
(-160.0, -252.0, 320.0, 504.0)
Bounds:
(0.0, 0.0, 320.0, 504.0)
What is strange is that if I comment out the function setupBehavior(), the view is displayed correctly (but it will fail as soon as the pan gesture handler is triggered).
Instead, if I set the frame:
pullUpView.frame = CGRect(x: 0, y: self.view.bounds.height - 66, width: self.view.bounds.width, height: self.view.bounds.height)
it works fine.
Thanks for any help in advance!
