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particles.dart
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particles.dart
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import 'dart:math' as math;
import 'dart:ui' as ui;
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
import 'animated_background.dart';
import 'image_helper.dart';
/// Dummy [Image] that represents a parameter not set. Used by
/// [ParticleOptions.copyWith] to check if the parameter was set or not.
class _NotSetImage extends Image {
const _NotSetImage() : super(image: const _NotSetImageProvider());
}
/// Dummy [ImageProvider] used by [_NotSetImage].
class _NotSetImageProvider extends ImageProvider<_NotSetImageProvider> {
const _NotSetImageProvider();
noSuchMethod(Invocation invocation) => super.noSuchMethod(invocation);
}
/// Holds the particle configuration information for a [ParticleBehaviour].
class ParticleOptions {
/// The image used by the particle. It is mutually exclusive with [baseColor].
final Image? image;
/// The color used by the particle. It is mutually exclusive with [image].
final Color baseColor;
/// The minimum radius of a spawned particle. Changing this value should cause
/// the particles to update, in case their current radius is smaller than the
/// new value. The concrete effects depends on the instance of
/// [ParticleBehaviour] used.
final double spawnMinRadius;
/// The maximum radius of a spawned particle. Changing this value should cause
/// the particles to update, in case their current radius is bigger than the
/// new value. The concrete effects depends on the instance of
/// [ParticleBehaviour] used.
final double spawnMaxRadius;
/// The minimum speed of a spawned particle. Changing this value should cause
/// the particles to update, in case their current speed is smaller than the
/// new value. The concrete effects depends on the instance of
/// [ParticleBehaviour] used.
final double spawnMinSpeed;
/// The maximum speed of a spawned particle. Changing this value should cause
/// the particles to update, in case their current speed is bigger than the
/// new value. The concrete effects depends on the instance of
/// [ParticleBehaviour] used.
final double spawnMaxSpeed;
/// The opacity of a spawned particle.
final double spawnOpacity;
/// The minimum opacity of a particle. It is used to compute the target
/// opacity after spawning. Implementation may differ by [ParticleBehaviour].
final double minOpacity;
/// The maximum opacity of a particle. It is used to compute the target
/// opacity after spawning. Implementation may differ by [ParticleBehaviour].
final double maxOpacity;
/// The opacity change rate of a particle over its lifetime.
final double opacityChangeRate;
/// The total count of particles that should be spawned.
final int particleCount;
/// Creates a [ParticleOptions] given a set of preferred values.
///
/// Default values are assigned for arguments that are omitted.
const ParticleOptions({
this.image,
this.baseColor = Colors.black,
this.spawnMinRadius = 1.0,
this.spawnMaxRadius = 10.0,
this.spawnMinSpeed = 150.0,
this.spawnMaxSpeed = 300.0,
this.spawnOpacity = 0.0,
this.minOpacity = 0.1,
this.maxOpacity = 0.4,
this.opacityChangeRate = 0.25,
this.particleCount = 100,
}) : assert(spawnMaxRadius >= spawnMinRadius),
assert(spawnMinRadius >= 1.0),
assert(spawnMaxRadius >= 1.0),
assert(spawnOpacity >= 0.0),
assert(spawnOpacity <= 1.0),
assert(maxOpacity >= minOpacity),
assert(minOpacity >= 0.0),
assert(minOpacity <= 1.0),
assert(maxOpacity >= 0.0),
assert(maxOpacity <= 1.0),
assert(spawnMaxSpeed >= spawnMinSpeed),
assert(spawnMinSpeed >= 0.0),
assert(spawnMaxSpeed >= 0.0),
assert(particleCount >= 0);
/// Creates a copy of this [ParticleOptions] but with the given fields
/// replaced with new values.
ParticleOptions copyWith({
Image? image = const _NotSetImage(),
Color? baseColor,
double? spawnMinRadius,
double? spawnMaxRadius,
double? spawnMinSpeed,
double? spawnMaxSpeed,
double? spawnOpacity,
double? minOpacity,
double? maxOpacity,
double? opacityChangeRate,
int? particleCount,
}) {
return ParticleOptions(
image: image is _NotSetImage ? this.image : image,
baseColor: baseColor ?? this.baseColor,
spawnMinRadius: spawnMinRadius ?? this.spawnMinRadius,
spawnMaxRadius: spawnMaxRadius ?? this.spawnMaxRadius,
spawnMinSpeed: spawnMinSpeed ?? this.spawnMinSpeed,
spawnMaxSpeed: spawnMaxSpeed ?? this.spawnMaxSpeed,
spawnOpacity: spawnOpacity ?? this.spawnOpacity,
minOpacity: minOpacity ?? this.minOpacity,
maxOpacity: maxOpacity ?? this.maxOpacity,
opacityChangeRate: opacityChangeRate ?? this.opacityChangeRate,
particleCount: particleCount ?? this.particleCount,
);
}
}
/// Holds the information of a particle used in a [ParticleBehaviour].
class Particle {
/// The X coordinate of the center of this particle.
double cx = 0.0;
/// The Y coordinate of the center of this particle.
double cy = 0.0;
/// The X component of the direction of this particle. This is usually scaled
/// by the speed of the particle, make it a non-normalized component of direction.
double dx = 0.0;
/// The Y component of the direction of this particle This is usually scaled
/// by the speed of the particle, make it a non-normalized component of direction.
double dy = 1.0;
/// The radius of this particle.
///
/// If a [ParticleBehaviour] draws particles with images this value represents
/// half the width and height of this particle.
double radius = 0.0;
/// The current alpha value of this particle.
double alpha = 0.0;
/// The target alpha of this particle.
double targetAlpha = 0.0;
/// Dynamic data that can be used by [ParticleBehaviour] classes to store
/// other information related to the particles.
dynamic data;
/// Constructs a new [Particle] with its default values.
Particle();
/// Gets the square of the speed of this particle.
double get speedSqr => dx * dx + dy * dy;
/// Sets the square of the speed of this particle.
///
/// If a negative value is provided the direction is flipped and the absolute
/// value is used to calculate the square root.
set speedSqr(double value) {
speed = math.sqrt(value.abs()) * value.sign;
}
/// Gets the speed of this particle.
double get speed => math.sqrt(speedSqr);
/// Sets the speed of this particle.
///
/// In case the value is 0, the Y component of the direction will be set to 1
/// making the speed of the particle 1, instead of 0. The logic behind this
/// implementation is as follows: The [ParticleBahaviour] needs to the
/// smallest amount of work for each particle as possible. If a speed field
/// was provided to specify the velocity of the particle, it would require the
/// 2 additional multiplications (one for each component of direction) when
/// updating a particle.
set speed(double value) {
double mag = speed;
if (mag == 0) {
// TODO: maybe find a better solution for this case
dx = 0.0;
dy = value;
} else {
dx = dx / mag * value;
dy = dy / mag * value;
}
}
}
/// The base for behaviours that render particles on an [AnimatedBackground].
abstract class ParticleBehaviour extends Behaviour {
/// The list of particles used by the particle behaviour to hold the spawned particles.
@protected
List<Particle>? particles;
@override
bool get isInitialized => particles != null;
Rect? _particleImageSrc;
ui.Image? _particleImage;
Function? _pendingConversion;
Paint? _paint;
Paint? get particlePaint => _paint;
set particlePaint(Paint? value) {
if (value == null) {
_paint = Paint()
..strokeCap = StrokeCap.round
..style = PaintingStyle.fill
..strokeWidth = 1.0;
} else {
_paint = value;
}
if (_paint!.strokeWidth <= 0) _paint!.strokeWidth = 1.0;
}
ParticleOptions? _options;
/// Gets the particle options used to configure this behaviour.
ParticleOptions get options => _options!;
/// Set the particle options used to configure this behaviour.
///
/// Changing this value will cause the currently spawned particles to update.
set options(ParticleOptions value) {
if (value == _options) return;
ParticleOptions? oldOptions = _options;
_options = value;
if (_options!.image == null)
_particleImage = null;
else if (_particleImage == null || oldOptions!.image != _options!.image)
_convertImage(_options!.image!);
onOptionsUpdate(oldOptions);
}
/// Creates a new particle behaviour.
///
/// Default values will be assigned to the parameters if not specified.
ParticleBehaviour({
ParticleOptions options = const ParticleOptions(),
Paint? paint,
}) {
_options = options;
this.particlePaint = paint;
if (options.image != null) _convertImage(options.image!);
}
@override
void init() {
particles = generateParticles(options.particleCount);
}
@override
void initFrom(Behaviour oldBehaviour) {
if (oldBehaviour is ParticleBehaviour) {
particles = oldBehaviour.particles;
// keep old image if waiting for a new one
if (options.image != null && _particleImage == null) {
_particleImage = oldBehaviour._particleImage;
_particleImageSrc = oldBehaviour._particleImageSrc;
}
onOptionsUpdate(oldBehaviour.options);
}
}
@override
bool tick(double delta, Duration elapsed) {
if (particles == null) return false;
for (Particle particle in particles!) {
if (!size!.contains(Offset(particle.cx, particle.cy))) {
initParticle(particle);
continue;
}
updateParticle(particle, delta, elapsed);
}
return true;
}
@override
void paint(PaintingContext context, Offset offset) {
final Canvas canvas = context.canvas;
for (Particle particle in particles!) {
if (particle.alpha == 0.0) continue;
_paint!.color = options.baseColor.withOpacity(particle.alpha);
if (_particleImage != null) {
Rect dst = Rect.fromLTRB(
particle.cx - particle.radius,
particle.cy - particle.radius,
particle.cx + particle.radius,
particle.cy + particle.radius,
);
canvas.drawImageRect(_particleImage!, _particleImageSrc!, dst, _paint!);
} else
canvas.drawCircle(
Offset(particle.cx, particle.cy),
particle.radius,
_paint!,
);
}
}
/// Generates an amount of particles and initializes them.
///
/// This can be used to generate the initial particles or new particles when
/// the options change
@protected
List<Particle> generateParticles(int numParticles) {
return List.generate(numParticles, (i) => i).map((i) {
Particle p = Particle();
initParticle(p);
return p;
}).toList();
}
@protected
void initParticle(Particle particle);
@protected
void updateParticle(Particle particle, double delta, Duration elapsed) {
particle.cx += particle.dx * delta;
particle.cy += particle.dy * delta;
if (options.opacityChangeRate > 0 &&
particle.alpha < particle.targetAlpha ||
options.opacityChangeRate < 0 &&
particle.alpha > particle.targetAlpha) {
particle.alpha = particle.alpha + delta * options.opacityChangeRate;
if (options.opacityChangeRate > 0 &&
particle.alpha > particle.targetAlpha ||
options.opacityChangeRate < 0 &&
particle.alpha < particle.targetAlpha)
particle.alpha = particle.targetAlpha;
}
}
@protected
@mustCallSuper
void onOptionsUpdate(ParticleOptions? oldOptions) {
if (particles == null) return;
if (particles!.length > options.particleCount)
particles!.removeRange(0, particles!.length - options.particleCount);
else if (particles!.length < options.particleCount) {
final int particlesToSpawn = options.particleCount - particles!.length;
final newParticles = generateParticles(particlesToSpawn);
particles!.addAll(newParticles);
}
}
void _convertImage(Image image) async {
if (_pendingConversion != null) _pendingConversion!();
_pendingConversion = convertImage(image, (ui.Image outImage) {
_pendingConversion = null;
_particleImageSrc = Rect.fromLTRB(
0.0,
0.0,
outImage.width.toDouble(),
outImage.height.toDouble(),
);
_particleImage = outImage;
});
}
}
/// Renders particles that move in a predetermined direction on the [AnimatedBackground].
class RandomParticleBehaviour extends ParticleBehaviour {
static math.Random random = math.Random();
/// Creates a new random particle behaviour.
RandomParticleBehaviour({
ParticleOptions options = const ParticleOptions(),
Paint? paint,
}) : super(options: options, paint: paint);
@override
void initFrom(Behaviour oldBehaviour) {
super.initFrom(oldBehaviour);
if (oldBehaviour is RandomParticleBehaviour || particles == null) return;
for (Particle particle in particles!) {
initParticle(particle);
}
}
@override
void initParticle(Particle p) {
initPosition(p);
initRadius(p);
final double deltaSpeed = (options.spawnMaxSpeed - options.spawnMinSpeed);
double speed = random.nextDouble() * deltaSpeed + options.spawnMinSpeed;
initDirection(p, speed);
final double deltaOpacity = (options.maxOpacity - options.minOpacity);
p.alpha = options.spawnOpacity;
p.targetAlpha = random.nextDouble() * deltaOpacity + options.minOpacity;
}
/// Initializes a new position for the provided [Particle].
@protected
void initPosition(Particle p) {
p.cx = random.nextDouble() * size!.width;
p.cy = random.nextDouble() * size!.height;
}
/// Initializes a new radius for the provided [Particle].
@protected
void initRadius(Particle p) {
final deltaRadius = (options.spawnMaxRadius - options.spawnMinRadius);
p.radius = random.nextDouble() * deltaRadius + options.spawnMinRadius;
}
/// Initializes a new direction for the provided [Particle].
@protected
void initDirection(Particle p, double speed) {
double dirX = random.nextDouble() - 0.5;
double dirY = random.nextDouble() - 0.5;
double magSq = dirX * dirX + dirY * dirY;
double mag = magSq <= 0 ? 1 : math.sqrt(magSq);
p.dx = dirX / mag * speed;
p.dy = dirY / mag * speed;
}
@override
void onOptionsUpdate(ParticleOptions? oldOptions) {
super.onOptionsUpdate(oldOptions);
double minSpeedSqr = options.spawnMinSpeed * options.spawnMinSpeed;
double maxSpeedSqr = options.spawnMaxSpeed * options.spawnMaxSpeed;
if (particles == null) return;
for (Particle p in particles!) {
// speed assignment is better done this way, to prevent calculation of square roots if not needed
double speedSqr = p.speedSqr;
if (speedSqr > maxSpeedSqr)
p.speed = options.spawnMaxSpeed;
else if (speedSqr < minSpeedSqr) p.speed = options.spawnMinSpeed;
// TODO: handle opacity change
if (p.radius < options.spawnMinRadius ||
p.radius > options.spawnMaxRadius) initRadius(p);
}
}
}