效果图
大概就是这个样子
大致分为三个步骤
- 创建倒影
- 裁剪区域
- 添加阴影
倒影的核心
既然是倒影widget,核心就是倒影了。这里用到的是矩阵变换。如果要生成倒影就需要把y坐标反过来就可以了。
flutter使用的是3维矩阵,转换成齐次坐标就是4x4的矩阵,也就是我们熟悉的
Matrix4
所以单位矩阵是这样子的:
1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1,
为什么单位矩阵是这样的呢,因为在做矩阵变换的时候是用当前的点坐标乘变换矩阵得到结果坐标。
如同数的乘法中的1
那要倒转y坐标就需要一个这样的矩阵,h指的widget的高度
上代码
倒影解决了之后就很简单了,接下来就是裁剪加阴影。这个就不细讲了,上完整代码。
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
import 'dart:ui' as ui;
///
/// 创建一个倒影显示在[child]下面
///
class ReflectionWidget extends SingleChildRenderObjectWidget {
final double interval;
final double reflectionHeight;
const ReflectionWidget(
{Key? key,
required Widget child,
this.interval = 3,
this.reflectionHeight = 40})
: super(key: key, child: child);
@override
ReversImageRenderObject createRenderObject(BuildContext context) {
return ReversImageRenderObject(interval);
}
@override
void updateRenderObject(
BuildContext context, covariant ReversImageRenderObject renderObject) {
renderObject
..interval = interval
..reflectionHeight = reflectionHeight;
}
}
class ReversImageRenderObject extends RenderProxyBox {
//倒影间距
double interval;
//倒影高度
double reflectionHeight = 90;
ReversImageRenderObject(this.interval);
Size innerSize = Size.zero;
@override
void performLayout() {
if (child != null) {
child!.layout(constraints, parentUsesSize: true);
innerSize = child!.size;
size = Size(
innerSize.width, innerSize.height + reflectionHeight + interval + 2);
} else {
size = computeSizeForNoChild(constraints);
}
}
@override
void paint(PaintingContext context, Offset offset) {
super.paint(context, offset);
drawReversImage(context, offset);
}
Paint mPaint = Paint()
..style = PaintingStyle.stroke
..strokeWidth = 2;
Paint mPaint2 = Paint()..style = PaintingStyle.fill;
void drawReversImage(PaintingContext context, Offset offset1) {
Canvas canvas = context.canvas;
canvas.save();
canvas.translate(offset1.dx, offset1.dy);
//翻转图像的矩阵y = -y+height*2+interval
Matrix4 matrix4 = Matrix4.identity()
..setEntry(1, 1, -1)
..setEntry(1, 3, innerSize.height * 2 + interval);
canvas.transform(matrix4.storage);
//绘制裁剪区域
Path path = Path()
..moveTo(0, innerSize.height - reflectionHeight)
..lineTo(0, innerSize.height)
..lineTo(innerSize.width, innerSize.height)
..lineTo(innerSize.width, innerSize.height - reflectionHeight)
..close();
//裁剪画板
canvas.clipPath(path, doAntiAlias: false);
//绘制倒影child
context.paintChild(child!, Offset.zero);
canvas.restore();
//恢复画板,并且把画板平移到倒影的左上角
canvas.save();
canvas.translate(offset1.dx, offset1.dy + interval + innerSize.height);
//绘制白色渐变
canvas.drawRect(
Rect.fromCenter(
center: Offset(size.width / 2, reflectionHeight / 2),
width: size.width + 2,
height: reflectionHeight + 2),
mPaint
..strokeCap = StrokeCap.butt
..style = PaintingStyle.fill
..shader = ui.Gradient.linear(
Offset.zero,
Offset(0, reflectionHeight),
[
Colors.white.withOpacity(.2),
Colors.white.withOpacity(.5),
Colors.white
],
[0, .4, .8],
));
canvas.restore();
}
}