lerp static method
Linearly interpolate between two SweepStepss.
If either gradient is null, this function linearly interpolates from a
a gradient that matches the other gradient in center, startAngle,
endAngle, stops & tileMode and with the same colors but
transparent (using scale).
The t argument represents a position on the timeline, with 0.0 meaning
that the interpolation has not started, returning a (or something
equivalent to a); 1.0 meaning that the interpolation has finished,
returning b (or something equivalent to b); and values in between
0.0 < t < 1.0 meaning that the interpolation is at the relevant point as
a percentage along the timeline between a and b.
The interpolation can be extrapolated beyond 0.0 and 1.0, so negative
values and values greater than 1.0 are valid (and can easily be
generated by curves such as Curves.elasticInOut).
Values for t are usually obtained from an Animation<double>, such as
an AnimationController.
Implementation
static SweepSteps? lerp(SweepSteps? a, SweepSteps? b, double t) {
if (a == null && b == null) return null;
if (a == null) return b!.scale(t);
if (b == null) return a.scale(1.0 - t);
// final stretched = PrimitiveGradient.fromStretchLerp(a, b, t);
// final interpolated = PrimitiveGradient.byProgressiveMerge(
// t < 0.5 ? PrimitiveGradient.from(a) : stretched,
// t < 0.5 ? stretched : PrimitiveGradient.from(b),
// // t < 0.5 ? t * 2 : (t - 0.5) * 2);
// t);
final interpolated = PrimitiveGradient.byCombination(a, b, t);
// final interpolated = PrimitiveGradient.fromStretchLerp(a, b, t);
// final interpolated = PrimitiveGradient.byProgressiveMerge(
// PrimitiveGradient.from(a), PrimitiveGradient.from(b), t);
return SweepSteps(
softness: math.max(0.0, ui.lerpDouble(a.softness, b.softness, t)!),
colors: interpolated.colors,
stops: interpolated.stops,
// TODO: Interpolate Matrix4 / GradientTransform
transform: t > 0.5 ? a.transform : b.transform,
// TODO: interpolate tile mode
tileMode: t < 0.5 ? a.tileMode : b.tileMode,
center: AlignmentGeometry.lerp(a.center, b.center, t)!,
startAngle: math.max(0.0, ui.lerpDouble(a.startAngle, b.startAngle, t)!),
endAngle: math.max(0.0, ui.lerpDouble(a.endAngle, b.endAngle, t)!),
);
}