使用物理模擬來為元件新增動畫
如何實現物理動畫。
物理模擬可以讓應用的互動顯得逼真且富有互動感。例如,你可能希望讓某個元件表現得像是連線在彈簧上,或者像受重力影響一樣下落。
本指南演示瞭如何使用彈簧模擬將元件從拖動點移動回中心位置。
本指南包含以下步驟
- 設定動畫控制器
- 使用手勢移動元件
- 為元件製作動畫
- 計算速度以模擬彈簧運動
第 1 步:設定動畫控制器
#從一個名為 DraggableCard 的有狀態元件(StatefulWidget)開始
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));
}
}
讓 _DraggableCardState 類繼承自 SingleTickerProviderStateMixin。然後在 initState 中構造一個 AnimationController,並將 vsync 設定為 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();
}
第 2 步:使用手勢移動元件
#使元件在被拖動時移動,並向 _DraggableCardState 類新增一個 Alignment 欄位
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
Alignment _dragAlignment = Alignment.center;
新增一個處理 onPanDown、onPanUpdate 和 onPanEnd 回撥的 GestureDetector。為了調整對齊方式,請使用 MediaQuery 獲取元件的大小併除以 2。(這會將“拖動畫素”單位轉換為 Align 使用的座標。)然後,將 Align 元件的 alignment 設定為 _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,
),
),
);
}
第 3 步:為元件製作動畫
#當釋放元件時,它應該彈回中心。
新增一個 Animation<Alignment> 欄位和一個 _runAnimation 方法。該方法定義了一個 Tween,用於在元件被拖動到的點與中心點之間進行插值。
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();
}
接下來,當 AnimationController 產生值時更新 _dragAlignment
@override
void initState() {
super.initState();
_controller =
AnimationController(vsync: this, duration: const Duration(seconds: 1));
_controller.addListener(() {
setState(() {
_dragAlignment = _animation.value;
});
});
}
接著,讓 Align 元件使用 _dragAlignment 欄位
child: Align(
alignment: _dragAlignment,
child: Card(child: widget.child),
),
最後,更新 GestureDetector 以管理動畫控制器
return GestureDetector(
onPanDown: (details) {},
onPanDown: (details) {
_controller.stop();
},
onPanUpdate: (details) {
// ...
},
onPanEnd: (details) {},
onPanEnd: (details) {
_runAnimation();
},
child: Align(
第 4 步:計算速度以模擬彈簧運動
#最後一步是進行一些數學計算,以計算元件在拖動結束後的速度。這樣做的目的是讓元件在被彈回之前,能夠逼真地以當前速度繼續運動。(_runAnimation 方法已經透過設定動畫的起始和結束對齊方式來設定了方向。)
首先,匯入 physics 包
import 'package:flutter/physics.dart';
onPanEnd 回撥提供了一個 DragEndDetails 物件。該物件提供了指標停止接觸螢幕時的速度。速度的單位是畫素每秒,但 Align 元件不使用畫素。它使用 [-1.0, -1.0] 到 [1.0, 1.0] 之間的座標值,其中 [0.0, 0.0] 表示中心。第 2 步中計算出的 size 用於將畫素轉換為此範圍內的座標值。
最後,AnimationController 擁有一個 animateWith() 方法,可以傳入一個 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);
}
別忘了呼叫帶有速度和大小引數的 _runAnimation()
onPanEnd: (details) {
_runAnimation(details.velocity.pixelsPerSecond, size);
},
互動式示例
#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),
),
);
}
}