Animate a widget using a physics simulation

Domains: Flutter

Physics simulations can make app interactions feel realistic and interactive. For example, you might want to animate a widget to act as if it were attached to a spring or falling with gravity.

This recipe demonstrates how to move a widget from a dragged point back to the center using a spring simulation.

This recipe uses these steps:

  1. Set up an animation controller
  2. Move the widget using gestures
  3. Animate the widget
  4. Calculate the velocity to simulate a springing motion

Step 1: Set up an animation controller

Start with a stateful widget called DraggableCard:

import 'package:flutter/material.dart';

main() {
  runApp(MaterialApp(home: PhysicsCardDragDemo()));
}

class PhysicsCardDragDemo extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(),
      body: DraggableCard(
        child: FlutterLogo(
          size: 128,
        ),
      ),
    );
  }
}

class DraggableCard extends StatefulWidget {
  final Widget child;
  DraggableCard({this.child});

  @override
  _DraggableCardState 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,
      ),
    );
  }
}

Make the _DraggableCardState class extend from SingleTickerProviderStateMixin. Then construct an AnimationController in initState and set vsync to this.

class _DraggableCardState extends State<DraggableCard>
    with SingleTickerProviderStateMixin {
  AnimationController _controller;

  @override
  void initState() {
    _controller =
        AnimationController(vsync: this, duration: Duration(seconds: 1));
    super.initState();
  }


  @override
  void dispose() {
    _controller.dispose();
    super.dispose();
  }
  //...

Step 2: Move the widget using gestures

Make the widget move when it’s dragged, and add an Alignment field to the _DraggableCardState class:

Alignment _dragAlignment = Alignment.center;

Add a GestureDetector that handles the onPanDown, onPanUpdate, and onPanEnd callbacks. To adjust the alignment, use a MediaQuery to get the size of the widget, and divide by 2. (This converts units of “pixels dragged” to coordinates that Align uses.) Then, set the Align widget’s alignment to _dragAlignment:

@override
Widget build(BuildContext context) {
  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,
      ),
    ),
  );
}

Step 3: Animate the widget

When the widget is released, it should spring back to the center.

Add an Animation<Alignment> field and an _runAnimation method. This method defines a Tween that interpolates between the point the widget was dragged to, to the point in the center.

  Animation<Alignment> _animation;

  void _runAnimation() {
    _animation = _controller.drive(
      AlignmentTween(
        begin: _dragAlignment,
        end: Alignment.center,
      ),
    );
   _controller.reset();
   _controller.forward();
  }

Next, update _dragAlignment when the AnimationController produces a value:

@override
void initState() {
  super.initState();
  _controller = AnimationController(vsync: this, duration: Duration(seconds: 1));
  _controller.addListener(() {
    setState(() {
      _dragAlignment = _animation.value;
    });
  });
}

Next, make the Align widget use the _dragAlignment field:

child: Align(
  alignment: _dragAlignment,
  child: Card(
    child: widget.child,
  ),
),

Finally, update the GestureDetector to manage the animation controller:

onPanDown: (details) {
 _controller.stop();
},
onPanUpdate: (details) {
 setState(() {
   _dragAlignment += Alignment(
     details.delta.dx / (size.width / 2),
     details.delta.dy / (size.height / 2),
   );
 });
},
onPanEnd: (details) {
 _runAnimation();
},

Step 4: Calculate the velocity to simulate a springing motion

The last step is to do a little math, to calculate the velocity of the widget after it’s finished being dragged. This is so that the widget realistically continues at that speed before being snapped back. (The _runAnimation method already sets the direction by setting the animation’s start and end alignment.)

First, import the physics package:

import 'package:flutter/physics.dart';

The onPanEnd callback provides a DragEndDetails object. This object provides the velocity of the pointer when it stopped contacting the screen. The velocity is in pixels per second, but the Align widget doesn’t use pixels. It uses coordinate values between [-1.0, -1.0] and [1.0, 1.0], where [0.0, 0.0] represents the center. The size calculated in step 2 is used to convert pixels to coordinate values in this range.

Finally, AnimationController has an animateWith() method that can be given 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: 30,
    stiffness: 1,
    damping: 1,
  );

  final simulation = SpringSimulation(spring, 0, 1, -unitVelocity);

  _controller.animateWith(simulation);
}

Don’t forget to call _runAnimation() with the velocity and size:

onPanEnd: (details) {
  _runAnimation(details.velocity.pixelsPerSecond, size);
},

Similar pages

Page structure
Terms

Widget

Animation

Animation­Controller

State

Flutter

addListener

Tween

StatelessWidget

StatefulWidget