我想实现路径动画效果,如此处所示:
This animation (I couldn't include it because the gif is too big)
我只想在地图动画上实现路径,我知道我需要使用堆叠的地图,放置地图,然后使用Painter绘制这样的路径,但是我该如何对其进行动画处理?
答案 0 :(得分:3)
您实际上不需要堆栈;您可以在地图图像上使用前景色。要为CustomPainter
设置动画,请将AnimationController
传递到其构造函数中,还传递给super
构造函数。在paint
中,使用动画的value
决定绘制的路径。例如,如果value
为0.25,则仅绘制路径的前25%。
class AnimatedPainter extends CustomPainter {
final Animation<double> _animation;
AnimatedPainter(this._animation) : super(repaint: _animation);
@override
void paint(Canvas canvas, Size size) {
// _animation.value has a value between 0.0 and 1.0
// use this to draw the first X% of the path
}
@override
bool shouldRepaint(AnimatedPainter oldDelegate) {
return true;
}
}
class PainterDemo extends StatefulWidget {
@override
PainterDemoState createState() => new PainterDemoState();
}
class PainterDemoState extends State<PainterDemo>
with SingleTickerProviderStateMixin {
AnimationController _controller;
@override
void initState() {
super.initState();
_controller = new AnimationController(
vsync: this,
);
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
void _startAnimation() {
_controller.stop();
_controller.reset();
_controller.repeat(
period: Duration(seconds: 5),
);
}
@override
Widget build(BuildContext context) {
return new Scaffold(
appBar: new AppBar(title: const Text('Animated Paint')),
body: new CustomPaint(
foregroundPainter: new AnimatedPainter(_controller),
child: new SizedBox(
// doesn't have to be a SizedBox - could be the Map image
width: 200.0,
height: 200.0,
),
),
floatingActionButton: new FloatingActionButton(
onPressed: _startAnimation,
child: new Icon(Icons.play_arrow),
),
);
}
}
void main() {
runApp(
new MaterialApp(
home: new PainterDemo(),
),
);
}
大概您将具有定义路径的坐标列表。假定一些点列表,您将使用类似以下内容绘制完整的路径:
if (points.isEmpty) return;
Path path = Path();
Offset origin = points[0];
path.moveTo(origin.dx, origin.dy);
for (Offset o in points) {
path.lineTo(o.dx, o.dy);
}
canvas.drawPath(
path,
Paint()
..color = Colors.orange
..style = PaintingStyle.stroke
..strokeWidth = 4.0,
);
当value
小于1.0时,您需要设计一种绘制路径不到100%的方法。例如,当value为0.25时,您可能只将点的前四分之一添加到路径中。如果您的路径由相对较少的点组成,那么如果您计算路径的总 length 并仅绘制路径的第一部分,而这些部分的总和就是四分之一,那么您可能会获得最流畅的动画总长度。
答案 1 :(得分:0)
我为此创建了一个库:drawing_animation
您只需要向小部件提供Path对象:
此图像输出结果:imgur
import 'package:drawing_animation/drawing_animation.dart';
//...
List<Paths> dottedPathArray = ...;
bool run = true;
//...
AnimatedDrawing.paths(
this.dottedPathArray,
run: this.run,
animationOrder: PathOrders.original,
duration: new Duration(seconds: 2),
lineAnimation: LineAnimation.oneByOne,
animationCurve: Curves.linear,
onFinish: () => setState(() {
this.run = false;
}),
)),
答案 2 :(得分:0)
我知道这个问题的答案可以接受,但是我想为这个问题提供替代解决方案。
首先,对于以下情况,从各个点创建自定义路径并不是最佳选择:
就像在is this path tracing method的旧版Android中一样,Flutter也存在非常相似的PathMetrics
。
在此问题的公认答案的基础上,这是一种动画化任何路径的通用方法。
因此,给定路径和动画百分比,我们需要从头开始提取路径直到该百分比:
Path createAnimatedPath(
Path originalPath,
double animationPercent,
) {
// ComputeMetrics can only be iterated once!
final totalLength = originalPath
.computeMetrics()
.fold(0.0, (double prev, PathMetric metric) => prev + metric.length);
final currentLength = totalLength * animationPercent;
return extractPathUntilLength(originalPath, currentLength);
}
所以现在我只需要提取一条路径直到给定的长度(而不是百分比)即可。我们需要将所有现有路径合并到一定距离。然后将最后一个路径段的一部分添加到此现有路径中。
这样做非常简单。
Path extractPathUntilLength(
Path originalPath,
double length,
) {
var currentLength = 0.0;
final path = new Path();
var metricsIterator = originalPath.computeMetrics().iterator;
while (metricsIterator.moveNext()) {
var metric = metricsIterator.current;
var nextLength = currentLength + metric.length;
final isLastSegment = nextLength > length;
if (isLastSegment) {
final remainingLength = length - currentLength;
final pathSegment = metric.extractPath(0.0, remainingLength);
path.addPath(pathSegment, Offset.zero);
break;
} else {
// There might be a more efficient way of extracting an entire path
final pathSegment = metric.extractPath(0.0, metric.length);
path.addPath(pathSegment, Offset.zero);
}
currentLength = nextLength;
}
return path;
}
整个示例所需的其余代码:
void main() => runApp(
new MaterialApp(
home: new AnimatedPathDemo(),
),
);
class AnimatedPathPainter extends CustomPainter {
final Animation<double> _animation;
AnimatedPathPainter(this._animation) : super(repaint: _animation);
Path _createAnyPath(Size size) {
return Path()
..moveTo(size.height / 4, size.height / 4)
..lineTo(size.height, size.width / 2)
..lineTo(size.height / 2, size.width)
..quadraticBezierTo(size.height / 2, 100, size.width, size.height);
}
@override
void paint(Canvas canvas, Size size) {
final animationPercent = this._animation.value;
print("Painting + ${animationPercent} - ${size}");
final path = createAnimatedPath(_createAnyPath(size), animationPercent);
final Paint paint = Paint();
paint.color = Colors.amberAccent;
paint.style = PaintingStyle.stroke;
paint.strokeWidth = 10.0;
canvas.drawPath(path, paint);
}
@override
bool shouldRepaint(CustomPainter oldDelegate) => true;
}
class AnimatedPathDemo extends StatefulWidget {
@override
_AnimatedPathDemoState createState() => _AnimatedPathDemoState();
}
class _AnimatedPathDemoState extends State<AnimatedPathDemo>
with SingleTickerProviderStateMixin {
AnimationController _controller;
void _startAnimation() {
_controller.stop();
_controller.reset();
_controller.repeat(
period: Duration(seconds: 5),
);
}
@override
Widget build(BuildContext context) {
return new Scaffold(
appBar: new AppBar(title: const Text('Animated Paint')),
body: SizedBox(
height: 300,
width: 300,
child: new CustomPaint(
painter: new AnimatedPathPainter(_controller),
),
),
floatingActionButton: new FloatingActionButton(
onPressed: _startAnimation,
child: new Icon(Icons.play_arrow),
),
);
}
@override
void initState() {
super.initState();
_controller = new AnimationController(
vsync: this,
);
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
}