Flutter 三角动画元素未同时到达其所需位置
Flutter trigonometry animation elements not reaching their desired positions at the same time
动画是这样开始的,两个圆圈都在中心,但由于某种原因,一个圆圈更快地结束。我怎样才能让他们同时到达终点?我不明白为什么这段代码不起作用。任何帮助将不胜感激,谢谢!
@override
void paint(Canvas canvas, Size size) {
var percentFinished = _animation.value;
var middleY = size.height / 2;
var middleX = size.width / 2;
double radius = 40;
var angles = [180, 0];
for (var angle in angles) {
var radians = (angle * pi) / 180;
var endingX = middleX + cos(radians) * radius;
var endingY = middleY - sin(radians) * radius;
var addToY = negativeOrPositiveOrZero(sin(radians)) * percentFinished;
var addToX = negativeOrPositiveOrZero(cos(radians)) * percentFinished;
canvas.drawCircle(Offset(endingX * addToX + middleX, endingY * addToY + middleY), 10, Paint());
}
}
int negativeOrPositiveOrZero(double a) {
int num = a.toInt();
if (num > 0){
print("1" + ": " + num.toString());
return 1;
}
else if (num < 0) {
return -1;
}
else {
return 0;
}
}
下面只是我正在谈论的一些屏幕截图。
动画是这样开始的,中间有两个球
但它以这样的状态结束,一个圆圈先于另一个圆圈到达终点。理想的行为是让他们同时到达屏幕的一侧。
我认为你的问题是你如何计算你的endingX
。
var endingX = middleX + cos(radians) * radius;
您的 endingX
似乎应该是 Canvas 的边与初始位置的圆的周长之间的距离。因此,两个方向都相同:
var endingX = middleX - radius;
然后,对您的代码进行一些简化:
负或正或零
您在 dart:math
中有一个 getter:sign
三角函数
我想您发布的示例比您的实际代码简单得多,此后的简化可能没有意义。
不过要注意,计算机上的近零微积分比较乱!
import 'dart:math';
void main() {
print(' sin(0).sign: ${sin(0).sign}');
print(' sin(0).sign: ${sin(0).sign}');
print('------------------------------------------');
print(' sin(180*pi/180): ${sin(180*pi/180)}');
print('!! sin(180*pi/180).sign: ${sin(180*pi/180).sign}');
}
sin(0).sign: 0
sin(0).sign: 0
------------------------------------------
sin(180*pi/180): 1.2246467991473532e-16
!! sin(180*pi/180).sign: 1
更正和简化后的完整示例
import 'package:flutter/material.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Rolling balls',
home: Scaffold(
body: Center(
child: Container(
width: 300,
height: 200,
color: Colors.amber.shade300,
child: const MyCustomPaint(),
),
),
),
);
}
}
class MyCustomPaint extends StatefulWidget {
const MyCustomPaint({Key? key}) : super(key: key);
@override
_MyCustomPaintState createState() => _MyCustomPaintState();
}
class _MyCustomPaintState extends State<MyCustomPaint>
with SingleTickerProviderStateMixin {
late Animation<double> _animation;
late AnimationController _controller;
@override
void initState() {
super.initState();
_controller = AnimationController(
vsync: this,
duration: const Duration(seconds: 4),
);
Tween<double> _animationTween = Tween(begin: 0.0, end: 1.0);
_animation = _animationTween.animate(_controller)
..addListener(() => setState(() {}))
..addStatusListener((status) {
if (status == AnimationStatus.completed) {
_controller.reverse();
} else if (status == AnimationStatus.dismissed) {
_controller.forward();
}
});
_controller.forward();
}
@override
Widget build(BuildContext context) {
return CustomPaint(
painter: MyCustomPainter(_animation.value),
);
}
}
class MyCustomPainter extends CustomPainter {
final double percentFinished;
MyCustomPainter(this.percentFinished);
@override
void paint(Canvas canvas, Size size) {
double middleY = size.height / 2;
double middleX = size.width / 2;
double radius = size.width / 20;
Paint paint = Paint()..color = Colors.black;
for (int direction in [1, -1]) {
var endingX = middleX - radius;
var addToX = direction * percentFinished;
canvas.drawCircle(
Offset(endingX * addToX + middleX, middleY),
radius,
paint,
);
}
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
}
动画是这样开始的,两个圆圈都在中心,但由于某种原因,一个圆圈更快地结束。我怎样才能让他们同时到达终点?我不明白为什么这段代码不起作用。任何帮助将不胜感激,谢谢!
@override
void paint(Canvas canvas, Size size) {
var percentFinished = _animation.value;
var middleY = size.height / 2;
var middleX = size.width / 2;
double radius = 40;
var angles = [180, 0];
for (var angle in angles) {
var radians = (angle * pi) / 180;
var endingX = middleX + cos(radians) * radius;
var endingY = middleY - sin(radians) * radius;
var addToY = negativeOrPositiveOrZero(sin(radians)) * percentFinished;
var addToX = negativeOrPositiveOrZero(cos(radians)) * percentFinished;
canvas.drawCircle(Offset(endingX * addToX + middleX, endingY * addToY + middleY), 10, Paint());
}
}
int negativeOrPositiveOrZero(double a) {
int num = a.toInt();
if (num > 0){
print("1" + ": " + num.toString());
return 1;
}
else if (num < 0) {
return -1;
}
else {
return 0;
}
}
下面只是我正在谈论的一些屏幕截图。
动画是这样开始的,中间有两个球
但它以这样的状态结束,一个圆圈先于另一个圆圈到达终点。理想的行为是让他们同时到达屏幕的一侧。
我认为你的问题是你如何计算你的endingX
。
var endingX = middleX + cos(radians) * radius;
您的 endingX
似乎应该是 Canvas 的边与初始位置的圆的周长之间的距离。因此,两个方向都相同:
var endingX = middleX - radius;
然后,对您的代码进行一些简化:
负或正或零
您在 dart:math
中有一个 getter:sign
三角函数
我想您发布的示例比您的实际代码简单得多,此后的简化可能没有意义。
不过要注意,计算机上的近零微积分比较乱!
import 'dart:math';
void main() {
print(' sin(0).sign: ${sin(0).sign}');
print(' sin(0).sign: ${sin(0).sign}');
print('------------------------------------------');
print(' sin(180*pi/180): ${sin(180*pi/180)}');
print('!! sin(180*pi/180).sign: ${sin(180*pi/180).sign}');
}
sin(0).sign: 0
sin(0).sign: 0
------------------------------------------
sin(180*pi/180): 1.2246467991473532e-16
!! sin(180*pi/180).sign: 1
更正和简化后的完整示例
import 'package:flutter/material.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Rolling balls',
home: Scaffold(
body: Center(
child: Container(
width: 300,
height: 200,
color: Colors.amber.shade300,
child: const MyCustomPaint(),
),
),
),
);
}
}
class MyCustomPaint extends StatefulWidget {
const MyCustomPaint({Key? key}) : super(key: key);
@override
_MyCustomPaintState createState() => _MyCustomPaintState();
}
class _MyCustomPaintState extends State<MyCustomPaint>
with SingleTickerProviderStateMixin {
late Animation<double> _animation;
late AnimationController _controller;
@override
void initState() {
super.initState();
_controller = AnimationController(
vsync: this,
duration: const Duration(seconds: 4),
);
Tween<double> _animationTween = Tween(begin: 0.0, end: 1.0);
_animation = _animationTween.animate(_controller)
..addListener(() => setState(() {}))
..addStatusListener((status) {
if (status == AnimationStatus.completed) {
_controller.reverse();
} else if (status == AnimationStatus.dismissed) {
_controller.forward();
}
});
_controller.forward();
}
@override
Widget build(BuildContext context) {
return CustomPaint(
painter: MyCustomPainter(_animation.value),
);
}
}
class MyCustomPainter extends CustomPainter {
final double percentFinished;
MyCustomPainter(this.percentFinished);
@override
void paint(Canvas canvas, Size size) {
double middleY = size.height / 2;
double middleX = size.width / 2;
double radius = size.width / 20;
Paint paint = Paint()..color = Colors.black;
for (int direction in [1, -1]) {
var endingX = middleX - radius;
var addToX = direction * percentFinished;
canvas.drawCircle(
Offset(endingX * addToX + middleX, middleY),
radius,
paint,
);
}
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
}