I have a simple ball that uses a gradient fill to make it look like it's lit from one side:
I'd like to modify the gradient fill at runtime in Flutter (for example to make it seem like the light is moving around relative to the ball). I was able to find the coordinates like this:
final fill = (artboard.getNode("Ellipse") as FlutterActorShape).fill as FlutterRadialFill;
print(fill.renderStart);
print(fill.renderEnd);
However, I can't find a way to modify these values. I tried using Vec2D
to overwrite the values, however it doesn't change the rendering (perhaps because something was computed from these values that needs invalidating?):
Vec2D.copy(
_fill.renderStart,
Vec2D.fromValues(
200 - _component.x, 200 - _component.y));
There isn't a nice helpful setter for this property (keyframes manipulate it and invalidate the internal state), but with a little bit of extra verbose (we should really make this friendlier) code you can do it:
class MutateGradient extends FlareController {
// Store the fill so you don't need to look it up each frame.
FlutterRadialFill _radialFill;
// I chose to drive the end position of the gradient with a sin wave so i use
// a field to accumulate the phase.
double _phase = 0;
@override
bool advance(FlutterActorArtboard artboard, double elapsed) {
if (_radialFill == null) {
// Didn't find the fill during init, early out with a false meaning we're
// done.
return false;
}
_phase += elapsed;
// No nice setter on the end so we have to set the values manually and then
// mark the paint dirty so the update loop updates the actual paint and
// points used to render. Note that the position here can be either in the
// path's local transform or world (artboard) transform depending on whether
// transformAffectsStroke was selected in Rive.
Vec2D.copy(
_radialFill.end, Vec2D.fromValues(-100, 100 + sin(_phase*2) * 50));
_radialFill.markPaintDirty();
// Return true to get another call the next frame...
return true;
}
@override
void initialize(FlutterActorArtboard artboard) {
// Find the fill we want to manipulate.
var node = artboard.getNode("Ellipse");
if (node is FlutterActorShape) {
var fill = node.fill;
if (fill is FlutterRadialFill) {
_radialFill = fill;
}
}
}
@override
void setViewTransform(Mat2D viewTransform) {
// Inentionally empty, we don't need to convert from artboard (world) to
// view space in this example.
}
}
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