使用物理模拟来为组件添加动画
如何实现物理动画。
物理模拟可以使应用交互感觉更真实和互动。例如,你可能希望动画化一个组件,使其表现得好像它连接到弹簧上或受到重力作用而下落。
本教程演示了如何使用弹簧模拟将组件从拖动点移回中心。
本教程使用以下步骤
- 设置动画控制器
- 使用手势移动组件
- 动画化组件
- 计算速度以模拟弹簧运动
步骤 1:设置动画控制器
#从一个名为 DraggableCard 的有状态组件开始
import 'package:flutter/material.dart';
void main() {
runApp(const MaterialApp(home: PhysicsCardDragDemo()));
}
class PhysicsCardDragDemo extends StatelessWidget {
const PhysicsCardDragDemo({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
body: const DraggableCard(child: FlutterLogo(size: 128)),
);
}
}
class DraggableCard extends StatefulWidget {
const DraggableCard({required this.child, super.key});
final Widget child;
@override
State<DraggableCard> createState() => _DraggableCardState();
}
class _DraggableCardState extends State<DraggableCard> {
@override
void initState() {
super.initState();
}
@override
void dispose() {
super.dispose();
}
@override
Widget build(BuildContext context) {
return Align(child: Card(child: widget.child));
}
}
使 _DraggableCardState 类扩展自 SingleTickerProviderStateMixin。然后在 initState 中构造一个 AnimationController,并将 vsync 设置为 this。
class _DraggableCardState extends State<DraggableCard> {
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
@override
void initState() {
super.initState();
_controller =
AnimationController(vsync: this, duration: const Duration(seconds: 1));
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
步骤 2:使用手势移动组件
#使组件在被拖动时移动,并在 _DraggableCardState 类中添加一个 Alignment 字段
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
Alignment _dragAlignment = Alignment.center;
添加一个 GestureDetector,该检测器处理 onPanDown、onPanUpdate 和 onPanEnd 回调。要调整对齐方式,请使用 MediaQuery 获取组件的大小,然后除以 2。(这将“像素拖动”单位转换为 Align 使用的坐标。)然后,将 Align 组件的 alignment 设置为 _dragAlignment
@override
Widget build(BuildContext context) {
return Align(
child: Card(
child: widget.child,
var size = MediaQuery.of(context).size;
return GestureDetector(
onPanDown: (details) {},
onPanUpdate: (details) {
setState(() {
_dragAlignment += Alignment(
details.delta.dx / (size.width / 2),
details.delta.dy / (size.height / 2),
);
});
},
onPanEnd: (details) {},
child: Align(
alignment: _dragAlignment,
child: Card(
child: widget.child,
),
),
);
}
步骤 3:动画化组件
#当释放组件时,它应该弹回到中心。
添加一个 Animation<Alignment> 字段和一个 _runAnimation 方法。此方法定义一个 Tween,该 Tween 在组件被拖动到的点和中心点之间进行插值。
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
late Animation<Alignment> _animation;
Alignment _dragAlignment = Alignment.center;
void _runAnimation() {
_animation = _controller.drive(
AlignmentTween(begin: _dragAlignment, end: Alignment.center),
);
_controller.reset();
_controller.forward();
}
接下来,更新 _dragAlignment,以便在 AnimationController 产生值时使用
@override
void initState() {
super.initState();
_controller =
AnimationController(vsync: this, duration: const Duration(seconds: 1));
_controller.addListener(() {
setState(() {
_dragAlignment = _animation.value;
});
});
}
接下来,使 Align 组件使用 _dragAlignment 字段
child: Align(
alignment: _dragAlignment,
child: Card(child: widget.child),
),
最后,更新 GestureDetector 以管理动画控制器
return GestureDetector(
onPanDown: (details) {},
onPanDown: (details) {
_controller.stop();
},
onPanUpdate: (details) {
// ...
},
onPanEnd: (details) {},
onPanEnd: (details) {
_runAnimation();
},
child: Align(
步骤 4:计算速度以模拟弹簧运动
#最后一步是进行一些数学计算,以计算组件完成拖动后的速度。这样可以使组件在被弹回之前以该速度逼真地继续前进。(_runAnimation 方法已经通过设置动画的开始和结束对齐方式来设置方向。)
首先,导入 physics 包
import 'package:flutter/physics.dart';
onPanEnd 回调提供一个 DragEndDetails 对象。此对象提供指针停止与屏幕接触时的速度。速度以每秒像素为单位,但 Align 组件不使用像素。它使用 [-1.0, -1.0] 和 [1.0, 1.0] 之间的坐标值,其中 [0.0, 0.0] 表示中心。在步骤 2 中计算的 size 用于将像素转换为此范围内的坐标值。
最后,AnimationController 具有一个 animateWith() 方法,可以提供一个 SpringSimulation
/// Calculates and runs a [SpringSimulation].
void _runAnimation(Offset pixelsPerSecond, Size size) {
_animation = _controller.drive(
AlignmentTween(begin: _dragAlignment, end: Alignment.center),
);
// Calculate the velocity relative to the unit interval, [0,1],
// used by the animation controller.
final unitsPerSecondX = pixelsPerSecond.dx / size.width;
final unitsPerSecondY = pixelsPerSecond.dy / size.height;
final unitsPerSecond = Offset(unitsPerSecondX, unitsPerSecondY);
final unitVelocity = unitsPerSecond.distance;
const spring = SpringDescription(mass: 1, stiffness: 1, damping: 1);
final simulation = SpringSimulation(spring, 0, 1, -unitVelocity);
_controller.animateWith(simulation);
}
不要忘记使用速度和大小调用 _runAnimation()
onPanEnd: (details) {
_runAnimation(details.velocity.pixelsPerSecond, size);
},
交互式示例
#import 'package:flutter/material.dart';
import 'package:flutter/physics.dart';
void main() {
runApp(const MaterialApp(home: PhysicsCardDragDemo()));
}
class PhysicsCardDragDemo extends StatelessWidget {
const PhysicsCardDragDemo({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
body: const DraggableCard(child: FlutterLogo(size: 128)),
);
}
}
/// A draggable card that moves back to [Alignment.center] when it's
/// released.
class DraggableCard extends StatefulWidget {
const DraggableCard({required this.child, super.key});
final Widget child;
@override
State<DraggableCard> createState() => _DraggableCardState();
}
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
/// The alignment of the card as it is dragged or being animated.
///
/// While the card is being dragged, this value is set to the values computed
/// in the GestureDetector onPanUpdate callback. If the animation is running,
/// this value is set to the value of the [_animation].
Alignment _dragAlignment = Alignment.center;
late Animation<Alignment> _animation;
/// Calculates and runs a [SpringSimulation].
void _runAnimation(Offset pixelsPerSecond, Size size) {
_animation = _controller.drive(
AlignmentTween(begin: _dragAlignment, end: Alignment.center),
);
// Calculate the velocity relative to the unit interval, [0,1],
// used by the animation controller.
final unitsPerSecondX = pixelsPerSecond.dx / size.width;
final unitsPerSecondY = pixelsPerSecond.dy / size.height;
final unitsPerSecond = Offset(unitsPerSecondX, unitsPerSecondY);
final unitVelocity = unitsPerSecond.distance;
const spring = SpringDescription(mass: 1, stiffness: 1, damping: 1);
final simulation = SpringSimulation(spring, 0, 1, -unitVelocity);
_controller.animateWith(simulation);
}
@override
void initState() {
super.initState();
_controller = AnimationController(vsync: this);
_controller.addListener(() {
setState(() {
_dragAlignment = _animation.value;
});
});
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
final size = MediaQuery.of(context).size;
return GestureDetector(
onPanDown: (details) {
_controller.stop();
},
onPanUpdate: (details) {
setState(() {
_dragAlignment += Alignment(
details.delta.dx / (size.width / 2),
details.delta.dy / (size.height / 2),
);
});
},
onPanEnd: (details) {
_runAnimation(details.velocity.pixelsPerSecond, size);
},
child: Align(
alignment: _dragAlignment,
child: Card(child: widget.child),
),
);
}
}