06포인터 쪽으로 끌려가 도는 인력 공
포인터 방향으로 끌어당기는 힘을 매 프레임 계산하고, 처음에 준 옆 방향 속도가 감쇠 아래 남아 공이 포인터에 빨려 들어가지 않고 일정 거리에서 돌게 된다.
쓰임커서를 따라 도는 위성 느낌의 장식 요소
ATTRACT_KMIN_DISTorbitSpeed

<main class="stage">
<div class="bp is-demo" id="bpRoot" tabindex="0">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300"></canvas>
<p class="bp__caption">포인터를 향해 당기는 인력에 처음부터 접선 방향 속도를 얹어 공이 빨려들지 않고 궤도를 그리며 돈다</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-yellow);
.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-yellow;
cursor: none;
}
.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: #ffd23f;
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: #ffd23f;
cursor: none;
}
.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: 포인터 방향으로 거리에 반비례하는 인력(가속도 = ATTRACT_K / 거리)을 매 스텝
// 적용한다. 인력만 있으면 공이 포인터로 빨려들지만, 각 공에 반지름과 인력 세기로부터
// 계산한 원 궤도 속도(sqrt(ATTRACT_K))를 접선 방향 초기 속도로 얹어 두면 인력과
// 원심 방향 관성이 균형을 이뤄 공전 궤도가 만들어진다(오일러 적분이라 서서히
// 늘어나거나 줄어드는 궤도 — 완전한 원은 아니고 그래서 더 생동감 있다).
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 ATTRACT_K = 5200;
var DAMPING = 0.12;
var MIN_DIST = 14;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rand = seedRand(427061);
var COLORS = ['#6ec8ff', '#4cd4a6', '#b9a0ff', '#ff9ebb', '#ffcf7a'];
var orbitSpeed = Math.sqrt(ATTRACT_K);
var pointer = { x: CALC_W * 0.5, y: CALC_H * 0.5 };
var pointerActive = false;
var balls = [];
function initBalls() {
balls = [];
for (var i = 0; i < 5; i += 1) {
var r0 = 46 + rand() * 74;
var th0 = rand() * Math.PI * 2;
var px = pointer.x + Math.cos(th0) * r0;
var py = pointer.y + Math.sin(th0) * r0;
var dirx = -Math.sin(th0), diry = Math.cos(th0);
var speed = orbitSpeed * (0.85 + rand() * 0.3);
balls.push({
x: px, y: py,
vx: dirx * speed, vy: diry * speed,
r: 8 + rand() * 6,
color: COLORS[i % COLORS.length],
squash: 0
});
}
}
function demoPointerPos(t) {
var tt = t / 1000;
return {
x: CALC_W * 0.5 + Math.cos(tt * 0.5) * (CALC_W * 0.14),
y: CALC_H * 0.5 + Math.sin(tt * 0.7) * (CALC_H * 0.14)
};
}
function stepSim(dtMs, px, py) {
var dtS = dtMs / 1000;
for (var i = 0; i < balls.length; i += 1) {
var b = balls[i];
var dx = px - b.x, dy = py - b.y;
var dist = Math.max(MIN_DIST, Math.hypot(dx, dy));
var accel = ATTRACT_K / dist;
var ax = (dx / dist) * accel, ay = (dy / dist) * accel;
b.vx += ax * dtS;
b.vy += ay * dtS;
b.vx -= b.vx * DAMPING * dtS;
b.vy -= b.vy * DAMPING * dtS;
b.x += b.vx * dtS;
b.y += b.vy * dtS;
var speed = Math.hypot(b.vx, b.vy);
b.squash = Math.min(0.5, speed / 900);
}
}
function draw(px, py, nowMs) {
var sx = cw / CALC_W, sy = ch / CALC_H;
ctx.fillStyle = 'rgba(255,247,224,0.26)';
ctx.fillRect(0, 0, cw, ch);
ctx.beginPath();
ctx.arc(px * sx, py * sy, 4, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(23,20,26,0.55)';
ctx.fill();
for (var i = 0; i < balls.length; i += 1) {
var b = balls[i];
var ppx = b.x * sx, ppy = b.y * sy, pr = b.r * ((sx + sy) / 2);
var ang = Math.atan2(b.vy, b.vx);
var stretch = 1 + b.squash;
ctx.save();
ctx.translate(ppx, ppy);
ctx.rotate(ang);
ctx.scale(stretch, 1 / stretch);
ctx.beginPath();
ctx.arc(0, 0, pr, 0, Math.PI * 2);
ctx.fillStyle = b.color;
ctx.fill();
ctx.restore();
}
}
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;
ctx.fillStyle = '#fff7e0';
ctx.fillRect(0, 0, cw, ch);
draw(pointer.x, pointer.y, elapsed);
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var elapsed = 0;
if (reduce) root.classList.remove('is-demo');
initBalls();
function toCalc(clientX, clientY) {
var rect = canvas.getBoundingClientRect();
var nx = (clientX - rect.left) / rect.width;
var ny = (clientY - rect.top) / rect.height;
return { x: Math.max(0, Math.min(CALC_W, nx * CALC_W)), y: Math.max(0, Math.min(CALC_H, ny * CALC_H)) };
}
function onRealPointer(cx, cy) {
pointerActive = true;
root.classList.remove('is-demo');
var p = toCalc(cx, cy);
pointer.x = p.x; pointer.y = p.y;
if (reduce) {
stepSim(16, pointer.x, pointer.y);
draw(pointer.x, pointer.y, elapsed);
}
}
canvas.addEventListener('mousemove', function (e) { onRealPointer(e.clientX, e.clientY); });
canvas.addEventListener('touchmove', function (e) {
if (e.touches && e.touches[0]) onRealPointer(e.touches[0].clientX, e.touches[0].clientY);
}, { passive: true });
root.addEventListener('keydown', function (e) {
var step = 14;
var moved = true;
if (e.key === 'ArrowLeft') pointer.x -= step;
else if (e.key === 'ArrowRight') pointer.x += step;
else if (e.key === 'ArrowUp') pointer.y -= step;
else if (e.key === 'ArrowDown') pointer.y += step;
else moved = false;
if (moved) {
e.preventDefault();
pointerActive = true;
root.classList.remove('is-demo');
pointer.x = Math.max(0, Math.min(CALC_W, pointer.x));
pointer.y = Math.max(0, Math.min(CALC_H, pointer.y));
if (reduce) {
stepSim(16, pointer.x, pointer.y);
draw(pointer.x, pointer.y, elapsed);
}
}
});
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;
var pp = pointerActive ? pointer : demoPointerPos(elapsed);
if (!pointerActive) { pointer.x = pp.x; pointer.y = pp.y; }
stepSim(FIXED_DT, pointer.x, pointer.y);
acc -= FIXED_DT;
}
draw(pointer.x, pointer.y, elapsed);
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
draw(pointer.x, pointer.y, elapsed);
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./BallPhysicsMouseAttractOrbit.module.scss";
type Ball = { x: number; y: number; vx: number; vy: number; r: number; color: string; squash: number };
export default function BallPhysicsMouseAttractOrbit() {
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 ATTRACT_K = 5200;
const DAMPING = 0.12;
const MIN_DIST = 14;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rand = seedRand(427061);
const COLORS = ["#6ec8ff", "#4cd4a6", "#b9a0ff", "#ff9ebb", "#ffcf7a"];
const orbitSpeed = Math.sqrt(ATTRACT_K);
const pointer = { x: CALC_W * 0.5, y: CALC_H * 0.5 };
let pointerActive = false;
let balls: Ball[] = [];
function initBalls() {
balls = [];
for (let i = 0; i < 5; i += 1) {
const r0 = 46 + rand() * 74;
const th0 = rand() * Math.PI * 2;
const px = pointer.x + Math.cos(th0) * r0;
const py = pointer.y + Math.sin(th0) * r0;
const dirx = -Math.sin(th0), diry = Math.cos(th0);
const speed = orbitSpeed * (0.85 + rand() * 0.3);
balls.push({ x: px, y: py, vx: dirx * speed, vy: diry * speed, r: 8 + rand() * 6, color: COLORS[i % COLORS.length], squash: 0 });
}
}
initBalls();
function demoPointerPos(t: number) {
const tt = t / 1000;
return {
x: CALC_W * 0.5 + Math.cos(tt * 0.5) * (CALC_W * 0.14),
y: CALC_H * 0.5 + Math.sin(tt * 0.7) * (CALC_H * 0.14)
};
}
function stepSim(dtMs: number, px: number, py: number) {
const dtS = dtMs / 1000;
for (const b of balls) {
const dx = px - b.x, dy = py - b.y;
const dist = Math.max(MIN_DIST, Math.hypot(dx, dy));
const accel = ATTRACT_K / dist;
const ax = (dx / dist) * accel, ay = (dy / dist) * accel;
b.vx += ax * dtS;
b.vy += ay * dtS;
b.vx -= b.vx * DAMPING * dtS;
b.vy -= b.vy * DAMPING * dtS;
b.x += b.vx * dtS;
b.y += b.vy * dtS;
const speed = Math.hypot(b.vx, b.vy);
b.squash = Math.min(0.5, speed / 900);
}
}
let cw = 480, ch = 300;
function draw(px: number, py: number) {
const sx = cw / CALC_W, sy = ch / CALC_H;
ctx!.fillStyle = "rgba(255,247,224,0.26)";
ctx!.fillRect(0, 0, cw, ch);
ctx!.beginPath();
ctx!.arc(px * sx, py * sy, 4, 0, Math.PI * 2);
ctx!.fillStyle = "rgba(23,20,26,0.55)";
ctx!.fill();
for (const b of balls) {
const ppx = b.x * sx, ppy = b.y * sy, pr = b.r * ((sx + sy) / 2);
const ang = Math.atan2(b.vy, b.vx);
const stretch = 1 + b.squash;
ctx!.save();
ctx!.translate(ppx, ppy);
ctx!.rotate(ang);
ctx!.scale(stretch, 1 / stretch);
ctx!.beginPath();
ctx!.arc(0, 0, pr, 0, Math.PI * 2);
ctx!.fillStyle = b.color;
ctx!.fill();
ctx!.restore();
}
}
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;
ctx!.fillStyle = "#fff7e0";
ctx!.fillRect(0, 0, cw, ch);
draw(pointer.x, pointer.y);
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let elapsed = 0;
if (reduce) root.classList.remove("is-demo");
function toCalc(clientX: number, clientY: number) {
const rect = canvas!.getBoundingClientRect();
const nx = (clientX - rect.left) / rect.width;
const ny = (clientY - rect.top) / rect.height;
return { x: Math.max(0, Math.min(CALC_W, nx * CALC_W)), y: Math.max(0, Math.min(CALC_H, ny * CALC_H)) };
}
function onRealPointer(cx: number, cy: number) {
pointerActive = true;
root!.classList.remove("is-demo");
const p = toCalc(cx, cy);
pointer.x = p.x; pointer.y = p.y;
if (reduce) { stepSim(16, pointer.x, pointer.y); draw(pointer.x, pointer.y); }
}
function onMouseMove(e: MouseEvent) { onRealPointer(e.clientX, e.clientY); }
function onTouchMove(e: TouchEvent) { if (e.touches[0]) onRealPointer(e.touches[0].clientX, e.touches[0].clientY); }
canvas.addEventListener("mousemove", onMouseMove);
canvas.addEventListener("touchmove", onTouchMove, { passive: true });
function onKeyDown(e: KeyboardEvent) {
const step = 14;
let moved = true;
if (e.key === "ArrowLeft") pointer.x -= step;
else if (e.key === "ArrowRight") pointer.x += step;
else if (e.key === "ArrowUp") pointer.y -= step;
else if (e.key === "ArrowDown") pointer.y += step;
else moved = false;
if (moved) {
e.preventDefault();
pointerActive = true;
root!.classList.remove("is-demo");
pointer.x = Math.max(0, Math.min(CALC_W, pointer.x));
pointer.y = Math.max(0, Math.min(CALC_H, pointer.y));
if (reduce) { stepSim(16, pointer.x, pointer.y); draw(pointer.x, pointer.y); }
}
}
root.addEventListener("keydown", onKeyDown);
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;
const pp = pointerActive ? pointer : demoPointerPos(elapsed);
if (!pointerActive) { pointer.x = pp.x; pointer.y = pp.y; }
stepSim(FIXED_DT, pointer.x, pointer.y);
acc -= FIXED_DT;
}
draw(pointer.x, pointer.y);
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
draw(pointer.x, pointer.y);
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
canvas!.removeEventListener("mousemove", onMouseMove);
canvas!.removeEventListener("touchmove", onTouchMove);
root!.removeEventListener("keydown", onKeyDown);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef} tabIndex={0}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.bp__caption}>포인터를 향해 당기는 인력에 처음부터 접선 방향 속도를 얹어 공이 빨려들지 않고 궤도를 그리며 돈다</p>
</div>
</main>
);
}06 포인터 쪽으로 끌려가 도는 인력 공 — 측정 누적면적 20.388% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 바운싱 볼 애니메이션 9가지 — 충돌·중력 물리 계산
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