08上から降り注ぎ床に積み重なる落下ボール
一定間隔で新しいボールを上から作り続けて落とし、先に落ちたボールと重ならないよう位置を再計算しながら床に積み重ねる。
使いどころ空状態・完了状態を満たす背景シーン
SPAWN_INTERVAL_MSSEPARATE_ITERSHOLD_MS

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300"></canvas>
<p class="bp__caption">一定間隔でボールを上から落とし続け、重なった2つのボールは互いに押し離す計算で分離され、床に積み上がっていく。</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-paper);
.bp {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $stage-paper;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__caption {
position: absolute;
left: $sp-3;
top: $sp-3;
max-width: 80%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.bp__caption { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffffff;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.bp {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #ffffff;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__caption {
position: absolute;
left: 12px;
top: 12px;
max-width: 80%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.bp__caption {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
}(function () {
// 기법: SPAWN_INTERVAL_MS 마다 새 공을 위에서 떨어뜨린다. 중력으로 낙하하다 바닥이나
// 다른 공과 겹치면 두 원의 중심 거리와 반지름 합을 비교해 겹친 만큼을 질량 비로
// 나눠 밀어내는 위치 보정을 매 프레임 반복한다(단순 충돌 한 번이 아니라 여러 쌍을
// 계속 풀어 쌓임을 만든다). 개수가 MAX_BALLS 에 닿으면 잠시 멈췄다가 전부 지우고
// 다시 쌓기 시작한다.
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var CALC_W = 320, CALC_H = 200;
var GRAVITY = 640;
var FLOOR_RESTITUTION = 0.28;
var SPAWN_INTERVAL_MS = 190;
var MAX_BALLS = 13;
var HOLD_MS = 480;
var SEPARATE_ITERS = 4;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rand = seedRand(427081);
var COLORS = ['#6ec8ff', '#4cd4a6', '#b9a0ff', '#ff9ebb', '#ffcf7a', '#8fd7ff'];
var balls = [];
var lastSpawn = -SPAWN_INTERVAL_MS;
var holdSince = null;
function spawn(nowMs) {
var r = 9 + rand() * 8;
balls.push({
x: r + rand() * (CALC_W - r * 2),
y: -r - rand() * 20,
vy: 40,
vx: (rand() - 0.5) * 20,
r: r,
color: COLORS[balls.length % COLORS.length],
squash: 0
});
}
function resetAll() {
balls = [];
lastSpawn = -SPAWN_INTERVAL_MS;
holdSince = null;
}
function stepSim(dtMs, nowMs) {
var dtS = dtMs / 1000;
if (balls.length < MAX_BALLS && holdSince === null && nowMs - lastSpawn >= SPAWN_INTERVAL_MS) {
spawn(nowMs);
lastSpawn = nowMs;
}
for (var i = 0; i < balls.length; i += 1) {
var b = balls[i];
b.vy += GRAVITY * dtS;
b.x += b.vx * dtS;
b.y += b.vy * dtS;
b.vx -= b.vx * 0.6 * dtS;
if (b.x - b.r < 0) { b.x = b.r; b.vx = -b.vx * 0.5; }
if (b.x + b.r > CALC_W) { b.x = CALC_W - b.r; b.vx = -b.vx * 0.5; }
var floor = CALC_H - b.r;
if (b.y > floor) {
b.y = floor;
if (Math.abs(b.vy) > 30) b.squash = Math.min(0.8, Math.abs(b.vy) / 320);
b.vy = -b.vy * FLOOR_RESTITUTION;
if (Math.abs(b.vy) < 22) b.vy = 0;
}
b.squash = Math.max(0, b.squash - dtS * 3);
}
for (var iter = 0; iter < SEPARATE_ITERS; iter += 1) {
for (var a = 0; a < balls.length; a += 1) {
for (var c = a + 1; c < balls.length; c += 1) {
var ba = balls[a], bc = balls[c];
var dx = bc.x - ba.x, dy = bc.y - ba.y;
var dist = Math.hypot(dx, dy) || 0.001;
var minDist = ba.r + bc.r;
if (dist < minDist) {
var overlap = (minDist - dist) / 2;
var nx = dx / dist, ny = dy / dist;
ba.x -= nx * overlap; ba.y -= ny * overlap;
bc.x += nx * overlap; bc.y += ny * overlap;
if (ba.y + ba.r > CALC_H) ba.y = CALC_H - ba.r;
if (bc.y + bc.r > CALC_H) bc.y = CALC_H - bc.r;
}
}
}
}
if (balls.length >= MAX_BALLS) {
if (holdSince === null) holdSince = nowMs;
else if (nowMs - holdSince > HOLD_MS) { resetAll(); }
}
}
function draw() {
var sx = cw / CALC_W, sy = ch / CALC_H;
ctx.clearRect(0, 0, cw, ch);
for (var i = 0; i < balls.length; i += 1) {
var b = balls[i];
var px = b.x * sx, py = b.y * sy, pr = b.r * ((sx + sy) / 2);
var sqY = 1 - b.squash * 0.4, sqX = 1 + b.squash * 0.55;
ctx.save();
ctx.translate(px, py + pr * b.squash * 0.4);
ctx.scale(sqX, sqY);
ctx.beginPath();
ctx.arc(0, 0, pr, 0, Math.PI * 2);
ctx.fillStyle = b.color;
ctx.fill();
ctx.restore();
}
ctx.fillStyle = 'rgba(23,20,26,0.5)';
ctx.font = '11px sans-serif';
ctx.fillText(balls.length + ' / ' + MAX_BALLS, 8, ch - 8);
}
var cw = 480, ch = 300;
function fit() {
var r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas.width = cw; canvas.height = ch;
draw();
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var elapsed = 0;
if (reduce) root.classList.remove('is-demo');
resetAll();
var lastTs = null;
var acc = 0;
var FIXED_DT = 16;
function tick(ts) {
if (lastTs === null) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
acc += frameDt;
while (acc >= FIXED_DT) {
elapsed += FIXED_DT;
stepSim(FIXED_DT, elapsed);
acc -= FIXED_DT;
}
draw();
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
draw();
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./BallPhysicsSpawnCascadeStack.module.scss";
type Ball = { x: number; y: number; vy: number; vx: number; r: number; color: string; squash: number };
export default function BallPhysicsSpawnCascadeStack() {
const rootRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
if (!root || !canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const wrap = canvas.parentElement as HTMLElement;
const CALC_W = 320, CALC_H = 200;
const GRAVITY = 640;
const FLOOR_RESTITUTION = 0.28;
const SPAWN_INTERVAL_MS = 190;
const MAX_BALLS = 13;
const HOLD_MS = 480;
const SEPARATE_ITERS = 4;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rand = seedRand(427081);
const COLORS = ["#6ec8ff", "#4cd4a6", "#b9a0ff", "#ff9ebb", "#ffcf7a", "#8fd7ff"];
let balls: Ball[] = [];
let lastSpawn = -SPAWN_INTERVAL_MS;
let holdSince: number | null = null;
function spawn() {
const r = 9 + rand() * 8;
balls.push({
x: r + rand() * (CALC_W - r * 2),
y: -r - rand() * 20,
vy: 40,
vx: (rand() - 0.5) * 20,
r, color: COLORS[balls.length % COLORS.length], squash: 0
});
}
function resetAll() {
balls = [];
lastSpawn = -SPAWN_INTERVAL_MS;
holdSince = null;
}
resetAll();
function stepSim(dtMs: number, nowMs: number) {
const dtS = dtMs / 1000;
if (balls.length < MAX_BALLS && holdSince === null && nowMs - lastSpawn >= SPAWN_INTERVAL_MS) {
spawn();
lastSpawn = nowMs;
}
for (const b of balls) {
b.vy += GRAVITY * dtS;
b.x += b.vx * dtS;
b.y += b.vy * dtS;
b.vx -= b.vx * 0.6 * dtS;
if (b.x - b.r < 0) { b.x = b.r; b.vx = -b.vx * 0.5; }
if (b.x + b.r > CALC_W) { b.x = CALC_W - b.r; b.vx = -b.vx * 0.5; }
const floor = CALC_H - b.r;
if (b.y > floor) {
b.y = floor;
if (Math.abs(b.vy) > 30) b.squash = Math.min(0.8, Math.abs(b.vy) / 320);
b.vy = -b.vy * FLOOR_RESTITUTION;
if (Math.abs(b.vy) < 22) b.vy = 0;
}
b.squash = Math.max(0, b.squash - dtS * 3);
}
for (let iter = 0; iter < SEPARATE_ITERS; iter += 1) {
for (let a = 0; a < balls.length; a += 1) {
for (let c = a + 1; c < balls.length; c += 1) {
const ba = balls[a], bc = balls[c];
const dx = bc.x - ba.x, dy = bc.y - ba.y;
const dist = Math.hypot(dx, dy) || 0.001;
const minDist = ba.r + bc.r;
if (dist < minDist) {
const overlap = (minDist - dist) / 2;
const nx = dx / dist, ny = dy / dist;
ba.x -= nx * overlap; ba.y -= ny * overlap;
bc.x += nx * overlap; bc.y += ny * overlap;
if (ba.y + ba.r > CALC_H) ba.y = CALC_H - ba.r;
if (bc.y + bc.r > CALC_H) bc.y = CALC_H - bc.r;
}
}
}
}
if (balls.length >= MAX_BALLS) {
if (holdSince === null) holdSince = nowMs;
else if (nowMs - holdSince > HOLD_MS) resetAll();
}
}
let cw = 480, ch = 300;
function draw() {
const sx = cw / CALC_W, sy = ch / CALC_H;
ctx!.clearRect(0, 0, cw, ch);
for (const b of balls) {
const px = b.x * sx, py = b.y * sy, pr = b.r * ((sx + sy) / 2);
const sqY = 1 - b.squash * 0.4, sqX = 1 + b.squash * 0.55;
ctx!.save();
ctx!.translate(px, py + pr * b.squash * 0.4);
ctx!.scale(sqX, sqY);
ctx!.beginPath();
ctx!.arc(0, 0, pr, 0, Math.PI * 2);
ctx!.fillStyle = b.color;
ctx!.fill();
ctx!.restore();
}
ctx!.fillStyle = "rgba(23,20,26,0.5)";
ctx!.font = "11px sans-serif";
ctx!.fillText(balls.length + " / " + MAX_BALLS, 8, ch - 8);
}
function fit() {
const r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas!.width = cw; canvas!.height = ch;
draw();
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let elapsed = 0;
if (reduce) root.classList.remove("is-demo");
let lastTs: number | null = null;
let acc = 0;
const FIXED_DT = 16;
let raf = 0;
function tick(ts: number) {
if (lastTs === null) lastTs = ts;
const frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepSim(FIXED_DT, elapsed); acc -= FIXED_DT; }
draw();
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
draw();
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.bp__caption}>일정 간격으로 공을 위에서 계속 떨어뜨리고, 겹친 두 공은 서로 밀어내는 계산으로 떼어놓아 바닥에 쌓인다</p>
</div>
</main>
);
}08 上から降り注ぎ床に積み重なる落下ボール — 計測 累積面積 33.263% · 動いたフレーム 23/23GODRICH オリジナル · SCSS と React は zip に同梱 · 跳ねるボール アニメーション 9選 — 衝突と重力の物理計算
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