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Flutter Physics Simulation in Animation with Example
Flutter provides a rich set of animation widgets and classes that allow you to create animations in your app. One type of animation that you may want to create is a physics simulation animation, which simulates real-world physics to create dynamic and engaging animations. In this blog post, we will explore how to create a physics simulation animation in Flutter using the AnimatedBuilder
and AnimationController
widgets.
Step 1: Adding Animation Dependencies
First, we need to add the necessary dependencies for animations. You can do this by adding the following lines of code to your pubspec.yaml
file:
dependencies:
flutter:
sdk: flutter
box2d_flame: ^0.3.2ā
In this code, we have added the box2d_flame
package that provides physics simulation capabilities for Flutter.
Step 2: Creating an Animated Physics Simulation
Next, we will create an animated physics simulation using the AnimatedBuilder
and AnimationController
widgets.
import 'dart:math';
import 'package:box2d_flame/box2d.dart' as box2d;
import 'package:flutter/material.dart';
class PhysicsSimulationAnimation extends StatefulWidget {
@override
_PhysicsSimulationAnimationState createState() =>
_PhysicsSimulationAnimationState();
}
class _PhysicsSimulationAnimationState
extends State<PhysicsSimulationAnimation>
with SingleTickerProviderStateMixin {
AnimationController _controller;
box2d.World _world;
@override
void initState() {
super.initState();
_controller = AnimationController(
vsync: this,
duration: Duration(seconds: 2),
)..repeat();
_world = box2d.World(box2d.Vector2.zero(), true);
box2d.PolygonShape shape = box2d.PolygonShape();
shape.setAsBoxXY(0.5, 0.5);
box2d.FixtureDef fixtureDef = box2d.FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1.0;
box2d.BodyDef bodyDef = box2d.BodyDef();
bodyDef.type = box2d.BodyType.DYNAMIC;
bodyDef.position = box2d.Vector2(0.0, 0.0);
box2d.Body body = _world.createBody(bodyDef);
body.createFixtureFromFixtureDef(fixtureDef);
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return Container(
child: AnimatedBuilder(
animation: _controller,
builder: (BuildContext context, Widget child) {
_world.step(_controller.value, 8, 3);
box2d.Vector2 position =
(_world.getBodyList().first?.position ?? box2d.Vector2.zero());
return CustomPaint(
painter: BallPainter(position),
size: Size(200, 200),
);
},
),
);
}
}
class BallPainter extends CustomPainter {
final box2d.Vector2 position;
BallPainter(this.position);
@override
void paint(Canvas canvas, Size size) {
Paint paint = Paint()..color = Colors.blue;
canvas.drawCircle(
Offset(position.x * size.width, position.y * size.height),
20.0,
paint);
}
@override
bool shouldRepaint(CustomPainter oldDelegate) {
return true;
}
}ā
In this code, we have created a PhysicsSimulationAnimation
widget that uses the AnimatedBuilder
widget to build a custom paint widget that