使用物理模拟来为组件添加动画
物理模拟可以使应用交互感觉真实且互动性强。例如,你可能希望为小部件添加动画,使其表现得像是附着在弹簧上或因重力下落。
本示例演示了如何使用弹簧模拟将一个小部件从拖动点移回中心。
本示例将使用以下步骤
- 设置动画控制器
- 使用手势移动小部件
- 为小部件添加动画
- 计算速度以模拟回弹运动
步骤 1:设置动画控制器
#从一个名为 DraggableCard
的有状态小部件开始
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));
}
}
让 _DraggableCardState
类继承自 SingleTickerProviderStateMixin。然后,在 initState
中构建一个 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:使用手势移动小部件
#让小部件在拖动时移动,并向 _DraggableCardState
类添加一个 Alignment 字段
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
Alignment _dragAlignment = Alignment.center;
添加一个 GestureDetector 用于处理 onPanDown
、onPanUpdate
和 onPanEnd
回调。为了调整对齐方式,使用 MediaQuery 来获取小部件的大小,然后除以 2。(这将“拖动像素”单位转换为 Align 使用的坐标。)然后,将 Align
小部件的 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:为小部件添加动画
#当小部件被释放时,它应该回弹到中心。
添加一个 Animation<Alignment>
字段和一个 _runAnimation
方法。该方法定义了一个 Tween
,用于在小部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,当 AnimationController
产生值时,更新 _dragAlignment
@override
void initState() {
super.initState();
_controller =
AnimationController(vsync: this, duration: const Duration(seconds: 1));
_controller.addListener(() {
setState(() {
_dragAlignment = _animation.value;
});
});
}
接下来,让 Align
小部件使用 _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:计算速度以模拟回弹运动
#最后一步是进行一些计算,以确定小部件在拖动结束后仍保持的速度。这样做的目的是为了让小部件在弹回之前能真实地保持该速度。(_runAnimation
方法已经通过设置动画的起始和结束对齐方式来设定了方向。)
首先,导入 physics
包
import 'package:flutter/physics.dart';
onPanEnd
回调提供一个 DragEndDetails 对象。该对象提供了指针停止接触屏幕时的速度。速度单位是像素/秒,但 Align
小部件不使用像素。它使用 [-1.0, -1.0] 和 [1.0, 1.0] 之间的坐标值,其中 [0.0, 0.0] 代表中心。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
有一个 animateWith()
方法,可以传入一个 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: 30, stiffness: 1, damping: 1);
final simulation = SpringSimulation(spring, 0, 1, -unitVelocity);
_controller.animateWith(simulation);
}
不要忘记用速度和大小调用 _runAnimation()
onPanEnd: (details) {
_runAnimation(details.velocity.pixelsPerSecond, size);
},
互动示例
#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: 30, 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),
),
);
}
}