01スクロール慣性コースティング — スクロールが止まった後も移動の値が直前の速度を引き継ぎ、少しずつ小さくなっていく方式
指を離した瞬間の速度の値を引き継ぎ、移動の値が少しずつ小さくなって止まります。
使いどころ長いリストページ、画像ギャラリーのスクロール
FRICTIONMIN_VELOCITYWHEEL_SCALE

<main class="stage">
<div class="mic is-demo" id="mic">
<div class="mic__viewport" id="micViewport" role="application" aria-label="慣性スクロールリスト">
<ul class="mic__track" id="micTrack">
<li class="mic__row">項目01</li>
<li class="mic__row">項目02</li>
<li class="mic__row">項目03</li>
<li class="mic__row">項目04</li>
<li class="mic__row">項目05</li>
<li class="mic__row">項目06</li>
<li class="mic__row">項目07</li>
<li class="mic__row">項目08</li>
<li class="mic__row">項目09</li>
<li class="mic__row">項目10</li>
</ul>
</div>
<p class="mic__hint">ホイールやドラッグでスクロールして離すと、慣性で滑り続けます</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
// 계산 겹(관성 코스팅 적분)은 JS 에 있다 — 여기는 정적 배치만.
@include stage($stage-ink);
.stage { position: relative; }
.mic {
display: flex;
flex-direction: column;
align-items: center;
gap: $sp-3;
}
.mic__viewport {
position: relative;
width: 220px;
height: 150px;
overflow: hidden;
border-radius: $r-card;
background: rgba($stage-paper, .08);
border: 1px solid rgba($stage-paper, .18);
touch-action: none;
overscroll-behavior: contain;
cursor: grab;
}
.mic__track {
position: absolute;
left: 0;
top: 0;
width: 100%;
margin: 0;
padding: $sp-2;
list-style: none;
display: flex;
flex-direction: column;
gap: $sp-2;
will-change: transform;
}
.mic__row {
height: 34px;
flex: 0 0 auto;
display: flex;
align-items: center;
padding-left: $sp-3;
border-radius: $r-sm;
background: $subject-mint;
color: $subject-ink;
font-size: 13px;
font-weight: 600;
}
.mic__hint {
color: rgba($stage-paper, .72);
font-size: 12px;
text-align: center;
}
@media (max-width: 340px) {
.mic { gap: $sp-2; }
.mic__viewport { width: 168px; height: 82px; }
.mic__row { height: 26px; font-size: 12px; }
.mic__hint { font-size: 11px; }
}
@media (prefers-reduced-motion: reduce) {
.mic__track { transition: none !important; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #17141a;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.stage {
position: relative;
}
.mic {
display: flex;
flex-direction: column;
align-items: center;
gap: 12px;
}
.mic__viewport {
position: relative;
width: 220px;
height: 150px;
overflow: hidden;
border-radius: 16px;
background: rgba(255, 255, 255, 0.08);
border: 1px solid rgba(255, 255, 255, 0.18);
touch-action: none;
overscroll-behavior: contain;
cursor: grab;
}
.mic__track {
position: absolute;
left: 0;
top: 0;
width: 100%;
margin: 0;
padding: 8px;
list-style: none;
display: flex;
flex-direction: column;
gap: 8px;
will-change: transform;
}
.mic__row {
height: 34px;
flex: 0 0 auto;
display: flex;
align-items: center;
padding-left: 12px;
border-radius: 8px;
background: #4cd4a6;
color: #17141a;
font-size: 13px;
font-weight: 600;
}
.mic__hint {
color: rgba(255, 255, 255, 0.72);
font-size: 12px;
text-align: center;
}
@media (max-width: 340px) {
.mic {
gap: 8px;
}
.mic__viewport {
width: 168px;
height: 82px;
}
.mic__row {
height: 26px;
font-size: 12px;
}
.mic__hint {
font-size: 11px;
}
}
@media (prefers-reduced-motion: reduce) {
.mic__track {
transition: none !important;
}
}(function () {
var root = document.getElementById('mic');
var viewport = document.getElementById('micViewport');
var track = document.getElementById('micTrack');
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
// 계산 겹: 손을 뗀 순간의 속도 값(vel)이 매 프레임 FRICTION 배씩 줄어들며 이동 값(pos)에
// 더해진다 — vel *= FRICTION; pos += vel. MIN_VELOCITY 밑으로 떨어지면 코스팅을 멈춘다.
var FRICTION = 0.93;
var MIN_VELOCITY = 0.04;
var WHEEL_SCALE = 0.55;
var pos = 0, vel = 0, raf = null, maxScroll = 0;
function measure() {
maxScroll = Math.max(0, track.scrollHeight - viewport.clientHeight);
}
function clamp(v) { return Math.max(-maxScroll, Math.min(0, v)); }
function paint() { track.style.transform = 'translateY(' + pos.toFixed(1) + 'px)'; }
function stopCoast() { if (raf !== null) { cancelAnimationFrame(raf); raf = null; } }
function coastTick() {
vel *= FRICTION;
pos = clamp(pos + vel);
if (pos === 0 || pos === -maxScroll) { vel = 0; }
paint();
if (Math.abs(vel) < MIN_VELOCITY) { raf = null; return; }
raf = requestAnimationFrame(coastTick);
}
function startCoast(v) {
vel = v;
if (reduce) { pos = clamp(pos + vel * 6); vel = 0; paint(); return; }
stopCoast();
raf = requestAnimationFrame(coastTick);
}
function wireReal() {
viewport.addEventListener('wheel', function (e) {
e.preventDefault();
root.classList.remove('is-demo'); stopAutoplay();
stopCoast();
pos = clamp(pos - e.deltaY * WHEEL_SCALE);
paint();
startCoast(-e.deltaY * WHEEL_SCALE * 0.4);
}, { passive: false });
var dragging = false, startY = 0, startPos = 0, lastY = 0, lastT = 0, dragVel = 0;
viewport.addEventListener('pointerdown', function (e) {
root.classList.remove('is-demo'); stopAutoplay(); stopCoast();
dragging = true; startY = lastY = e.clientY; startPos = pos; lastT = performance.now(); dragVel = 0;
viewport.setPointerCapture(e.pointerId);
});
viewport.addEventListener('pointermove', function (e) {
if (!dragging) { return; }
var t = performance.now();
var dt = Math.max(1, t - lastT);
dragVel = (e.clientY - lastY) / dt * 16.6;
pos = clamp(startPos + (e.clientY - startY));
paint();
lastY = e.clientY; lastT = t;
});
viewport.addEventListener('pointerup', function () {
if (!dragging) { return; }
dragging = false;
startCoast(dragVel);
});
}
wireReal();
measure();
window.addEventListener('resize', measure);
// 자동 루프: 번갈아 방향을 바꿔 세게 튕겨 같은 관성 코스팅 경로를 반복 재현한다.
var autoTimer = null, phase = 0;
function autoTick() {
measure();
if (maxScroll <= 0) { return; }
phase += 1;
var dir = (phase % 2 === 0) ? -1 : 1;
pos = clamp(dir > 0 ? 0 : -maxScroll);
paint();
startCoast(dir * -9.5);
}
function stopAutoplay() { if (autoTimer) { clearInterval(autoTimer); autoTimer = null; } }
if (!reduce) { autoTimer = setInterval(autoTick, 1500); autoTick(); }
})();import { useEffect, useRef } from "react";
import styles from "./ScrollMomentumInertiaCoast.module.scss";
export type ScrollMomentumInertiaCoastProps = {
color?: string;
};
export default function ScrollMomentumInertiaCoast({
color = "#4cd4a6",
}: ScrollMomentumInertiaCoastProps) {
const rootRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const root = rootRef.current;
if (!root) return;
const viewport = root.querySelector<HTMLDivElement>(`.${styles.viewport}`);
const track = root.querySelector<HTMLUListElement>(`.${styles.track}`);
if (!viewport || !track) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
// 계산 겹: 손을 뗀 순간의 속도 값(vel)이 매 프레임 FRICTION 배씩 줄어들며 이동 값(pos)에
// 더해진다 — vel *= FRICTION; pos += vel. MIN_VELOCITY 밑으로 떨어지면 코스팅을 멈춘다.
const FRICTION = 0.93;
const MIN_VELOCITY = 0.04;
const WHEEL_SCALE = 0.55;
let pos = 0, vel = 0, raf: number | null = null, maxScroll = 0;
function measure() {
maxScroll = Math.max(0, track!.scrollHeight - viewport!.clientHeight);
}
function clamp(v: number) { return Math.max(-maxScroll, Math.min(0, v)); }
function paint() { track!.style.transform = "translateY(" + pos.toFixed(1) + "px)"; }
function stopCoast() { if (raf !== null) { cancelAnimationFrame(raf); raf = null; } }
function coastTick() {
vel *= FRICTION;
pos = clamp(pos + vel);
if (pos === 0 || pos === -maxScroll) { vel = 0; }
paint();
if (Math.abs(vel) < MIN_VELOCITY) { raf = null; return; }
raf = requestAnimationFrame(coastTick);
}
function startCoast(v: number) {
vel = v;
if (reduce) { pos = clamp(pos + vel * 6); vel = 0; paint(); return; }
stopCoast();
raf = requestAnimationFrame(coastTick);
}
function onWheel(e: WheelEvent) {
e.preventDefault();
stopAutoplay();
stopCoast();
pos = clamp(pos - e.deltaY * WHEEL_SCALE);
paint();
startCoast(-e.deltaY * WHEEL_SCALE * 0.4);
}
let dragging = false, startY = 0, startPos = 0, lastY = 0, lastT = 0, dragVel = 0;
function onPointerDown(e: PointerEvent) {
stopAutoplay(); stopCoast();
dragging = true; startY = lastY = e.clientY; startPos = pos; lastT = performance.now(); dragVel = 0;
viewport!.setPointerCapture(e.pointerId);
}
function onPointerMove(e: PointerEvent) {
if (!dragging) return;
const t = performance.now();
const dt = Math.max(1, t - lastT);
dragVel = (e.clientY - lastY) / dt * 16.6;
pos = clamp(startPos + (e.clientY - startY));
paint();
lastY = e.clientY; lastT = t;
}
function onPointerUp() {
if (!dragging) return;
dragging = false;
startCoast(dragVel);
}
viewport.addEventListener("wheel", onWheel, { passive: false });
viewport.addEventListener("pointerdown", onPointerDown);
viewport.addEventListener("pointermove", onPointerMove);
viewport.addEventListener("pointerup", onPointerUp);
measure();
const onResize = () => measure();
window.addEventListener("resize", onResize);
let autoTimer: number | null = null, phase = 0;
function autoTick() {
measure();
if (maxScroll <= 0) return;
phase += 1;
const dir = phase % 2 === 0 ? -1 : 1;
pos = clamp(dir > 0 ? 0 : -maxScroll);
paint();
startCoast(dir * -9.5);
}
function stopAutoplay() { if (autoTimer !== null) { window.clearInterval(autoTimer); autoTimer = null; } }
if (!reduce) { autoTimer = window.setInterval(autoTick, 1500); autoTick(); }
return () => {
stopAutoplay();
stopCoast();
viewport.removeEventListener("wheel", onWheel);
viewport.removeEventListener("pointerdown", onPointerDown);
viewport.removeEventListener("pointermove", onPointerMove);
viewport.removeEventListener("pointerup", onPointerUp);
window.removeEventListener("resize", onResize);
};
}, []);
const rows = Array.from({ length: 10 }, (_, i) => i + 1);
return (
<div ref={rootRef} className={styles.stage}>
<div className={styles.mic}>
<div className={styles.viewport} role="application" aria-label="관성 스크롤 목록">
<ul className={styles.track}>
{rows.map((n) => (
<li key={n} className={styles.row} style={{ background: color }}>
항목 {String(n).padStart(2, "0")}
</li>
))}
</ul>
</div>
<p className={styles.hint}>휠이나 드래그로 스크롤한 뒤 놓으면 관성으로 미끄러집니다</p>
</div>
</div>
);
}01 スクロール慣性コースティング — スクロールが止まった後も移動の値が直前の速度を引き継ぎ、少しずつ小さくなっていく方式 — 計測 累積面積 20.972% · 動いたフレーム 20/23GODRICH オリジナル · SCSS と React は zip に同梱 · スクロール 慣性 css 9選 — 値が自ら収まっていく9つの計算パターン
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