04落ちた場所ごとに跳ねる雨のしぶき
雨粒が地面に触れた瞬間に方向と速度をランダムに分けた複数の飛沫粒子を生み、各粒子に毎フレーム重力を足し直すことで放物線を描いて散らばる。
使いどころリアルな豪雨場面の地面演出
SPLASH_PARTICLE_COUNTsplashBurstSPLASH_GRAVITY_PX_S2

<main class="stage">
<div class="rn is-demo" id="rnRoot">
<canvas class="rn__canvas" id="rnCanvas" width="480" height="300"></canvas>
<p class="rn__caption">雨粒が地面に着いた瞬間、方向と速度をランダムに分けた複数の跳ね粒子を作り、その粒子ごとに毎フレーム重力を足し直して放物線を描きながら散らばる。</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-paper);
.rn {
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;
}
.rn__canvas {
display: block;
width: 100%;
height: 100%;
}
.rn__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 78%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(23, 20, 26, .78);
color: $subject-cream;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.rn__caption { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.rn { 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);
}
.rn {
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;
}
.rn__canvas {
display: block;
width: 100%;
height: 100%;
}
.rn__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 78%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(23, 20, 26, 0.78);
color: #fff7e6;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.rn__caption {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.rn {
cursor: default;
}
}(function () {
// 기법: 빗줄기가 바닥선(GROUND_Y)에 닿는 순간 splashBurst() 가 SPLASH_PARTICLE_COUNT 개
// 입자를 방향·속도를 나눠 흩뿌리고, 그 입자마다 SPLASH_GRAVITY_PX_S2 를 매 프레임 다시 더해
// 포물선을 그리며 옆으로 흩어지다 옅어진다. 속성 트윈이 아니라 매 프레임 중력 적분이다.
var root = document.getElementById('rnRoot');
var canvas = document.getElementById('rnCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var CALC_W = 160, CALC_H = 100;
var GROUND_Y = 88;
var SPLASH_PARTICLE_COUNT = 6;
var SPLASH_GRAVITY_PX_S2 = 260;
var SPLASH_LIFE_MS = 420;
var RAIN_STREAK_COUNT = 46;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rRand = seedRand(431041);
var sRand = seedRand(431042);
var streaks = [];
for (var i = 0; i < RAIN_STREAK_COUNT; i += 1) {
streaks.push({
x: rRand() * CALC_W,
y: rRand() * GROUND_Y,
speed: 120 + rRand() * 60,
thick: 0.8 + rRand() * 1.2
});
}
var splashes = [];
function splashBurst(x, nowMs) {
for (var i = 0; i < SPLASH_PARTICLE_COUNT; i += 1) {
var ang = Math.PI + sRand() * Math.PI; // 위쪽 반원으로 퍼진다
var speed = 16 + sRand() * 26;
splashes.push({
x: x, y: GROUND_Y,
vx: Math.cos(ang) * speed,
vy: Math.sin(ang) * speed,
born: nowMs
});
}
}
function stepSim(dtMs, nowMs) {
var dtS = dtMs / 1000;
for (var i = 0; i < streaks.length; i += 1) {
var s = streaks[i];
s.y += s.speed * dtS;
if (s.y >= GROUND_Y) {
splashBurst(s.x, nowMs);
s.y = -4 - rRand() * 10;
s.x = rRand() * CALC_W;
}
}
var alive = [];
for (var j = 0; j < splashes.length; j += 1) {
var p = splashes[j];
p.vy += SPLASH_GRAVITY_PX_S2 * dtS;
p.x += p.vx * dtS;
p.y += p.vy * dtS;
if (nowMs - p.born < SPLASH_LIFE_MS) alive.push(p);
}
splashes = alive;
}
function draw(nowMs) {
var sx = cw / CALC_W, sy = ch / CALC_H;
var sc = (sx + sy) / 2;
ctx.clearRect(0, 0, cw, ch);
ctx.strokeStyle = 'rgba(20,26,54,.22)';
ctx.lineWidth = Math.max(1, 1.4 * sc);
ctx.beginPath();
ctx.moveTo(0, GROUND_Y * sy);
ctx.lineTo(cw, GROUND_Y * sy);
ctx.stroke();
for (var i = 0; i < streaks.length; i += 1) {
var s = streaks[i];
if (s.y < 0 || s.y > GROUND_Y) continue;
var x = s.x * sx, y0 = s.y * sy, y1 = (s.y - s.thick * 5) * sy;
ctx.strokeStyle = 'rgba(20,26,54,.62)';
ctx.lineWidth = Math.max(0.6, s.thick * sc);
ctx.beginPath();
ctx.moveTo(x, y0);
ctx.lineTo(x, y1);
ctx.stroke();
}
for (var k = 0; k < splashes.length; k += 1) {
var p = splashes[k];
var f = Math.max(0, Math.min(1, (nowMs - p.born) / SPLASH_LIFE_MS));
var alpha = (1 - f) * 0.75;
var dx = p.x * sx, dy = p.y * sy, dr = (0.7 + (1 - f) * 0.7) * sc;
ctx.fillStyle = 'rgba(20,26,54,' + alpha + ')';
ctx.beginPath();
ctx.arc(dx, dy, dr, 0, Math.PI * 2);
ctx.fill();
}
}
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(elapsed);
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var elapsed = 0;
if (reduce) root.classList.remove('is-demo');
var warmSteps = reduce ? 60 : 20;
for (var w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(20, elapsed); }
var lastTs = null;
function tick(ts) {
if (lastTs === null) lastTs = ts;
var dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
stepSim(dt, elapsed);
draw(elapsed);
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
draw(elapsed);
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./RainEffectCanvasGroundSplashPhysics.module.scss";
type Streak = { x: number; y: number; speed: number; thick: number };
type Splash = { x: number; y: number; vx: number; vy: number; born: number };
export default function RainEffectCanvasGroundSplashPhysics() {
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 = 160, CALC_H = 100;
const GROUND_Y = 88;
const SPLASH_PARTICLE_COUNT = 6;
const SPLASH_GRAVITY_PX_S2 = 260;
const SPLASH_LIFE_MS = 420;
const RAIN_STREAK_COUNT = 46;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rRand = seedRand(431043);
const sRand = seedRand(431044);
const streaks: Streak[] = [];
for (let i = 0; i < RAIN_STREAK_COUNT; i += 1) {
streaks.push({ x: rRand() * CALC_W, y: rRand() * GROUND_Y, speed: 120 + rRand() * 60, thick: 0.8 + rRand() * 1.2 });
}
let splashes: Splash[] = [];
function splashBurst(x: number, nowMs: number) {
for (let i = 0; i < SPLASH_PARTICLE_COUNT; i += 1) {
const ang = Math.PI + sRand() * Math.PI;
const speed = 16 + sRand() * 26;
splashes.push({ x, y: GROUND_Y, vx: Math.cos(ang) * speed, vy: Math.sin(ang) * speed, born: nowMs });
}
}
function stepSim(dtMs: number, nowMs: number) {
const dtS = dtMs / 1000;
for (let i = 0; i < streaks.length; i += 1) {
const s = streaks[i];
s.y += s.speed * dtS;
if (s.y >= GROUND_Y) {
splashBurst(s.x, nowMs);
s.y = -4 - rRand() * 10;
s.x = rRand() * CALC_W;
}
}
const alive: Splash[] = [];
for (let j = 0; j < splashes.length; j += 1) {
const p = splashes[j];
p.vy += SPLASH_GRAVITY_PX_S2 * dtS;
p.x += p.vx * dtS;
p.y += p.vy * dtS;
if (nowMs - p.born < SPLASH_LIFE_MS) alive.push(p);
}
splashes = alive;
}
let cw = 480, ch = 300;
function draw(nowMs: number) {
const sx = cw / CALC_W, sy = ch / CALC_H;
const sc = (sx + sy) / 2;
ctx!.clearRect(0, 0, cw, ch);
ctx!.strokeStyle = "rgba(20,26,54,.22)";
ctx!.lineWidth = Math.max(1, 1.4 * sc);
ctx!.beginPath();
ctx!.moveTo(0, GROUND_Y * sy);
ctx!.lineTo(cw, GROUND_Y * sy);
ctx!.stroke();
for (let i = 0; i < streaks.length; i += 1) {
const s = streaks[i];
if (s.y < 0 || s.y > GROUND_Y) continue;
const x = s.x * sx, y0 = s.y * sy, y1 = (s.y - s.thick * 5) * sy;
ctx!.strokeStyle = "rgba(20,26,54,.62)";
ctx!.lineWidth = Math.max(0.6, s.thick * sc);
ctx!.beginPath();
ctx!.moveTo(x, y0);
ctx!.lineTo(x, y1);
ctx!.stroke();
}
for (let k = 0; k < splashes.length; k += 1) {
const p = splashes[k];
const f = Math.max(0, Math.min(1, (nowMs - p.born) / SPLASH_LIFE_MS));
const alpha = (1 - f) * 0.75;
const dx = p.x * sx, dy = p.y * sy, dr = (0.7 + (1 - f) * 0.7) * sc;
ctx!.fillStyle = "rgba(20,26,54," + alpha + ")";
ctx!.beginPath();
ctx!.arc(dx, dy, dr, 0, Math.PI * 2);
ctx!.fill();
}
}
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(elapsed);
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let elapsed = 0;
if (reduce) root.classList.remove("is-demo");
const warmSteps = reduce ? 60 : 20;
for (let w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(20, elapsed); }
let lastTs: number | null = null;
let raf = 0;
function tick(ts: number) {
if (lastTs === null) lastTs = ts;
const dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
stepSim(dt, elapsed);
draw(elapsed);
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
draw(elapsed);
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.rn} is-demo`} ref={rootRef}>
<canvas className={styles.rn__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.rn__caption}>빗방울이 바닥에 닿는 순간 방향과 속도를 무작위로 나눠 튀는 입자 여러 개를 만들고, 그 입자마다 중력을 매 프레임 다시 더해 포물선을 그리며 흩어진다</p>
</div>
</main>
);
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