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import 'dart:math' as math; |
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import 'package:flutter/material.dart'; |
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class SphereCloud extends StatefulWidget { |
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const SphereCloud({ |
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super.key, |
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required this.items, |
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this.radius = 140, |
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this.itemSize = 48, |
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this.cameraZ = 400, // 相机离球心距离,越大透视越弱 |
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this.focal = 240, // 焦距,影响投影与缩放 |
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this.minScale = 0.45, |
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this.maxScale = 1.25, |
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}); |
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final List<Widget> items; |
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final double radius; |
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final double itemSize; |
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final double cameraZ; |
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final double focal; |
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final double minScale; |
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final double maxScale; |
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@override |
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State<SphereCloud> createState() => _SphereCloudState(); |
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} |
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class _SphereCloudState extends State<SphereCloud> { |
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late final List<_Point3> _points; |
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// 当前旋转角(弧度) |
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double _rotX = 0.0; |
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double _rotY = 0.0; |
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@override |
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void initState() { |
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super.initState(); |
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_points = _genFibonacciSphere(widget.items.length, widget.radius); |
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} |
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@override |
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void didUpdateWidget(covariant SphereCloud oldWidget) { |
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super.didUpdateWidget(oldWidget); |
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if (oldWidget.items.length != widget.items.length || |
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oldWidget.radius != widget.radius) { |
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_points |
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..clear() |
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..addAll(_genFibonacciSphere(widget.items.length, widget.radius)); |
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} |
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} |
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@override |
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Widget build(BuildContext context) { |
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return LayoutBuilder(builder: (_, c) { |
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final cx = c.maxWidth / 2; |
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final cy = c.maxHeight / 2; |
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// 计算每个点投影后的 2D 信息 |
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final projected = <_ProjectedItem>[]; |
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for (int i = 0; i < _points.length; i++) { |
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final p = _rotate(_points[i], _rotX, _rotY); |
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// 透视:避免 cameraZ - z 过小导致爆炸 |
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final denom = (widget.cameraZ - p.z).clamp(40.0, 1e9); |
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final perspective = widget.focal / denom; |
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final x2 = cx + p.x * perspective; |
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final y2 = cy + p.y * perspective; |
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final scale = perspective.clamp(widget.minScale, widget.maxScale); |
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projected.add(_ProjectedItem( |
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index: i, |
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x: x2, |
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y: y2, |
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z: p.z, |
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scale: scale, |
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)); |
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} |
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// 按 z 排序:远->近 |
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projected.sort((a, b) => a.z.compareTo(b.z)); |
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return GestureDetector( |
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onPanUpdate: (d) { |
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// 你可以按手感调整系数 |
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setState(() { |
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_rotY += d.delta.dx * 0.01; |
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_rotX -= d.delta.dy * 0.01; |
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}); |
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}, |
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child: Stack( |
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clipBehavior: Clip.none, |
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children: [ |
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for (final it in projected) |
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Positioned( |
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left: it.x - widget.itemSize / 2, |
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top: it.y - widget.itemSize / 2, |
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child: Transform.scale( |
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scale: it.scale, |
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child: SizedBox( |
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width: widget.itemSize, |
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height: widget.itemSize, |
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child: widget.items[it.index], |
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), |
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), |
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), |
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], |
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), |
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); |
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}); |
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} |
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// Fibonacci sphere:简单、分布均匀(比随机更像“均匀铺满球面”) |
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List<_Point3> _genFibonacciSphere(int n, double r) { |
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if (n <= 0) return []; |
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final pts = <_Point3>[]; |
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final offset = 2.0 / n; |
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final increment = math.pi * (3.0 - math.sqrt(5.0)); // golden angle |
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for (int i = 0; i < n; i++) { |
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final y = ((i * offset) - 1) + (offset / 2); |
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final rr = math.sqrt(1 - y * y); |
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final phi = i * increment; |
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final x = math.cos(phi) * rr; |
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final z = math.sin(phi) * rr; |
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pts.add(_Point3(x * r, y * r, z * r)); |
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} |
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return pts; |
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} |
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// 绕 X/Y 旋转(右手系) |
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_Point3 _rotate(_Point3 p, double rx, double ry) { |
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// rotate around X |
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final cosX = math.cos(rx), sinX = math.sin(rx); |
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var y1 = p.y * cosX - p.z * sinX; |
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var z1 = p.y * sinX + p.z * cosX; |
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|
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// rotate around Y |
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final cosY = math.cos(ry), sinY = math.sin(ry); |
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var x2 = p.x * cosY + z1 * sinY; |
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var z2 = -p.x * sinY + z1 * cosY; |
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return _Point3(x2, y1, z2); |
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} |
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} |
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class _Point3 { |
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_Point3(this.x, this.y, this.z); |
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final double x, y, z; |
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} |
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class _ProjectedItem { |
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_ProjectedItem({ |
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required this.index, |
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required this.x, |
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required this.y, |
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required this.z, |
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required this.scale, |
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}); |
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|
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final int index; |
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final double x, y, z; |
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final double scale; |
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} |
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