07ポインター位置に風が傾く背景
ポインターが画面中央からずれた分だけ風ベクトルの向きを計算し直し、ポインターが動く間は雨筋全体がその方向に一緒に傾いて落ちる。
使いどころ製品紹介セクションのインタラクティブ背景
windLeanTargetPOINTER_WIND_LERPvirtualPointerSweep

<main class="stage">
<div class="rn is-demo" id="rnRoot" tabindex="0" role="img" aria-label="ポインターを左右に動かすか矢印キーを押すと、雨がその方向に傾いて落ちる場面">
<canvas class="rn__canvas" id="rnCanvas" width="480" height="300"></canvas>
<p class="rn__caption">ポインターが画面中央からずれた分だけ風ベクトルの向きを計算し直し、ポインターが動く間は雨筋全体がその方向に一緒に傾いて落ちる。</p>
<p class="rn__hint">ポインターを動かすか ← → キー</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-orange);
.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: #241812;
cursor: pointer;
&:focus-visible {
outline: 3px solid $subject-orange-deep;
outline-offset: 2px;
}
}
.rn__canvas {
display: block;
width: 100%;
height: 100%;
}
.rn__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 72%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 247, 230, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
.rn__hint {
position: absolute;
right: $sp-3;
top: $sp-3;
margin: 0;
padding: $sp-1 $sp-2;
border-radius: $r-pill;
background: rgba(23, 20, 26, .55);
color: $subject-cream;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.rn__caption { font-size: 10px; padding: $sp-1 $sp-2; }
.rn__hint { display: none; }
}
@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: #ff4d1f;
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: #241812;
cursor: pointer;
}
.rn:focus-visible {
outline: 3px solid #c93000;
outline-offset: 2px;
}
.rn__canvas {
display: block;
width: 100%;
height: 100%;
}
.rn__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 72%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 247, 230, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
.rn__hint {
position: absolute;
right: 12px;
top: 12px;
margin: 0;
padding: 4px 8px;
border-radius: 999px;
background: rgba(23, 20, 26, 0.55);
color: #fff7e6;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.rn__caption {
font-size: 10px;
padding: 4px 8px;
}
.rn__hint {
display: none;
}
}
@media (prefers-reduced-motion: reduce) {
.rn {
cursor: default;
}
}(function () {
// 기법: windLeanTarget() 이 포인터(또는 가상 포인터) x 위치를 -1~1 로 정규화해 기울기 목표각을 정하고,
// 실제 기울기는 POINTER_WIND_LERP 비율로 목표각을 매 프레임 뒤쫓는다(즉시 꺾이지 않고 관성처럼 따라감).
// virtualPointerSweep() 은 실제 입력이 없을 때 같은 함수를 그대로 호출하는 자동 시연 경로.
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 POINTER_WIND_LERP = 0.06;
var WIND_LEAN_MAX_DEG = 22;
var RAIN_STREAK_COUNT = 90;
var SWEEP_PERIOD_MS = 3400;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rRand = seedRand(431071);
var streaks = [];
for (var i = 0; i < RAIN_STREAK_COUNT; i += 1) {
streaks.push({ x: rRand() * CALC_W, y: rRand() * CALC_H, speed: 100 + rRand() * 80, thick: 0.6 + rRand() * 1.1 });
}
var manual = false;
var pointerNormX = 0;
var manualReleaseTimer = null;
function windLeanTarget(normX) {
return normX * WIND_LEAN_MAX_DEG;
}
function virtualPointerSweep(nowMs) {
return Math.sin((nowMs / SWEEP_PERIOD_MS) * Math.PI * 2);
}
var leanDeg = 0;
function stepSim(dtS, nowMs) {
var normX = manual ? pointerNormX : virtualPointerSweep(nowMs);
var target = windLeanTarget(normX);
leanDeg += (target - leanDeg) * Math.min(1, POINTER_WIND_LERP * (dtS * 60));
var leanRad = (leanDeg * Math.PI) / 180;
for (var i = 0; i < streaks.length; i += 1) {
var s = streaks[i];
s.y += s.speed * dtS;
s.x += Math.sin(leanRad) * s.speed * 0.7 * dtS;
if (s.y > CALC_H + 4) { s.y = -4 - rRand() * 6; s.x = rRand() * CALC_W; }
if (s.x < -6) s.x = CALC_W + 6;
if (s.x > CALC_W + 6) s.x = -6;
}
}
var cw = 480, ch = 300;
function draw() {
var sx = cw / CALC_W, sy = ch / CALC_H;
ctx.clearRect(0, 0, cw, ch);
ctx.fillStyle = 'rgba(38,20,10,0.06)';
ctx.fillRect(0, 0, cw, ch);
var leanRad = (leanDeg * Math.PI) / 180;
var dx = Math.sin(leanRad) * 6, dy = Math.cos(leanRad) * 6;
ctx.strokeStyle = 'rgba(255,236,214,0.55)';
for (var i = 0; i < streaks.length; i += 1) {
var s = streaks[i];
var x = s.x * sx, y = s.y * sy;
ctx.lineWidth = Math.max(0.6, s.thick * ((sx + sy) / 2));
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x - dx * s.thick * (sx / 6), y - dy * s.thick * (sy / 6));
ctx.stroke();
}
}
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();
}
function setManualFromClientX(clientX) {
var r = canvas.getBoundingClientRect();
var normX = ((clientX - r.left) / Math.max(1, r.width)) * 2 - 1;
pointerNormX = Math.max(-1, Math.min(1, normX));
manual = true;
root.classList.remove('is-demo');
if (manualReleaseTimer) clearTimeout(manualReleaseTimer);
}
function scheduleRelease() {
if (manualReleaseTimer) clearTimeout(manualReleaseTimer);
manualReleaseTimer = setTimeout(function () { manual = false; }, 2600);
}
canvas.addEventListener('pointermove', function (e) {
setManualFromClientX(e.clientX);
scheduleRelease();
});
canvas.addEventListener('pointerdown', function (e) {
setManualFromClientX(e.clientX);
scheduleRelease();
});
canvas.addEventListener('pointerleave', function () {
scheduleRelease();
});
root.addEventListener('keydown', function (e) {
if (e.key === 'ArrowLeft' || e.key === 'ArrowRight') {
e.preventDefault();
manual = true;
root.classList.remove('is-demo');
var step = e.key === 'ArrowLeft' ? -0.18 : 0.18;
pointerNormX = Math.max(-1, Math.min(1, pointerNormX + step));
scheduleRelease();
}
});
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var elapsed = 0;
if (reduce) root.classList.remove('is-demo');
var warmSteps = reduce ? 30 : 40;
for (var w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(0.02, 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 / 1000, elapsed);
draw();
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
draw();
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./RainEffectCanvasPointerWindLean.module.scss";
type Streak = { x: number; y: number; speed: number; thick: number };
export default function RainEffectCanvasPointerWindLean() {
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 POINTER_WIND_LERP = 0.06;
const WIND_LEAN_MAX_DEG = 22;
const RAIN_STREAK_COUNT = 90;
const SWEEP_PERIOD_MS = 3400;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rRand = seedRand(431072);
const streaks: Streak[] = [];
for (let i = 0; i < RAIN_STREAK_COUNT; i += 1) {
streaks.push({ x: rRand() * CALC_W, y: rRand() * CALC_H, speed: 100 + rRand() * 80, thick: 0.6 + rRand() * 1.1 });
}
let manual = false;
let pointerNormX = 0;
let manualReleaseTimer: number | undefined;
function windLeanTarget(normX: number) {
return normX * WIND_LEAN_MAX_DEG;
}
function virtualPointerSweep(nowMs: number) {
return Math.sin((nowMs / SWEEP_PERIOD_MS) * Math.PI * 2);
}
let leanDeg = 0;
function stepSim(dtS: number, nowMs: number) {
const normX = manual ? pointerNormX : virtualPointerSweep(nowMs);
const target = windLeanTarget(normX);
leanDeg += (target - leanDeg) * Math.min(1, POINTER_WIND_LERP * (dtS * 60));
const leanRad = (leanDeg * Math.PI) / 180;
for (let i = 0; i < streaks.length; i += 1) {
const s = streaks[i];
s.y += s.speed * dtS;
s.x += Math.sin(leanRad) * s.speed * 0.7 * dtS;
if (s.y > CALC_H + 4) { s.y = -4 - rRand() * 6; s.x = rRand() * CALC_W; }
if (s.x < -6) s.x = CALC_W + 6;
if (s.x > CALC_W + 6) s.x = -6;
}
}
let cw = 480, ch = 300;
function draw() {
const sx = cw / CALC_W, sy = ch / CALC_H;
ctx!.clearRect(0, 0, cw, ch);
ctx!.fillStyle = "rgba(38,20,10,0.06)";
ctx!.fillRect(0, 0, cw, ch);
const leanRad = (leanDeg * Math.PI) / 180;
const ddx = Math.sin(leanRad) * 6, ddy = Math.cos(leanRad) * 6;
ctx!.strokeStyle = "rgba(255,236,214,0.55)";
for (let i = 0; i < streaks.length; i += 1) {
const s = streaks[i];
const x = s.x * sx, y = s.y * sy;
ctx!.lineWidth = Math.max(0.6, s.thick * ((sx + sy) / 2));
ctx!.beginPath();
ctx!.moveTo(x, y);
ctx!.lineTo(x - ddx * s.thick * (sx / 6), y - ddy * s.thick * (sy / 6));
ctx!.stroke();
}
}
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();
}
function setManualFromClientX(clientX: number) {
const r = canvas!.getBoundingClientRect();
const normX = ((clientX - r.left) / Math.max(1, r.width)) * 2 - 1;
pointerNormX = Math.max(-1, Math.min(1, normX));
manual = true;
root!.classList.remove("is-demo");
if (manualReleaseTimer) window.clearTimeout(manualReleaseTimer);
}
function scheduleRelease() {
if (manualReleaseTimer) window.clearTimeout(manualReleaseTimer);
manualReleaseTimer = window.setTimeout(function () { manual = false; }, 2600);
}
function onPointerMove(e: PointerEvent) { setManualFromClientX(e.clientX); scheduleRelease(); }
function onPointerDown(e: PointerEvent) { setManualFromClientX(e.clientX); scheduleRelease(); }
function onPointerLeave() { scheduleRelease(); }
function onKeyDown(e: KeyboardEvent) {
if (e.key === "ArrowLeft" || e.key === "ArrowRight") {
e.preventDefault();
manual = true;
root!.classList.remove("is-demo");
const step = e.key === "ArrowLeft" ? -0.18 : 0.18;
pointerNormX = Math.max(-1, Math.min(1, pointerNormX + step));
scheduleRelease();
}
}
canvas.addEventListener("pointermove", onPointerMove);
canvas.addEventListener("pointerdown", onPointerDown);
canvas.addEventListener("pointerleave", onPointerLeave);
root.addEventListener("keydown", onKeyDown);
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let elapsed = 0;
if (reduce) root.classList.remove("is-demo");
const warmSteps = reduce ? 30 : 40;
for (let w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(0.02, 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 / 1000, elapsed);
draw();
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
draw();
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
if (manualReleaseTimer) window.clearTimeout(manualReleaseTimer);
window.removeEventListener("resize", fit);
canvas.removeEventListener("pointermove", onPointerMove);
canvas.removeEventListener("pointerdown", onPointerDown);
canvas.removeEventListener("pointerleave", onPointerLeave);
root.removeEventListener("keydown", onKeyDown);
};
}, []);
return (
<main className={styles.stage}>
<div
className={`${styles.rn} is-demo`}
ref={rootRef}
tabIndex={0}
role="img"
aria-label="포인터를 좌우로 움직이거나 화살표 키를 누르면 비가 그쪽으로 눕는 장면"
>
<canvas className={styles.rn__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.rn__caption}>포인터가 화면 중심에서 벗어난 만큼 바람 벡터의 방향을 다시 계산해, 포인터를 움직이는 동안 빗줄기 전체가 그 방향으로 같이 기울어 떨어진다</p>
<p className={styles.rn__hint}>포인터를 움직이거나 ← → 키</p>
</div>
</main>
);
}07 ポインター位置に風が傾く背景 — 計測 累積面積 16.376% · 動いたフレーム 23/23GODRICH オリジナル · SCSS と React は zip に同梱 · css 雨を降らせる 9パターン — 窓辺のストーム背景
このデモが属する記事
css 雨を降らせる 9パターン — 窓辺のストーム背景このcss 雨を降らせるコレクションは、窓辺の嵐の場面を9つの独立したキャンバス層に分け、一本のループ動画ではなく層ごとに別々の計算で動かしています。この背景シーンでは、ひとつの風ベクトル値が九つの雨層の傾きと速度を同時に決めている。以下の この記事のデモをすべて見る


