Flutter二维物理引擎插件easy_physics_2d的使用
Flutter二维物理引擎插件easy_physics_2d的使用
安装
- 将此插件添加到你的
pubspec.yaml
文件中。dependencies: easy_physics_2d: '^0.0.1'
- 安装它。
$ pub get
- 导入。
import 'package:easy_physics_2d/easy_physics_2d.dart';
使用
这是使用该插件最基础的代码。你可以添加一个GravityField
小部件,并将你想要放入场中的物理对象列表添加进去。
List<dynamic> objList = [];
var ball;
[@override](/user/override)
void initState(){
super.initState();
ball = myBall(
xPoint: 100,
yPoint: 200,
xVelocity: 0,
yVelocity: 0,
ballRadius: 30,
ballMass: 0.5,
angularVelocity: 0,
);
objList = [ball];
}
[@override](/user/override)
Widget build(BuildContext context) {
return Scaffold(
body: GravityField(
objects: objList,
mapX: 350,
mapY: 350,
mapColor: Colors.white
),
);
}
你还可以更改字段的详细属性,例如重力、摩擦系数和弹性系数。
[@override](/user/override)
Widget build(BuildContext context) {
return Scaffold(
body: GravityField(
objects: objList,
gravity: 1500,
mapX: 350,
mapY: 350,
mapColor: Colors.white,
frictionConstant: 0.8,
elasticConstant: 0.9,
),
);
}
对于球体对象,你也可以改变设计。
class _HomePageState extends State<HomePage> {
Paint paint1 = Paint()
..color = Color(0xff263e63)
..style = PaintingStyle.stroke
..strokeWidth = 2;
Paint paint2 = Paint()
..color = Color(0xff15693b)
..style = PaintingStyle.stroke
..strokeWidth = 2;
List<Paint> paintList = [];
Path draw1 = Path();
Path draw2 = Path();
var ball;
var ball2;
[@override](/user/override)
void initState() {
super.initState();
for (double i = 0; i < 20 - 1; i++) {
draw1.arcTo(Rect.fromCircle(radius: i, center: Offset(0, 0,)), 0, (1.5 * pi), true);
draw2.arcTo(Rect.fromCircle(radius: i, center: Offset(0, 0,)), 1.5 * pi, 0.5 * pi, true);
}
paintList=[paint1, paint2];
ball = myBall(
xPoint: 100,
yPoint: 200,
xVelocity: 0,
yVelocity: 0,
ballRadius: 30,
ballMass: 0.5,
angularVelocity: 0,
ballPaint: paintList,
ballPath: [draw1, draw2],
);
ball2 = myBall(
xPoint: 150,
yPoint: 100,
xVelocity: 0,
yVelocity: 0,
ballRadius: 20,
ballMass: 0.5,
angularVelocity: 0,
);
objList = [ball, ball2];
}
}
通过参数ballPath
和ballPaint
,你可以改变球体的路径和颜色。此时,ballPath
列表和ballPaint
列表的长度应该相同,并且它们应在initState
中定义。
每个对象都有以下实例方法,使用起来非常方便。
var ball = myBall(
xPoint: 100,
yPoint: 200,
xVelocity: 0,
yVelocity: 0,
ballRadius: 30,
ballMass: 0.5,
angularVelocity: 0,
);
double n;
double m;
int range1 = 100;
int range2 = 1500;
double x, y;
ball.addXpos(n); //返回 void
ball.subXpos(n); //返回 void
ball.addYpos(n); //返回 void
ball.subYpos(n); //返回 void
ball.addXvel(m); //返回 void
ball.subXvel(m); //返回 void
ball.addYvel(m); //返回 void
ball.subYvel(m); //返回 void
ball.stop(); //返回 void
ball.shuffle(range1, range2); //返回 void : 设置从range1到range2的随机速度
ball.setPosition(x, y); //返回 void
ball.addAngle(n); //返回 void
ball.isBallRegion(x, y); //如果(x, y)在球体区域内,则返回true
ball.updateDraw(); //返回 void : 如果你想改变位置,你应该运行此方法。
如果你想移动球体,请使用这些实例方法进行控制。
完整示例
下面是完整的示例代码:
import 'dart:math';
import 'package:easy_physics_2d/gravity_field.dart';
import 'package:easy_physics_2d/objects.dart';
import 'package:flutter/material.dart';
void main() {
runApp(const MyApp());
}
class colorLibrary {
static Color mainColor2 = const Color.fromARGB(255, 255, 248, 235);
static Color mapColor = const Color(0xffefe0c3);
static Color mainColor = const Color.fromARGB(255, 214, 237, 255);
static Color buttonColor = const Color(0xffffd6a9);
}
class MyApp extends StatelessWidget {
const MyApp({Key? key}) : super(key: key);
[@override](/user/override)
Widget build(BuildContext context) {
final newTextTheme = Theme.of(context).textTheme.apply(
bodyColor: Colors.white70,
displayColor: Colors.black87,
);
return MaterialApp(
title: 'Flutter Physics World',
debugShowCheckedModeBanner: false,
theme: ThemeData(
scaffoldBackgroundColor: colorLibrary.mainColor2,
textTheme: newTextTheme),
home: HomePage());
}
}
class HomePage extends StatefulWidget {
const HomePage({Key? key}) : super(key: key);
[@override](/user/override)
_HomePageState createState() => _HomePageState();
}
class _HomePageState extends State<HomePage> {
double sliderValue = 1000;
Paint paint1 = Paint()
..color = Color(0xff263e63)
..style = PaintingStyle.stroke
..strokeWidth = 2;
Paint paint2 = Paint()
..color = Color(0xff15693b)
..style = PaintingStyle.stroke
..strokeWidth = 2;
List<Paint> paintList = [];
List<dynamic> objList = [];
Path draw1 = Path();
Path draw2 = Path();
var ball;
var ball2;
[@override](/user/override)
void initState() {
super.initState();
for (double i = 0; i < 20 - 1; i++) {
draw1.arcTo(
Rect.fromCircle(
radius: i,
center: Offset(
0,
0,
),
),
0,
(1.5 * pi),
true);
draw2.arcTo(
Rect.fromCircle(
radius: i,
center: Offset(
0,
0,
),
),
1.5 * pi,
0.5 * pi,
true);
}
paintList=[paint1, paint2];
ball = myBall(
xPoint: 100,
yPoint: 200,
xVelocity: 0,
yVelocity: 0,
ballRadius: 30,
ballMass: 0.5,
angularVelocity: 0,
ballPaint: paintList
);
ball2 = myBall(
xPoint: 150,
yPoint: 100,
xVelocity: 0,
yVelocity: 0,
ballRadius: 20,
ballMass: 0.5,
angularVelocity: 0,
ballPath: [draw1, draw2],
);
objList = [ball, ball2];
}
[@override](/user/override)
Widget build(BuildContext context) {
return Scaffold(
body: _buldBody(),
);
}
Widget _buldBody() {
return Container(
child: Column(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: [
Text(
"Flutter Physics",
style: TextStyle(
fontWeight: FontWeight.w800,
fontSize: 40,
color: Colors.black45),
),
Container(
child: GravityField(
objects: objList,
gravity: sliderValue,
mapX: 350,
mapY: 350,
mapColor: colorLibrary.mapColor,
),
padding: EdgeInsets.all(1),
),
Row(mainAxisAlignment: MainAxisAlignment.spaceAround, children: [
Container(
height: 60,
width: 60,
decoration: BoxDecoration(
borderRadius: BorderRadius.circular(10),
color: colorLibrary.buttonColor),
child: IconButton(
icon: Icon(Icons.stop_circle_outlined,
color: Colors.white, size: 40),
onPressed: () {
for (int i = 0; i < objList.length; i++) {
objList[i].stop();
}
},
),
),
Container(
height: 60,
width: 60,
decoration: BoxDecoration(
borderRadius: BorderRadius.circular(10),
color: colorLibrary.buttonColor),
child: IconButton(
icon: Icon(Icons.shuffle, color: Colors.white, size: 40),
onPressed: () {
for (int i = 0; i < objList.length; i++) {
objList[i].shuffle(100, 1500);
}
},
),
),
Row(
children: [
Text('Gravity :', style: TextStyle(fontSize: 20, color: Colors.brown),),
SliderTheme(
data: SliderThemeData(
activeTrackColor: Colors.brown,
thumbColor: Colors.brown,
activeTickMarkColor: Colors.brown,
valueIndicatorColor: Colors.brown,
valueIndicatorShape: PaddleSliderValueIndicatorShape(),
),
child: Slider(
value: sliderValue,
min: 0.0,
max: 3000.0,
divisions: 50,
label: '${sliderValue.toInt()}',
onChanged: (double newValue) {
setState(() {
sliderValue = newValue;
ball.yAcc = newValue;
ball2.yAcc = newValue;
});
},
),
),
],
),
])
],
),
);
}
}
更多关于Flutter二维物理引擎插件easy_physics_2d的使用的实战教程也可以访问 https://www.itying.com/category-92-b0.html
更多关于Flutter二维物理引擎插件easy_physics_2d的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html
easy_physics_2d
是一个用于 Flutter 的二维物理引擎插件,旨在简化物理模拟的实现。它提供了一个简单的 API,使开发者可以轻松地在 Flutter 应用中创建物理效果,如重力、碰撞检测、刚体运动等。
安装
首先,你需要在 pubspec.yaml
文件中添加 easy_physics_2d
作为依赖项:
dependencies:
easy_physics_2d: ^0.1.0 # 请使用最新版本
然后,运行 flutter pub get
来安装插件。
基本使用
以下是一个简单的示例,展示了如何使用 easy_physics_2d
创建一个基本的物理场景。
import 'package:flutter/material.dart';
import 'package:easy_physics_2d/easy_physics_2d.dart';
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
[@override](/user/override)
Widget build(BuildContext context) {
return MaterialApp(
home: PhysicsScreen(),
);
}
}
class PhysicsScreen extends StatefulWidget {
[@override](/user/override)
_PhysicsScreenState createState() => _PhysicsScreenState();
}
class _PhysicsScreenState extends State<PhysicsScreen> {
late PhysicsWorld world;
[@override](/user/override)
void initState() {
super.initState();
// 创建一个物理世界,设置重力
world = PhysicsWorld(gravity: Vector2(0, 9.8));
// 创建一个地面
world.addBody(PhysicsBody.rectangle(
position: Vector2(0, 300),
size: Vector2(400, 20),
isStatic: true,
));
// 创建一个动态矩形
world.addBody(PhysicsBody.rectangle(
position: Vector2(100, 0),
size: Vector2(50, 50),
isStatic: false,
));
}
[@override](/user/override)
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: Text('Easy Physics 2D')),
body: PhysicsWorldWidget(
world: world,
child: CustomPaint(
size: Size.infinite,
painter: PhysicsPainter(world),
),
),
);
}
}
class PhysicsPainter extends CustomPainter {
final PhysicsWorld world;
PhysicsPainter(this.world);
[@override](/user/override)
void paint(Canvas canvas, Size size) {
for (var body in world.bodies) {
final rect = Rect.fromCenter(
center: Offset(body.position.x, body.position.y),
width: body.size.x,
height: body.size.y,
);
canvas.drawRect(rect, Paint()..color = Colors.blue);
}
}
[@override](/user/override)
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
}