05벽에 가려지는 빛의 영역
광원에서 쏜 광선이 벽 선분과 처음 만나는 점을 이어, 빛이 닿는 다각형만 밝게 칠한다.
쓰임던전 지도와 방 구조 소개
RAY_COUNTWALL_SEGMENTSANGLE_EPSLIGHT_RADIUS

<main class="stage">
<div class="sc is-demo" id="scRoot">
<canvas class="sc__canvas" id="scCanvas" width="480" height="300" tabindex="0" aria-label="광원에서 쏜 광선이 벽 선분과 처음 만나는 점을 이어, 빛이 닿는 다각형만 밝게 칠한다."></canvas>
<p class="sc__status" id="scStatus" aria-live="polite">시연 중</p>
<button class="sc__btn" id="scBtn" type="button">멈춤</button>
<p class="sc__caption">광원에서 쏜 광선이 벽 선분과 처음 만나는 점을 이어, 빛이 닿는 다각형만 밝게 칠한다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.sc {
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: $subject-ink;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: $sp-3;
top: $sp-3;
max-width: 62%;
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: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: $sp-3;
bottom: $sp-3;
margin: 0;
padding: $sp-1 $sp-3;
border: 0;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 68%;
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) {
.sc__caption, .sc__btn { font-size: 10px; padding: $sp-1 $sp-2; }
.sc__status { font-size: 10px; }
}
@media (prefers-reduced-motion: reduce) {
.sc { cursor: default; }
}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);
}
.sc {
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: #17141a;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: 12px;
top: 12px;
max-width: 62%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: 12px;
bottom: 12px;
margin: 0;
padding: 4px 12px;
border: 0;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 68%;
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) {
.sc__caption, .sc__btn {
font-size: 10px;
padding: 4px 8px;
}
.sc__status {
font-size: 10px;
}
}
@media (prefers-reduced-motion: reduce) {
.sc {
cursor: default;
}
}(function () {
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const REDUCE_START_MS = 1000;
const PERIOD_MS = 4000;
const KEY_STEP = 12;
const FONT = '-apple-system, "Segoe UI", "Noto Sans KR", sans-serif';
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, k) { return a + (b - a) * k; }
function smooth(x) { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function rgba(c, a) {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + a.toFixed(3) + ')';
}
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열
function mulberry32(seed) {
let s = seed >>> 0;
return function () {
s = (s + 0x6D2B79F5) >>> 0;
let t = s;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
function glow(ctx, x, y, r, c, a) {
const g = ctx.createRadialGradient(x, y, 0, x, y, r);
g.addColorStop(0, rgba(c, a));
g.addColorStop(1, rgba(c, 0));
ctx.fillStyle = g;
ctx.fillRect(x - r, y - r, r * 2, r * 2);
}
function polyPath(ctx, poly) {
ctx.beginPath();
for (let i = 0; i < poly.length; i += 1) {
if (i === 0) {
ctx.moveTo(poly[i][0], poly[i][1]);
}
else {
ctx.lineTo(poly[i][0], poly[i][1]);
}
}
ctx.closePath();
}
const RAY_COUNT = 180;
const ANGLE_EPS = 0.0004;
const LIGHT_RADIUS = 330;
const LIGHT_LERP = 0.2;
const WALL_MARGIN = 4;
const WALL_RECTS = [[60, 64, 60, 56], [188, 22, 34, 96], [300, 84, 72, 40], [104, 206, 92, 32], [318, 200, 32, 72], [214, 150, 42, 42]];
const FAR_RGB = [160, 148, 196];
const LIT_NEAR = [255, 246, 214];
const LIT_FAR = [255, 206, 160];
const WALL_TOP = [226, 214, 255];
const WALL_SIDE = [170, 150, 232];
function buildSegments() {
const out = [[0, 0, W, 0], [W, 0, W, H], [W, H, 0, H], [0, H, 0, 0]];
for (let i = 0; i < WALL_RECTS.length; i += 1) {
const r = WALL_RECTS[i];
out.push([r[0], r[1], r[0] + r[2], r[1]]);
out.push([r[0] + r[2], r[1], r[0] + r[2], r[1] + r[3]]);
out.push([r[0] + r[2], r[1] + r[3], r[0], r[1] + r[3]]);
out.push([r[0], r[1] + r[3], r[0], r[1]]);
}
return out;
}
const WALL_SEGMENTS = buildSegments();
// 광선 하나가 벽 선분 가운데 가장 가까이에서 부딪히는 거리
function castRay(ox, oy, dx, dy) {
let best = 4000;
for (let i = 0; i < WALL_SEGMENTS.length; i += 1) {
const s = WALL_SEGMENTS[i];
const ex = s[2] - s[0];
const ey = s[3] - s[1];
const den = dx * ey - dy * ex;
if (Math.abs(den) < 1e-9) {
continue;
}
const t = ((s[0] - ox) * ey - (s[1] - oy) * ex) / den;
const u = ((s[0] - ox) * dy - (s[1] - oy) * dx) / den;
if (t > 0 && u >= 0 && u <= 1 && t < best) {
best = t;
}
}
return best;
}
// 광원이 벽 안에 들어가면 가장 가까운 바깥 변으로 밀어낸다
function pushOut(p) {
let x = clamp(p[0], WALL_MARGIN, W - WALL_MARGIN);
let y = clamp(p[1], WALL_MARGIN, H - WALL_MARGIN);
for (let i = 0; i < WALL_RECTS.length; i += 1) {
const r = WALL_RECTS[i];
const x0 = r[0] - WALL_MARGIN;
const y0 = r[1] - WALL_MARGIN;
const x1 = r[0] + r[2] + WALL_MARGIN;
const y1 = r[1] + r[3] + WALL_MARGIN;
if (x > x0 && x < x1 && y > y0 && y < y1) {
const dl = x - x0;
const dr = x1 - x;
const dt = y - y0;
const db = y1 - y;
const m = Math.min(dl, dr, dt, db);
if (m === dl) {
x = x0;
}
else if (m === dr) {
x = x1;
}
else if (m === dt) {
y = y0;
}
else {
y = y1;
}
}
}
return [x, y];
}
function visibilityPolygon(ox, oy) {
const angles = [];
for (let i = 0; i < RAY_COUNT; i += 1) {
angles.push(PI2 * i / RAY_COUNT);
}
for (let i = 0; i < WALL_SEGMENTS.length; i += 1) {
const s = WALL_SEGMENTS[i];
const a = Math.atan2(s[1] - oy, s[0] - ox);
angles.push(a - ANGLE_EPS, a, a + ANGLE_EPS);
}
angles.sort(function (p, q) { return p - q; });
const out = [];
for (let i = 0; i < angles.length; i += 1) {
const dx = Math.cos(angles[i]);
const dy = Math.sin(angles[i]);
const d = castRay(ox, oy, dx, dy);
out.push([ox + dx * d, oy + dy * d]);
}
return out;
}
function makeScene(ctx) {
let lx = 240;
let ly = 120;
const scene = {
path: function (t) {
const a = PI2 * t / PERIOD_MS;
return pushOut([240 + 200 * Math.sin(a), 150 + 118 * Math.sin(a * 2 + 0.6)]);
},
pos: function () { return [lx, ly]; },
update: function (tx, ty) {
const p = pushOut([lerp(lx, tx, LIGHT_LERP), lerp(ly, ty, LIGHT_LERP)]);
lx = p[0];
ly = p[1];
},
snap: function (tx, ty) {
const p = pushOut([tx, ty]);
lx = p[0];
ly = p[1];
},
draw: function () {
ctx.fillStyle = rgba(FAR_RGB, 1);
ctx.fillRect(0, 0, W, H);
const poly = visibilityPolygon(lx, ly);
ctx.save();
polyPath(ctx, poly);
ctx.clip();
const g = ctx.createRadialGradient(lx, ly, 0, lx, ly, LIGHT_RADIUS);
g.addColorStop(0, rgba(LIT_NEAR, 1));
g.addColorStop(1, rgba(LIT_FAR, 1));
ctx.fillStyle = g;
ctx.fillRect(0, 0, W, H);
ctx.restore();
for (let i = 0; i < WALL_RECTS.length; i += 1) {
const r = WALL_RECTS[i];
ctx.fillStyle = rgba(WALL_SIDE, 1);
ctx.fillRect(r[0], r[1], r[2], r[3]);
ctx.fillStyle = rgba(WALL_TOP, 1);
ctx.fillRect(r[0] + 2, r[1] + 2, r[2] - 4, r[3] - 8);
}
glow(ctx, lx, ly, 26, [255, 255, 255], 0.9);
ctx.beginPath();
ctx.arc(lx, ly, 6, 0, PI2);
ctx.fillStyle = 'rgba(255,250,224,1)';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'rgba(214,170,70,0.9)';
ctx.stroke();
}
};
return scene;
}
function main(rootEl, canvas, statusEl, btnEl) {
const ctx0 = canvas.getContext('2d');
if (!ctx0) {
return function () { return; };
}
canvas.width = W;
canvas.height = H;
const scene = makeScene(ctx0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
if (reduce) {
rootEl.classList.remove('is-demo');
}
let paused = false;
let autoplay = !reduce;
let elapsed = reduce ? REDUCE_START_MS : 0;
let rafId = 0;
let lastTs = null;
let accMs = 0;
let tgt = scene.path(elapsed);
const cleaners = [];
function listen(target, type, fn) {
target.addEventListener(type, fn);
cleaners.push(function () { target.removeEventListener(type, fn); });
}
function setMode() {
if (reduce) {
statusEl.textContent = '한 장면씩 넘기는 중';
btnEl.textContent = '다음 장면';
return;
}
statusEl.textContent = !autoplay ? '직접 조작 중' : (paused ? '일시정지됨' : '시연 중');
btnEl.textContent = (autoplay && !paused) ? '멈춤' : '재생';
}
function toLocal(e) {
const r = canvas.getBoundingClientRect();
return [clamp((e.clientX - r.left) * W / r.width, 0, W), clamp((e.clientY - r.top) * H / r.height, 0, H)];
}
function takeOver() {
if (reduce || !autoplay) {
return;
}
autoplay = false;
paused = false;
rootEl.classList.remove('is-demo');
const p = scene.pos();
tgt = [p[0], p[1]];
setMode();
}
function afterInput() {
if (reduce) {
scene.snap(tgt[0], tgt[1]);
scene.draw(elapsed);
}
}
function onButton() {
if (reduce) {
elapsed += REDUCE_STEP_MS;
tgt = scene.path(elapsed);
scene.snap(tgt[0], tgt[1]);
scene.draw(elapsed);
return;
}
if (autoplay && !paused) {
paused = true;
}
else {
paused = false;
autoplay = true;
rootEl.classList.add('is-demo');
}
setMode();
}
function tick(ts) {
if (lastTs === null) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
elapsed += FIXED_DT;
accMs -= FIXED_DT;
if (autoplay) {
tgt = scene.path(elapsed);
}
scene.update(tgt[0], tgt[1]);
}
scene.draw(elapsed);
}
rafId = requestAnimationFrame(tick);
}
listen(btnEl, 'click', function () { onButton(); });
listen(canvas, 'pointerdown', function (e) {
takeOver();
tgt = toLocal(e);
afterInput();
});
listen(canvas, 'pointermove', function (e) {
if (autoplay && !reduce) {
return;
}
tgt = toLocal(e);
afterInput();
});
listen(canvas, 'keydown', function (e) {
const k = e.key;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
onButton();
return;
}
let dx = 0;
let dy = 0;
if (k === 'ArrowLeft') {
dx = -KEY_STEP;
}
else if (k === 'ArrowRight') {
dx = KEY_STEP;
}
else if (k === 'ArrowUp') {
dy = -KEY_STEP;
}
else if (k === 'ArrowDown') {
dy = KEY_STEP;
}
else {
return;
}
e.preventDefault();
takeOver();
tgt = [clamp(tgt[0] + dx, 0, W), clamp(tgt[1] + dy, 0, H)];
afterInput();
});
if (reduce) {
scene.snap(tgt[0], tgt[1]);
scene.draw(elapsed);
setMode();
}
else {
scene.draw(elapsed);
setMode();
rafId = requestAnimationFrame(tick);
}
function destroy() {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
}
return destroy;
}
main(document.getElementById('scRoot'), document.getElementById('scCanvas'), document.getElementById('scStatus'), document.getElementById('scBtn'));
})();import { useEffect, useRef } from "react";
import styles from "./ShcastWallVisibilityPolygon.module.scss";
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const REDUCE_START_MS = 1000;
const PERIOD_MS = 4000;
const KEY_STEP = 12;
const FONT = '-apple-system, "Segoe UI", "Noto Sans KR", sans-serif';
type Pt = [number, number];
interface Scene {
path(t: number): Pt;
pos(): Pt;
update(tx: number, ty: number): void;
snap(tx: number, ty: number): void;
draw(t: number): void;
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, k: number): number { return a + (b - a) * k; }
function smooth(x: number): number { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function rgba(c: number[], a: number): string {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + a.toFixed(3) + ')';
}
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열
function mulberry32(seed: number): () => number {
let s = seed >>> 0;
return function (): number {
s = (s + 0x6D2B79F5) >>> 0;
let t = s;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
function glow(ctx: CanvasRenderingContext2D, x: number, y: number, r: number, c: number[], a: number): void {
const g = ctx.createRadialGradient(x, y, 0, x, y, r);
g.addColorStop(0, rgba(c, a));
g.addColorStop(1, rgba(c, 0));
ctx.fillStyle = g;
ctx.fillRect(x - r, y - r, r * 2, r * 2);
}
function polyPath(ctx: CanvasRenderingContext2D, poly: Pt[]): void {
ctx.beginPath();
for (let i = 0; i < poly.length; i += 1) {
if (i === 0) { ctx.moveTo(poly[i][0], poly[i][1]); } else { ctx.lineTo(poly[i][0], poly[i][1]); }
}
ctx.closePath();
}
type Seg = [number, number, number, number];
const RAY_COUNT = 180;
const ANGLE_EPS = 0.0004;
const LIGHT_RADIUS = 330;
const LIGHT_LERP = 0.2;
const WALL_MARGIN = 4;
const WALL_RECTS = [[60, 64, 60, 56], [188, 22, 34, 96], [300, 84, 72, 40], [104, 206, 92, 32], [318, 200, 32, 72], [214, 150, 42, 42]];
const FAR_RGB = [160, 148, 196];
const LIT_NEAR = [255, 246, 214];
const LIT_FAR = [255, 206, 160];
const WALL_TOP = [226, 214, 255];
const WALL_SIDE = [170, 150, 232];
function buildSegments(): Seg[] {
const out: Seg[] = [[0, 0, W, 0], [W, 0, W, H], [W, H, 0, H], [0, H, 0, 0]];
for (let i = 0; i < WALL_RECTS.length; i += 1) {
const r = WALL_RECTS[i];
out.push([r[0], r[1], r[0] + r[2], r[1]]);
out.push([r[0] + r[2], r[1], r[0] + r[2], r[1] + r[3]]);
out.push([r[0] + r[2], r[1] + r[3], r[0], r[1] + r[3]]);
out.push([r[0], r[1] + r[3], r[0], r[1]]);
}
return out;
}
const WALL_SEGMENTS: Seg[] = buildSegments();
// 광선 하나가 벽 선분 가운데 가장 가까이에서 부딪히는 거리
function castRay(ox: number, oy: number, dx: number, dy: number): number {
let best = 4000;
for (let i = 0; i < WALL_SEGMENTS.length; i += 1) {
const s = WALL_SEGMENTS[i];
const ex = s[2] - s[0];
const ey = s[3] - s[1];
const den = dx * ey - dy * ex;
if (Math.abs(den) < 1e-9) { continue; }
const t = ((s[0] - ox) * ey - (s[1] - oy) * ex) / den;
const u = ((s[0] - ox) * dy - (s[1] - oy) * dx) / den;
if (t > 0 && u >= 0 && u <= 1 && t < best) { best = t; }
}
return best;
}
// 광원이 벽 안에 들어가면 가장 가까운 바깥 변으로 밀어낸다
function pushOut(p: Pt): Pt {
let x = clamp(p[0], WALL_MARGIN, W - WALL_MARGIN);
let y = clamp(p[1], WALL_MARGIN, H - WALL_MARGIN);
for (let i = 0; i < WALL_RECTS.length; i += 1) {
const r = WALL_RECTS[i];
const x0 = r[0] - WALL_MARGIN;
const y0 = r[1] - WALL_MARGIN;
const x1 = r[0] + r[2] + WALL_MARGIN;
const y1 = r[1] + r[3] + WALL_MARGIN;
if (x > x0 && x < x1 && y > y0 && y < y1) {
const dl = x - x0;
const dr = x1 - x;
const dt = y - y0;
const db = y1 - y;
const m = Math.min(dl, dr, dt, db);
if (m === dl) { x = x0; } else if (m === dr) { x = x1; } else if (m === dt) { y = y0; } else { y = y1; }
}
}
return [x, y];
}
function visibilityPolygon(ox: number, oy: number): Pt[] {
const angles: number[] = [];
for (let i = 0; i < RAY_COUNT; i += 1) { angles.push(PI2 * i / RAY_COUNT); }
for (let i = 0; i < WALL_SEGMENTS.length; i += 1) {
const s = WALL_SEGMENTS[i];
const a = Math.atan2(s[1] - oy, s[0] - ox);
angles.push(a - ANGLE_EPS, a, a + ANGLE_EPS);
}
angles.sort(function (p: number, q: number): number { return p - q; });
const out: Pt[] = [];
for (let i = 0; i < angles.length; i += 1) {
const dx = Math.cos(angles[i]);
const dy = Math.sin(angles[i]);
const d = castRay(ox, oy, dx, dy);
out.push([ox + dx * d, oy + dy * d]);
}
return out;
}
function makeScene(ctx: CanvasRenderingContext2D): Scene {
let lx = 240;
let ly = 120;
const scene: Scene = {
path: function (t: number): Pt {
const a = PI2 * t / PERIOD_MS;
return pushOut([240 + 200 * Math.sin(a), 150 + 118 * Math.sin(a * 2 + 0.6)]);
},
pos: function (): Pt { return [lx, ly]; },
update: function (tx: number, ty: number): void {
const p = pushOut([lerp(lx, tx, LIGHT_LERP), lerp(ly, ty, LIGHT_LERP)]);
lx = p[0];
ly = p[1];
},
snap: function (tx: number, ty: number): void {
const p = pushOut([tx, ty]);
lx = p[0];
ly = p[1];
},
draw: function (): void {
ctx.fillStyle = rgba(FAR_RGB, 1);
ctx.fillRect(0, 0, W, H);
const poly = visibilityPolygon(lx, ly);
ctx.save();
polyPath(ctx, poly);
ctx.clip();
const g = ctx.createRadialGradient(lx, ly, 0, lx, ly, LIGHT_RADIUS);
g.addColorStop(0, rgba(LIT_NEAR, 1));
g.addColorStop(1, rgba(LIT_FAR, 1));
ctx.fillStyle = g;
ctx.fillRect(0, 0, W, H);
ctx.restore();
for (let i = 0; i < WALL_RECTS.length; i += 1) {
const r = WALL_RECTS[i];
ctx.fillStyle = rgba(WALL_SIDE, 1);
ctx.fillRect(r[0], r[1], r[2], r[3]);
ctx.fillStyle = rgba(WALL_TOP, 1);
ctx.fillRect(r[0] + 2, r[1] + 2, r[2] - 4, r[3] - 8);
}
glow(ctx, lx, ly, 26, [255, 255, 255], 0.9);
ctx.beginPath();
ctx.arc(lx, ly, 6, 0, PI2);
ctx.fillStyle = 'rgba(255,250,224,1)';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'rgba(214,170,70,0.9)';
ctx.stroke();
}
};
return scene;
}
function main(rootEl: HTMLElement, canvas: HTMLCanvasElement, statusEl: HTMLElement, btnEl: HTMLButtonElement): () => void {
const ctx0 = canvas.getContext('2d');
if (!ctx0) { return function (): void { return; }; }
canvas.width = W;
canvas.height = H;
const scene: Scene = makeScene(ctx0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
if (reduce) { rootEl.classList.remove('is-demo'); }
let paused = false;
let autoplay = !reduce;
let elapsed = reduce ? REDUCE_START_MS : 0;
let rafId = 0;
let lastTs: number | null = null;
let accMs = 0;
let tgt: Pt = scene.path(elapsed);
const cleaners: Array<() => void> = [];
function listen(target: EventTarget, type: string, fn: (e: Event) => void): void {
target.addEventListener(type, fn);
cleaners.push(function (): void { target.removeEventListener(type, fn); });
}
function setMode(): void {
if (reduce) {
statusEl.textContent = '한 장면씩 넘기는 중';
btnEl.textContent = '다음 장면';
return;
}
statusEl.textContent = !autoplay ? '직접 조작 중' : (paused ? '일시정지됨' : '시연 중');
btnEl.textContent = (autoplay && !paused) ? '멈춤' : '재생';
}
function toLocal(e: PointerEvent): Pt {
const r = canvas.getBoundingClientRect();
return [clamp((e.clientX - r.left) * W / r.width, 0, W), clamp((e.clientY - r.top) * H / r.height, 0, H)];
}
function takeOver(): void {
if (reduce || !autoplay) { return; }
autoplay = false;
paused = false;
rootEl.classList.remove('is-demo');
const p = scene.pos();
tgt = [p[0], p[1]];
setMode();
}
function afterInput(): void {
if (reduce) {
scene.snap(tgt[0], tgt[1]);
scene.draw(elapsed);
}
}
function onButton(): void {
if (reduce) {
elapsed += REDUCE_STEP_MS;
tgt = scene.path(elapsed);
scene.snap(tgt[0], tgt[1]);
scene.draw(elapsed);
return;
}
if (autoplay && !paused) {
paused = true;
} else {
paused = false;
autoplay = true;
rootEl.classList.add('is-demo');
}
setMode();
}
function tick(ts: number): void {
if (lastTs === null) { lastTs = ts; }
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
elapsed += FIXED_DT;
accMs -= FIXED_DT;
if (autoplay) { tgt = scene.path(elapsed); }
scene.update(tgt[0], tgt[1]);
}
scene.draw(elapsed);
}
rafId = requestAnimationFrame(tick);
}
listen(btnEl, 'click', function (): void { onButton(); });
listen(canvas, 'pointerdown', function (e: Event): void {
takeOver();
tgt = toLocal(e as PointerEvent);
afterInput();
});
listen(canvas, 'pointermove', function (e: Event): void {
if (autoplay && !reduce) { return; }
tgt = toLocal(e as PointerEvent);
afterInput();
});
listen(canvas, 'keydown', function (e: Event): void {
const k = (e as KeyboardEvent).key;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
onButton();
return;
}
let dx = 0;
let dy = 0;
if (k === 'ArrowLeft') { dx = -KEY_STEP; } else if (k === 'ArrowRight') { dx = KEY_STEP; }
else if (k === 'ArrowUp') { dy = -KEY_STEP; } else if (k === 'ArrowDown') { dy = KEY_STEP; }
else { return; }
e.preventDefault();
takeOver();
tgt = [clamp(tgt[0] + dx, 0, W), clamp(tgt[1] + dy, 0, H)];
afterInput();
});
if (reduce) {
scene.snap(tgt[0], tgt[1]);
scene.draw(elapsed);
setMode();
} else {
scene.draw(elapsed);
setMode();
rafId = requestAnimationFrame(tick);
}
function destroy(): void {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) { cleaners[i](); }
}
return destroy;
}
export default function ShcastWallVisibilityPolygon() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const statusRef = useRef<HTMLParagraphElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
const statusEl = statusRef.current;
const btnEl = btnRef.current;
if (!root || !canvas || !statusEl || !btnEl) return;
return main(root, canvas, statusEl, btnEl);
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.sc} is-demo`} ref={rootRef}>
<canvas className={styles.sc__canvas} ref={canvasRef} width={480} height={300} tabIndex={0} aria-label="광원에서 쏜 광선이 벽 선분과 처음 만나는 점을 이어, 빛이 닿는 다각형만 밝게 칠한다." />
<p className={styles.sc__status} ref={statusRef} aria-live="polite">시연 중</p>
<button className={styles.sc__btn} ref={btnRef} type="button">멈춤</button>
<p className={styles.sc__caption}>광원에서 쏜 광선이 벽 선분과 처음 만나는 점을 이어, 빛이 닿는 다각형만 밝게 칠한다.</p>
</div>
</main>
);
}05 벽에 가려지는 빛의 영역 — 측정 누적면적 65.603% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · css 그림자 효과 9가지 — 광원 위치에서 그림자를 계산하는 장면
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css 그림자 효과 9가지 — 광원 위치에서 그림자를 계산하는 장면css 그림자 효과를 box-shadow 한 줄로 끝내면 광원이 돌아도 그림자는 제자리고, 벽 뒤까지 빛이 새고, 두 빛이 만나도 그림자는 하나다 — 01번·05번·08번이 계산으로 푼다. 아래 아홉 장면은 광원 위 이 글의 데모 전부 보기

