주사위 굴리기 9가지 — 회전 행렬로 윗면을 읽어 내는 3D 장면
던지고, 튕기고, 멈춘다 — 주사위 한 번은 세 동사뿐이고, 03번은 마지막 동사에서 윗면 숫자를 계산으로 읽어 낸다. 아래 아홉 개는 주사위 굴리기를 캔버스 2d 로 걸음마다 새로 계산해 그린 장면이고, 압축 파일을 풀면 별도 설치 없이 열린다.
주사위 아홉 장면을 화면에서 바로 굴려 본다
01 spin-dice-scene-cube-rotation-projection
02 spin-dice-scene-throw-arc-bounce
03 spin-dice-scene-settle-top-face-read
04 spin-dice-scene-seeded-sequence
05 spin-dice-scene-two-dice-sum-bars
06 spin-dice-scene-dust-trail-floor
07 spin-dice-scene-cup-shake-noise
08 spin-dice-scene-flat-face-tumble
09 spin-dice-scene-hero-table
자동 재생 · 눌러서 해당 항목으로 · 전부 한 zip
- 01 회전 행렬로 돌리는 3D 주사위
- 02 포물선으로 던져 바닥에서 튕기는 주사위
- 03 멈추며 윗면 숫자를 읽어 내는 주사위
- 04 시드로 같은 순서를 되풀이하는 주사위
- 05 두 주사위 합을 막대로 쌓는 장면
- 06 구른 자국과 먼지가 바닥에 남는 주사위
- 07 컵 안에서 흔들리는 주사위
- 08 납작한 면 전환으로 굴러가는 2D 주사위
- 09 히어로 배경 주사위 테이블
주사위 굴리기 9가지 — 회전 행렬 하나가 윗면 숫자까지 정한다
주사위 하나의 자세는 3×3 회전 행렬 R 한 개로 정해지고, 08 을 뺀 여덟 장면이 모두 이 행렬 위에서 돈다. 01 은 행렬을 허공에서 계속 돌리며 보이는 면을 거르고, 02 는 같은 행렬에 중력과 바닥 충돌을 붙이며, 03 은 멈추는 동안 행렬을 윗면 쪽으로 서서히 세운다. 04 는 던지는 값을 시드 수열에서 뽑고, 05 는 주사위 두 개의 눈을 더해 쌓는다.
06 은 바닥에 닿은 자리마다 먼지와 자국을 남기고, 07 은 컵 속에서 행렬에 노이즈 오프셋을 더해 덜그럭거리게 한다. 08 만 3D 계산 없이 CSS 로 면 한 장을 납작하게 눌러 굴러가는 척하고, 09 가 세 주사위를 한 판에 모은 장면이다. 주사위 굴리는 애니메이션이 필요한 화면이 대부분 이 아홉 가운데 하나에서 시작할 수 있도록 순서를 잡았다.
던지는 순간부터 눈이 확정되는 순간까지 한 번의 굴리기를 계산으로 이어 붙여 놓았으니, 주사위 굴리기 시뮬레이션을 만들 때도 01 의 투영과 03 의 윗면 읽기는 그대로 가져다 쓸 수 있다. 비슷한 물리 장면이 궁금하면 바운싱 볼 애니메이션 9가지 — 충돌·중력 물리 계산과 팽이 돌리기 9가지 — 각속도와 세차로 계산하는 회전 장면을 이어서 보면 된다.
기법별 코드로 보는 주사위 회전 계산
코드는 각 장면 index.html 에서 이어진 줄을 그대로 잘라 실었고, 그리기 함수보다 장면마다 다른 계산이 있는 곳을 골랐다. 완결본은 압축 파일 안에 있다.
01회전 행렬로 돌리는 3D 주사위
rotAxis() 로 만든 회전 행렬을 matVec() 로 여덟 꼭짓점에 곱해 원근 투영하고, 법선과 시선의 내적이 0 보다 작은 면만 칠해 카메라를 등진 뒷면을 거른다. 허공을 도는 주사위는 DEMO_KICK_MS 1500ms 마다 새 축으로 걷어차이며 윗면은 매 걸음 법선 y 가 가장 큰 면으로 읽어 상태 줄에 적는다. 이 장면은 누적면적 13.8%·평균 강도 72.4·23/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="정육면체 여덟 꼭짓점에 회전 행렬을 곱하고 원근 투영으로 화면에 옮긴 뒤, 법선과 시선의 내적으로 카메라를 등진 면을 걸러 눈 달린 주사위가 허공에서 도는 장면을 그린다."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">윗면</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">정육면체 여덟 꼭짓점에 회전 행렬을 곱하고 원근 투영으로 화면에 옮긴 뒤, 법선과 시선의 내적으로 카메라를 등진 면을 걸러 눈 달린 주사위가 허공에서 도는 장면을 그린다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 여덟 꼭짓점에 회전 행렬 R 을 곱하고 원근 투영(sx = cx + f * x / z)으로 화면에 옮긴다.
// 보이는 면은 법선과 시선의 내적 부호로 고르고, 윗면은 법선 y 가 가장 큰 면이다.
var T_TOP = '윗면';
var SPIN_BASE = 7;
var DEMO_KICK_MS = 1500;
var die = newDie(0, -9, 9, -9, 9);
var rng = seedRand(DICE_SEED);
var kickAt = 0;
var axisCols = ['#ff9ebb', '#4cd4a6', '#6ec8ff'];
function sceneInit() { die.phase = PH_FLY; die.p = [0, 1.7, 0.4]; die.R = rotAxis(unit([0.4, 1, 0.3]), 0.7); }
function sceneRoll(manual) {
var ax = randAxis(rng);
var s = SPIN_BASE + rng() * 5;
die.w = [ax[0] * s, ax[1] * s, ax[2] * s];
kickAt = elapsed;
if (reduce) die.R = matMul(rotAxis(ax, 1.2 + rng() * 4.4), die.R);
}
function sceneDone() { return true; }
function sceneFinish() { die.top = FACE_VAL[topIndex(die)]; setStatus(T_TOP, String(die.top), true); }
function stepWorld() {
var t = elapsed / 1000;
die.p = [Math.sin(t * 0.9) * 2.8, 1.7 + Math.sin(t * 1.7) * 0.3, Math.cos(t * 0.9) * 1.3 + 0.4];
spinStep(die, dtS);
var damp = demo ? 0.996 : 0.985;
die.w = [die.w[0] * damp, die.w[1] * damp, die.w[2] * damp];
if (demo && elapsed - kickAt > DEMO_KICK_MS) sceneRoll(false);
die.top = FACE_VAL[topIndex(die)];
setStatus(T_TOP, String(die.top), false);
}
function drawWorld() {
drawStage(die.p[0], 0.9);
// 바닥 안내선: 주사위 중심에서 바닥 그림자까지
var a = scr(die.p), b = scr([die.p[0], 0, die.p[2]]);
ctx.setLineDash([2, 3]);
ctx.strokeStyle = 'rgba(255,255,255,0.5)';
ctx.lineWidth = 1;
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(b[0], b[1]); ctx.stroke();
ctx.setLineDash([]);
drawShadow(die, 1);
drawDie(die, topIndex(die), 1);
// 회전 행렬의 세 열 = 주사위가 가진 세 축을 투영한 선
for (var c = 0; c < 3; c += 1) {
var e = [die.R[c], die.R[3 + c], die.R[6 + c]];
var q = scr([die.p[0] + e[0] * 2.1, die.p[1] + e[1] * 2.1, die.p[2] + e[2] * 2.1]);
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(q[0], q[1]);
ctx.strokeStyle = axisCols[c]; ctx.lineWidth = 2; ctx.lineCap = 'round'; ctx.stroke();
ctx.beginPath(); ctx.arc(q[0], q[1], 2.6, 0, 6.2832); ctx.fillStyle = axisCols[c]; ctx.fill();
}
// 여덟 꼭짓점 점 (가까울수록 크게)
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? 1 : -1, ly = (i & 2) ? 1 : -1, lz = (i & 4) ? 1 : -1;
var v = matVec(die.R, [lx, ly, lz]);
var s = scr([die.p[0] + v[0], die.p[1] + v[1], die.p[2] + v[2]]);
ctx.beginPath(); ctx.arc(s[0], s[1], s[2] * 0.045, 0, 6.2832); ctx.fillStyle = 'rgba(255,255,255,0.85)'; ctx.fill();
}
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneCubeRotationProjection.module.scss";
export default function SpinDiceSceneCubeRotationProjection() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 여덟 꼭짓점에 회전 행렬 R 을 곱하고 원근 투영(sx = cx + f * x / z)으로 화면에 옮긴다.
// 보이는 면은 법선과 시선의 내적 부호로 고르고, 윗면은 법선 y 가 가장 큰 면이다.
var T_TOP = '윗면';
var SPIN_BASE = 7;
var DEMO_KICK_MS = 1500;
var die: Die = newDie(0, -9, 9, -9, 9);
var rng: RandFn = seedRand(DICE_SEED);
var kickAt = 0;
var axisCols: string[] = ['#ff9ebb', '#4cd4a6', '#6ec8ff'];
function sceneInit(): void { die.phase = PH_FLY; die.p = [0, 1.7, 0.4]; die.R = rotAxis(unit([0.4, 1, 0.3]), 0.7); }
function sceneRoll(manual: boolean): void {
var ax = randAxis(rng);
var s = SPIN_BASE + rng() * 5;
die.w = [ax[0] * s, ax[1] * s, ax[2] * s];
kickAt = elapsed;
if (reduce) die.R = matMul(rotAxis(ax, 1.2 + rng() * 4.4), die.R);
}
function sceneDone(): boolean { return true; }
function sceneFinish(): void { die.top = FACE_VAL[topIndex(die)]; setStatus(T_TOP, String(die.top), true); }
function stepWorld(): void {
var t = elapsed / 1000;
die.p = [Math.sin(t * 0.9) * 2.8, 1.7 + Math.sin(t * 1.7) * 0.3, Math.cos(t * 0.9) * 1.3 + 0.4];
spinStep(die, dtS);
var damp = demo ? 0.996 : 0.985;
die.w = [die.w[0] * damp, die.w[1] * damp, die.w[2] * damp];
if (demo && elapsed - kickAt > DEMO_KICK_MS) sceneRoll(false);
die.top = FACE_VAL[topIndex(die)];
setStatus(T_TOP, String(die.top), false);
}
function drawWorld(): void {
drawStage(die.p[0], 0.9);
// 바닥 안내선: 주사위 중심에서 바닥 그림자까지
var a = scr(die.p), b = scr([die.p[0], 0, die.p[2]]);
ctx.setLineDash([2, 3]);
ctx.strokeStyle = 'rgba(255,255,255,0.5)';
ctx.lineWidth = 1;
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(b[0], b[1]); ctx.stroke();
ctx.setLineDash([]);
drawShadow(die, 1);
drawDie(die, topIndex(die), 1);
// 회전 행렬의 세 열 = 주사위가 가진 세 축을 투영한 선
for (var c = 0; c < 3; c += 1) {
var e: Vec = [die.R[c], die.R[3 + c], die.R[6 + c]];
var q = scr([die.p[0] + e[0] * 2.1, die.p[1] + e[1] * 2.1, die.p[2] + e[2] * 2.1]);
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(q[0], q[1]);
ctx.strokeStyle = axisCols[c]; ctx.lineWidth = 2; ctx.lineCap = 'round'; ctx.stroke();
ctx.beginPath(); ctx.arc(q[0], q[1], 2.6, 0, 6.2832); ctx.fillStyle = axisCols[c]; ctx.fill();
}
// 여덟 꼭짓점 점 (가까울수록 크게)
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? 1 : -1, ly = (i & 2) ? 1 : -1, lz = (i & 4) ? 1 : -1;
var v = matVec(die.R, [lx, ly, lz]);
var s = scr([die.p[0] + v[0], die.p[1] + v[1], die.p[2] + v[2]]);
ctx.beginPath(); ctx.arc(s[0], s[1], s[2] * 0.045, 0, 6.2832); ctx.fillStyle = 'rgba(255,255,255,0.85)'; ctx.fill();
}
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="정육면체 여덟 꼭짓점에 회전 행렬을 곱하고 원근 투영으로 화면에 옮긴 뒤, 법선과 시선의 내적으로 카메라를 등진 면을 걸러 눈 달린 주사위가 허공에서 도는 장면을 그린다." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>윗면</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>정육면체 여덟 꼭짓점에 회전 행렬을 곱하고 원근 투영으로 화면에 옮긴 뒤, 법선과 시선의 내적으로 카메라를 등진 면을 걸러 눈 달린 주사위가 허공에서 도는 장면을 그린다.</p>
</div>
</main>
);
}01 · 회전 행렬로 돌리는 3D 주사위 — 측정 누적면적 13.776% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
02포물선으로 던져 바닥에서 튕기는 주사위
GRAVITY 22 가 속도를 걸음마다 깎아 포물선을 만들고, floorStep() 은 가장 낮은 꼭짓점이 바닥을 뚫은 만큼 들어 올린 뒤 접촉점 속도가 아래를 향할 때만 DICE_RESTITUTION 0.45 가 들어간 충격량을 준다. 충격 속도가 1.2 를 넘는 접촉만 튕김 횟수로 세고 벽에서는 wallStep() 이 속도를 반으로 줄여 되돌린다. 이 장면은 누적면적 23.3%·평균 강도 61.8·21/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="던진 주사위에 중력을 더해 포물선을 그리게 하고, 바닥에 닿을 때마다 접촉 속도에 반발 계수를 곱해 튕김 정점 높이가 줄어드는 모습을 그림자와 궤적 점과 함께 그린다."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">굴리는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">던진 주사위에 중력을 더해 포물선을 그리게 하고, 바닥에 닿을 때마다 접촉 속도에 반발 계수를 곱해 튕김 정점 높이가 줄어드는 모습을 그림자와 궤적 점과 함께 그린다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 매 걸음 v.y -= GRAVITY * dt 로 포물선을 만들고, 가장 낮은 꼭짓점이 바닥을 뚫으면
// 접촉점 속도를 반사하며 DICE_RESTITUTION 을 곱한다. 튕김 정점 높이가 e^2 비율로 줄어드는 것이 오른쪽 막대다.
var T_BOUNCE = '튕김 횟수';
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var die = newDie(0, -3.4, 3.4, -1.8, 2.6);
var rng = seedRand(DICE_SEED + 2);
var trail = [];
var rings = [];
var apex = [];
var prevVy = 0;
var lastSettle = 0;
function sceneInit() { die.phase = PH_IDLE; }
function sceneRoll(manual) {
launch(die, rng, -3.2, rng() * 2.2 - 0.6, 3.6, 0.2, 3.4, 15);
trail = []; apex = []; prevVy = 0;
setStatus(T_BOUNCE, '0', true);
}
function sceneDone() { return die.phase === PH_HOLD; }
function sceneFinish() { setStatus(T_RESULT, String(die.result), true); }
function stepWorld() {
if (die.phase === PH_IDLE) return;
var wasFly = die.phase === PH_FLY;
stepDie(die);
if (wasFly) {
if (prevVy > 0 && die.v[1] <= 0 && die.p[1] > DIE_HALF + 0.05) apex.push(die.p[1] - DIE_HALF);
prevVy = die.v[1];
if (Math.round(die.t / FIXED_DT) % 2 === 0) { trail.push([die.p[0], die.p[1], die.p[2]]); if (trail.length > 60) trail.shift(); }
}
if (die.hit > 0) { rings.push([die.hx, die.hz, elapsed]); die.hit = 0; }
var live = [];
for (var i = 0; i < rings.length; i += 1) if (elapsed - rings[i][2] < 600) live.push(rings[i]);
rings = live;
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
else setStatus(T_BOUNCE, String(die.bounces), false);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld() {
drawStage(die.p[0], 0.8);
for (var i = 0; i < rings.length; i += 1) {
var f = (elapsed - rings[i][2]) / 600;
var s = scr([rings[i][0], 0, rings[i][1]]);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.4);
ctx.beginPath(); ctx.arc(0, 0, s[2] * (0.5 + f * 2.2), 0, 6.2832);
ctx.strokeStyle = 'rgba(255,255,255,' + (0.8 * (1 - f)) + ')'; ctx.lineWidth = 2.5; ctx.stroke();
ctx.restore();
}
for (var t = 0; t < trail.length; t += 1) {
var q = scr(trail[t]);
ctx.beginPath(); ctx.arc(q[0], q[1], 1 + 2.2 * t / trail.length, 0, 6.2832);
ctx.fillStyle = 'rgba(255,255,255,' + (0.1 + 0.55 * t / trail.length) + ')'; ctx.fill();
}
if (die.phase !== PH_IDLE) {
drawShadow(die, 1);
drawDie(die, -1, 1);
}
// 튕김 정점 높이 막대: 낮아지는 비율이 반발 계수의 제곱에 가깝다
ctx.fillStyle = 'rgba(255,255,255,0.14)';
ctx.fillRect(196, STRIP_BASE - BAR_MAX - 3, 116, BAR_MAX + 5);
for (var k = 0; k < apex.length && k < 7; k += 1) {
var h = clamp(apex[k] / 2.4, 0.04, 1) * BAR_MAX;
ctx.fillStyle = k === apex.length - 1 ? '#ff9ebb' : '#c9b8ff';
ctx.fillRect(202 + k * 15, STRIP_BASE - h, 11, h);
}
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneThrowArcBounce.module.scss";
export default function SpinDiceSceneThrowArcBounce() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 매 걸음 v.y -= GRAVITY * dt 로 포물선을 만들고, 가장 낮은 꼭짓점이 바닥을 뚫으면
// 접촉점 속도를 반사하며 DICE_RESTITUTION 을 곱한다. 튕김 정점 높이가 e^2 비율로 줄어드는 것이 오른쪽 막대다.
var T_BOUNCE = '튕김 횟수';
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var die: Die = newDie(0, -3.4, 3.4, -1.8, 2.6);
var rng: RandFn = seedRand(DICE_SEED + 2);
var trail: Vec[] = [];
var rings: number[][] = [];
var apex: number[] = [];
var prevVy = 0;
var lastSettle = 0;
function sceneInit(): void { die.phase = PH_IDLE; }
function sceneRoll(manual: boolean): void {
launch(die, rng, -3.2, rng() * 2.2 - 0.6, 3.6, 0.2, 3.4, 15);
trail = []; apex = []; prevVy = 0;
setStatus(T_BOUNCE, '0', true);
}
function sceneDone(): boolean { return die.phase === PH_HOLD; }
function sceneFinish(): void { setStatus(T_RESULT, String(die.result), true); }
function stepWorld(): void {
if (die.phase === PH_IDLE) return;
var wasFly = die.phase === PH_FLY;
stepDie(die);
if (wasFly) {
if (prevVy > 0 && die.v[1] <= 0 && die.p[1] > DIE_HALF + 0.05) apex.push(die.p[1] - DIE_HALF);
prevVy = die.v[1];
if (Math.round(die.t / FIXED_DT) % 2 === 0) { trail.push([die.p[0], die.p[1], die.p[2]]); if (trail.length > 60) trail.shift(); }
}
if (die.hit > 0) { rings.push([die.hx, die.hz, elapsed]); die.hit = 0; }
var live: number[][] = [];
for (var i = 0; i < rings.length; i += 1) if (elapsed - rings[i][2] < 600) live.push(rings[i]);
rings = live;
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
else setStatus(T_BOUNCE, String(die.bounces), false);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld(): void {
drawStage(die.p[0], 0.8);
for (var i = 0; i < rings.length; i += 1) {
var f = (elapsed - rings[i][2]) / 600;
var s = scr([rings[i][0], 0, rings[i][1]]);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.4);
ctx.beginPath(); ctx.arc(0, 0, s[2] * (0.5 + f * 2.2), 0, 6.2832);
ctx.strokeStyle = 'rgba(255,255,255,' + (0.8 * (1 - f)) + ')'; ctx.lineWidth = 2.5; ctx.stroke();
ctx.restore();
}
for (var t = 0; t < trail.length; t += 1) {
var q = scr(trail[t]);
ctx.beginPath(); ctx.arc(q[0], q[1], 1 + 2.2 * t / trail.length, 0, 6.2832);
ctx.fillStyle = 'rgba(255,255,255,' + (0.1 + 0.55 * t / trail.length) + ')'; ctx.fill();
}
if (die.phase !== PH_IDLE) {
drawShadow(die, 1);
drawDie(die, -1, 1);
}
// 튕김 정점 높이 막대: 낮아지는 비율이 반발 계수의 제곱에 가깝다
ctx.fillStyle = 'rgba(255,255,255,0.14)';
ctx.fillRect(196, STRIP_BASE - BAR_MAX - 3, 116, BAR_MAX + 5);
for (var k = 0; k < apex.length && k < 7; k += 1) {
var h = clamp(apex[k] / 2.4, 0.04, 1) * BAR_MAX;
ctx.fillStyle = k === apex.length - 1 ? '#ff9ebb' : '#c9b8ff';
ctx.fillRect(202 + k * 15, STRIP_BASE - h, 11, h);
}
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="던진 주사위에 중력을 더해 포물선을 그리게 하고, 바닥에 닿을 때마다 접촉 속도에 반발 계수를 곱해 튕김 정점 높이가 줄어드는 모습을 그림자와 궤적 점과 함께 그린다." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>굴리는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>던진 주사위에 중력을 더해 포물선을 그리게 하고, 바닥에 닿을 때마다 접촉 속도에 반발 계수를 곱해 튕김 정점 높이가 줄어드는 모습을 그림자와 궤적 점과 함께 그린다.</p>
</div>
</main>
);
}02 · 포물선으로 던져 바닥에서 튕기는 주사위 — 측정 누적면적 23.341% · 움직인 프레임 21/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
03멈추며 윗면 숫자를 읽어 내는 주사위
settleStep() 은 여섯 면 법선 가운데 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 위를 볼 때까지 남은 각도의 SETTLE_RATE 0.16 만큼씩 걸음마다 돌린다. 던진 지 SETTLE_AFTER_MS 2000ms 가 지나거나 세 번 튕긴 뒤 속도가 충분히 줄면 멈추기로 넘어가며, 그 전에도 readNormals() 가 여섯 눈의 법선 y 를 막대로 보여 준다. 이 장면은 누적면적 13.4%·평균 강도 65.7·18/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="회전이 느려질 때 여섯 면의 법선 중 위쪽을 가장 많이 향한 면을 골라 그 눈 수를 결과로 읽고, 방향을 그 면이 정확히 위로 오도록 서서히 보정한다."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">굴리는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">회전이 느려질 때 여섯 면의 법선 중 위쪽을 가장 많이 향한 면을 골라 그 눈 수를 결과로 읽고, 방향을 그 면이 정확히 위로 오도록 서서히 보정한다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 여섯 면의 월드 법선 n 중 n.y 가 가장 큰 면이 윗면이다. 회전이 느려지면 그 면의 n 과 (0,1,0) 사이 각도를
// 매 걸음 SETTLE_RATE 비율만큼 줄이는 회전을 곱해(남은 각도의 지수 보정) 면이 정확히 위를 보게 한다.
var T_TOP = '윗면';
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var die = newDie(1, -2.2, 2.2, -1.2, 2.0);
var rng = seedRand(DICE_SEED + 3);
var normY = [0, 0, 0, 0, 0, 0];
var bestIdx = 0;
function sceneInit() { die.phase = PH_IDLE; }
function sceneRoll(manual) {
launch(die, rng, -1.4, rng() * 1.6 - 0.2, 1.8, 0.3, 2.4, 17);
setStatus(T_ROLLING, '', true);
}
function sceneDone() { return die.phase === PH_HOLD; }
function sceneFinish() { setStatus(T_RESULT, String(die.result), true); }
function readNormals() {
bestIdx = 0;
for (var f = 0; f < 6; f += 1) {
var ny = die.R[3] * FACE_N[f][0] + die.R[4] * FACE_N[f][1] + die.R[5] * FACE_N[f][2];
normY[FACE_VAL[f] - 1] = ny;
if (ny > die.R[3] * FACE_N[bestIdx][0] + die.R[4] * FACE_N[bestIdx][1] + die.R[5] * FACE_N[bestIdx][2]) bestIdx = f;
}
}
function stepWorld() {
if (die.phase === PH_IDLE) return;
stepDie(die);
readNormals();
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
else if (die.phase === PH_SETTLE || die.bounces > 0) setStatus(T_TOP, String(FACE_VAL[bestIdx]), false);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld() {
drawStage(die.p[0], 0.8);
if (die.phase === PH_IDLE) return;
drawShadow(die, 1);
var showHi = die.bounces > 0 || die.phase !== PH_FLY;
drawDie(die, showHi ? bestIdx : -1, 1);
if (showHi) {
var nw = matVec(die.R, FACE_N[bestIdx]);
var a = scr([die.p[0] + nw[0] * DIE_HALF, die.p[1] + nw[1] * DIE_HALF, die.p[2] + nw[2] * DIE_HALF]);
var b = scr([die.p[0] + nw[0] * (DIE_HALF + 1.5), die.p[1] + nw[1] * (DIE_HALF + 1.5), die.p[2] + nw[2] * (DIE_HALF + 1.5)]);
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(b[0], b[1]);
ctx.strokeStyle = '#fff4b0'; ctx.lineWidth = 2.4; ctx.lineCap = 'round'; ctx.stroke();
ctx.beginPath(); ctx.arc(b[0], b[1], 3.4, 0, 6.2832); ctx.fillStyle = '#fff4b0'; ctx.fill();
}
// 여섯 면의 법선 y 막대: 가장 큰 막대가 윗면, 보정이 끝나면 1.0 에 닿는다
ctx.fillStyle = 'rgba(255,255,255,0.14)';
ctx.fillRect(84, STRIP_BASE - BAR_MAX - 3, 152, BAR_MAX + 17);
ctx.font = '8px sans-serif';
ctx.textAlign = 'center';
for (var v = 0; v < 6; v += 1) {
var h = Math.max(0, normY[v]) * BAR_MAX;
ctx.fillStyle = (v + 1) === FACE_VAL[bestIdx] ? '#ff9ebb' : '#c9b8ff';
ctx.fillRect(92 + v * 24, STRIP_BASE - h, 16, h);
ctx.fillStyle = 'rgba(255,255,255,0.85)';
ctx.fillText(String(v + 1), 100 + v * 24, STRIP_BASE + 9);
}
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneSettleTopFaceRead.module.scss";
export default function SpinDiceSceneSettleTopFaceRead() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 여섯 면의 월드 법선 n 중 n.y 가 가장 큰 면이 윗면이다. 회전이 느려지면 그 면의 n 과 (0,1,0) 사이 각도를
// 매 걸음 SETTLE_RATE 비율만큼 줄이는 회전을 곱해(남은 각도의 지수 보정) 면이 정확히 위를 보게 한다.
var T_TOP = '윗면';
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var die: Die = newDie(1, -2.2, 2.2, -1.2, 2.0);
var rng: RandFn = seedRand(DICE_SEED + 3);
var normY: number[] = [0, 0, 0, 0, 0, 0];
var bestIdx = 0;
function sceneInit(): void { die.phase = PH_IDLE; }
function sceneRoll(manual: boolean): void {
launch(die, rng, -1.4, rng() * 1.6 - 0.2, 1.8, 0.3, 2.4, 17);
setStatus(T_ROLLING, '', true);
}
function sceneDone(): boolean { return die.phase === PH_HOLD; }
function sceneFinish(): void { setStatus(T_RESULT, String(die.result), true); }
function readNormals(): void {
bestIdx = 0;
for (var f = 0; f < 6; f += 1) {
var ny = die.R[3] * FACE_N[f][0] + die.R[4] * FACE_N[f][1] + die.R[5] * FACE_N[f][2];
normY[FACE_VAL[f] - 1] = ny;
if (ny > die.R[3] * FACE_N[bestIdx][0] + die.R[4] * FACE_N[bestIdx][1] + die.R[5] * FACE_N[bestIdx][2]) bestIdx = f;
}
}
function stepWorld(): void {
if (die.phase === PH_IDLE) return;
stepDie(die);
readNormals();
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
else if (die.phase === PH_SETTLE || die.bounces > 0) setStatus(T_TOP, String(FACE_VAL[bestIdx]), false);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld(): void {
drawStage(die.p[0], 0.8);
if (die.phase === PH_IDLE) return;
drawShadow(die, 1);
var showHi = die.bounces > 0 || die.phase !== PH_FLY;
drawDie(die, showHi ? bestIdx : -1, 1);
if (showHi) {
var nw = matVec(die.R, FACE_N[bestIdx]);
var a = scr([die.p[0] + nw[0] * DIE_HALF, die.p[1] + nw[1] * DIE_HALF, die.p[2] + nw[2] * DIE_HALF]);
var b = scr([die.p[0] + nw[0] * (DIE_HALF + 1.5), die.p[1] + nw[1] * (DIE_HALF + 1.5), die.p[2] + nw[2] * (DIE_HALF + 1.5)]);
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(b[0], b[1]);
ctx.strokeStyle = '#fff4b0'; ctx.lineWidth = 2.4; ctx.lineCap = 'round'; ctx.stroke();
ctx.beginPath(); ctx.arc(b[0], b[1], 3.4, 0, 6.2832); ctx.fillStyle = '#fff4b0'; ctx.fill();
}
// 여섯 면의 법선 y 막대: 가장 큰 막대가 윗면, 보정이 끝나면 1.0 에 닿는다
ctx.fillStyle = 'rgba(255,255,255,0.14)';
ctx.fillRect(84, STRIP_BASE - BAR_MAX - 3, 152, BAR_MAX + 17);
ctx.font = '8px sans-serif';
ctx.textAlign = 'center';
for (var v = 0; v < 6; v += 1) {
var h = Math.max(0, normY[v]) * BAR_MAX;
ctx.fillStyle = (v + 1) === FACE_VAL[bestIdx] ? '#ff9ebb' : '#c9b8ff';
ctx.fillRect(92 + v * 24, STRIP_BASE - h, 16, h);
ctx.fillStyle = 'rgba(255,255,255,0.85)';
ctx.fillText(String(v + 1), 100 + v * 24, STRIP_BASE + 9);
}
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="회전이 느려질 때 여섯 면의 법선 중 위쪽을 가장 많이 향한 면을 골라 그 눈 수를 결과로 읽고, 방향을 그 면이 정확히 위로 오도록 서서히 보정한다." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>굴리는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>회전이 느려질 때 여섯 면의 법선 중 위쪽을 가장 많이 향한 면을 골라 그 눈 수를 결과로 읽고, 방향을 그 면이 정확히 위로 오도록 서서히 보정한다.</p>
</div>
</main>
);
}03 · 멈추며 윗면 숫자를 읽어 내는 주사위 — 측정 누적면적 13.378% · 움직인 프레임 18/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
04시드로 같은 순서를 되풀이하는 주사위
seedRand() 의 선형 합동 수열이 던질 때마다의 위치·속도·회전을 정해진 순서로 뽑는다. 시작할 때 보이지 않게 SEQ_LEN 6 번을 미리 굴려 윗줄에 깔아 두고, 지금 굴리는 아랫줄과 눈이 같으면 칩 테두리를 민트로 바꿔 같은 시드가 같은 순서를 낸다는 것을 눈으로 확인하게 한다. 이 장면은 누적면적 18.2%·평균 강도 66.1·19/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="선형 합동 수열로 던질 때마다의 초기 회전과 속도를 정해, 같은 시드면 같은 눈이 같은 순서로 나오는 것을 미리 계산해 둔 윗줄과 지금 굴리는 아랫줄의 눈 이력으로 견줘 보인다."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">굴리는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">선형 합동 수열로 던질 때마다의 초기 회전과 속도를 정해, 같은 시드면 같은 눈이 같은 순서로 나오는 것을 미리 계산해 둔 윗줄과 지금 굴리는 아랫줄의 눈 이력으로 견줘 보인다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 선형 합동 수열 s = s * 1664525 + 1013904223 (mod 2^32) 이 던질 때마다의 각도·속도·회전을 순서대로 뽑는다.
// 같은 DICE_SEED 로 다시 시작하면 같은 수열이 나오므로, 먼저 한 바퀴를 보이지 않게 계산해 위 줄에 깔아 두고 아래 줄과 견준다.
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var SEQ_LEN = 6;
var die = newDie(2, -3.0, 3.0, -1.6, 2.4);
var rng = seedRand(DICE_SEED);
var throwNo = 0;
var prevRun = [];
var curRun = [];
function seqThrow(d, rnd) {
launch(d, rnd, -2.8, rnd() * 2.4 - 0.8, 3.2, 0.1, 3.0, 14);
}
function sceneInit() {
var r2 = seedRand(DICE_SEED);
var tmp = newDie(2, -3.0, 3.0, -1.6, 2.4);
for (var k = 0; k < SEQ_LEN; k += 1) { seqThrow(tmp, r2); prevRun.push(runUntilHold(tmp)); }
die.phase = PH_IDLE;
}
function sceneRoll(manual) {
if (throwNo % SEQ_LEN === 0) { rng = seedRand(DICE_SEED); curRun = []; }
throwNo += 1;
seqThrow(die, rng);
setStatus(T_ROLLING, '', true);
}
function sceneDone() { return die.phase === PH_HOLD; }
function sceneFinish() { setStatus(T_RESULT, String(die.result), true); }
var recorded = -1;
function stepWorld() {
if (die.phase === PH_IDLE) return;
stepDie(die);
if (die.phase === PH_HOLD && recorded !== throwNo) {
recorded = throwNo;
curRun.push(die.result);
setStatus(T_RESULT, String(die.result), true);
}
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld() {
drawStage(die.p[0], 0.8);
if (die.phase !== PH_IDLE) { drawShadow(die, 1); drawDie(die, -1, 1); }
for (var k = 0; k < SEQ_LEN; k += 1) {
var x = 104 + k * 17;
drawChip(x, STRIP_BASE - 22, 12, prevRun[k] || 0, 3, false);
var got = curRun[k] || 0;
drawChip(x, STRIP_BASE - 8, 12, got, 2, got > 0 && got === prevRun[k]);
}
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneSeededSequence.module.scss";
export default function SpinDiceSceneSeededSequence() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 선형 합동 수열 s = s * 1664525 + 1013904223 (mod 2^32) 이 던질 때마다의 각도·속도·회전을 순서대로 뽑는다.
// 같은 DICE_SEED 로 다시 시작하면 같은 수열이 나오므로, 먼저 한 바퀴를 보이지 않게 계산해 위 줄에 깔아 두고 아래 줄과 견준다.
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var SEQ_LEN = 6;
var die: Die = newDie(2, -3.0, 3.0, -1.6, 2.4);
var rng: RandFn = seedRand(DICE_SEED);
var throwNo = 0;
var prevRun: number[] = [];
var curRun: number[] = [];
function seqThrow(d: Die, rnd: RandFn): void {
launch(d, rnd, -2.8, rnd() * 2.4 - 0.8, 3.2, 0.1, 3.0, 14);
}
function sceneInit(): void {
var r2: RandFn = seedRand(DICE_SEED);
var tmp: Die = newDie(2, -3.0, 3.0, -1.6, 2.4);
for (var k = 0; k < SEQ_LEN; k += 1) { seqThrow(tmp, r2); prevRun.push(runUntilHold(tmp)); }
die.phase = PH_IDLE;
}
function sceneRoll(manual: boolean): void {
if (throwNo % SEQ_LEN === 0) { rng = seedRand(DICE_SEED); curRun = []; }
throwNo += 1;
seqThrow(die, rng);
setStatus(T_ROLLING, '', true);
}
function sceneDone(): boolean { return die.phase === PH_HOLD; }
function sceneFinish(): void { setStatus(T_RESULT, String(die.result), true); }
var recorded = -1;
function stepWorld(): void {
if (die.phase === PH_IDLE) return;
stepDie(die);
if (die.phase === PH_HOLD && recorded !== throwNo) {
recorded = throwNo;
curRun.push(die.result);
setStatus(T_RESULT, String(die.result), true);
}
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld(): void {
drawStage(die.p[0], 0.8);
if (die.phase !== PH_IDLE) { drawShadow(die, 1); drawDie(die, -1, 1); }
for (var k = 0; k < SEQ_LEN; k += 1) {
var x = 104 + k * 17;
drawChip(x, STRIP_BASE - 22, 12, prevRun[k] || 0, 3, false);
var got = curRun[k] || 0;
drawChip(x, STRIP_BASE - 8, 12, got, 2, got > 0 && got === prevRun[k]);
}
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="선형 합동 수열로 던질 때마다의 초기 회전과 속도를 정해, 같은 시드면 같은 눈이 같은 순서로 나오는 것을 미리 계산해 둔 윗줄과 지금 굴리는 아랫줄의 눈 이력으로 견줘 보인다." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>굴리는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>선형 합동 수열로 던질 때마다의 초기 회전과 속도를 정해, 같은 시드면 같은 눈이 같은 순서로 나오는 것을 미리 계산해 둔 윗줄과 지금 굴리는 아랫줄의 눈 이력으로 견줘 보인다.</p>
</div>
</main>
);
}04 · 시드로 같은 순서를 되풀이하는 주사위 — 측정 누적면적 18.185% · 움직인 프레임 19/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
function seqThrow(d, rnd) {
launch(d, rnd, -2.8, rnd() * 2.4 - 0.8, 3.2, 0.1, 3.0, 14);
}
function sceneInit() {
var r2 = seedRand(DICE_SEED);
var tmp = newDie(2, -3.0, 3.0, -1.6, 2.4);
for (var k = 0; k < SEQ_LEN; k += 1) { seqThrow(tmp, r2); prevRun.push(runUntilHold(tmp)); }
die.phase = PH_IDLE;
}
function sceneRoll(manual) {
if (throwNo % SEQ_LEN === 0) { rng = seedRand(DICE_SEED); curRun = []; }
throwNo += 1;
seqThrow(die, rng);
setStatus(T_ROLLING, '', true);
}
05두 주사위 합을 막대로 쌓는 장면
throwBoth() 가 두 주사위를 양쪽에서 마주 던지고 눈의 합을 counts 에 쌓아 막대로 보여 주며, 시작할 때 PRELOAD_ROLLS 24 번을 미리 굴려 막대가 비어 있지 않게 한다. 두 주사위 사이에는 충돌 검사가 없어서 구역을 좌우로 갈라 서로 지나치지 않게 했다. 이 장면은 누적면적 20.5%·평균 강도 69.3·20/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="두 주사위를 양쪽에서 굴려 눈의 합을 구하고, 미리 24번 굴려 쌓아 둔 2부터 12까지의 막대에 한 칸씩 더해 가운데가 높은 분포가 자라는 모습을 보인다."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">굴리는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">두 주사위를 양쪽에서 굴려 눈의 합을 구하고, 미리 24번 굴려 쌓아 둔 2부터 12까지의 막대에 한 칸씩 더해 가운데가 높은 분포가 자라는 모습을 보인다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 두 주사위가 각자 윗면을 읽어 낸 값의 합 s(2~12) 를 칸마다 세어 막대 높이로 쌓는다.
// 시작할 때 보이지 않게 같은 물리로 PRELOAD_ROLLS 번을 먼저 굴려 두므로, 가운데가 높은 분포가 처음부터 자라고 있다.
var T_SUM = '합계';
var T_ROLLING = '굴리는 중';
var PRELOAD_ROLLS = 24;
var dieA = newDie(0, -3.4, -0.6, -1.6, 2.4);
var dieB = newDie(3, 0.6, 3.4, -1.6, 2.4);
var rng = seedRand(DICE_SEED + 5);
var counts = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
var barH = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
var lastSum = 0;
var counted = true;
function throwBoth(a, b, rnd) {
launch(a, rnd, -3.0, rnd() * 2.2 - 0.6, 3.0, 0.2, 3.0, 14);
launch(b, rnd, 3.0, rnd() * 2.2 - 0.6, -3.0, 0.2, 3.0, 14);
}
function sceneInit() {
var ta = newDie(0, -3.4, -0.6, -1.6, 2.4);
var tb = newDie(3, 0.6, 3.4, -1.6, 2.4);
for (var k = 0; k < PRELOAD_ROLLS; k += 1) {
throwBoth(ta, tb, rng);
counts[runUntilHold(ta) + runUntilHold(tb)] += 1;
}
for (var s = 2; s <= 12; s += 1) barH[s] = counts[s];
dieA.phase = PH_IDLE; dieB.phase = PH_IDLE;
}
function sceneRoll(manual) {
throwBoth(dieA, dieB, rng);
counted = false;
setStatus(T_ROLLING, '', true);
}
function sceneDone() { return dieA.phase === PH_HOLD && dieB.phase === PH_HOLD; }
function sceneFinish() { setStatus(T_SUM, String(lastSum), true); }
function stepWorld() {
if (dieA.phase === PH_IDLE) return;
stepDie(dieA); stepDie(dieB);
if (!counted && sceneDone()) {
counted = true;
lastSum = dieA.result + dieB.result;
counts[lastSum] += 1;
setStatus(T_SUM, String(lastSum), true);
}
for (var s = 2; s <= 12; s += 1) barH[s] += (counts[s] - barH[s]) * 0.18;
if (counted && demo && dieA.hold >= HOLD_MS && dieB.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld() {
drawStage(0, 0.8);
if (dieA.phase !== PH_IDLE) {
var order = camPoint(dieA.p)[2] > camPoint(dieB.p)[2] ? [dieA, dieB] : [dieB, dieA];
drawShadow(dieA, 1); drawShadow(dieB, 1);
drawDie(order[0], -1, 1); drawDie(order[1], -1, 1);
}
var mx = 6;
for (var s = 2; s <= 12; s += 1) if (counts[s] > mx) mx = counts[s];
ctx.fillStyle = 'rgba(255,255,255,0.14)';
ctx.fillRect(70, STRIP_BASE - BAR_MAX - 3, 184, BAR_MAX + 17);
ctx.font = '8px sans-serif';
ctx.textAlign = 'center';
for (var b = 2; b <= 12; b += 1) {
var h = barH[b] / mx * BAR_MAX;
ctx.fillStyle = (counted && b === lastSum) ? '#ff9ebb' : '#c9b8ff';
ctx.fillRect(76 + (b - 2) * 16.4, STRIP_BASE - h, 12, h);
ctx.fillStyle = 'rgba(255,255,255,0.85)';
ctx.fillText(String(b), 82 + (b - 2) * 16.4, STRIP_BASE + 9);
}
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneTwoDiceSumBars.module.scss";
export default function SpinDiceSceneTwoDiceSumBars() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 두 주사위가 각자 윗면을 읽어 낸 값의 합 s(2~12) 를 칸마다 세어 막대 높이로 쌓는다.
// 시작할 때 보이지 않게 같은 물리로 PRELOAD_ROLLS 번을 먼저 굴려 두므로, 가운데가 높은 분포가 처음부터 자라고 있다.
var T_SUM = '합계';
var T_ROLLING = '굴리는 중';
var PRELOAD_ROLLS = 24;
var dieA: Die = newDie(0, -3.4, -0.6, -1.6, 2.4);
var dieB: Die = newDie(3, 0.6, 3.4, -1.6, 2.4);
var rng: RandFn = seedRand(DICE_SEED + 5);
var counts: number[] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
var barH: number[] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
var lastSum = 0;
var counted = true;
function throwBoth(a: Die, b: Die, rnd: RandFn): void {
launch(a, rnd, -3.0, rnd() * 2.2 - 0.6, 3.0, 0.2, 3.0, 14);
launch(b, rnd, 3.0, rnd() * 2.2 - 0.6, -3.0, 0.2, 3.0, 14);
}
function sceneInit(): void {
var ta: Die = newDie(0, -3.4, -0.6, -1.6, 2.4);
var tb: Die = newDie(3, 0.6, 3.4, -1.6, 2.4);
for (var k = 0; k < PRELOAD_ROLLS; k += 1) {
throwBoth(ta, tb, rng);
counts[runUntilHold(ta) + runUntilHold(tb)] += 1;
}
for (var s = 2; s <= 12; s += 1) barH[s] = counts[s];
dieA.phase = PH_IDLE; dieB.phase = PH_IDLE;
}
function sceneRoll(manual: boolean): void {
throwBoth(dieA, dieB, rng);
counted = false;
setStatus(T_ROLLING, '', true);
}
function sceneDone(): boolean { return dieA.phase === PH_HOLD && dieB.phase === PH_HOLD; }
function sceneFinish(): void { setStatus(T_SUM, String(lastSum), true); }
function stepWorld(): void {
if (dieA.phase === PH_IDLE) return;
stepDie(dieA); stepDie(dieB);
if (!counted && sceneDone()) {
counted = true;
lastSum = dieA.result + dieB.result;
counts[lastSum] += 1;
setStatus(T_SUM, String(lastSum), true);
}
for (var s = 2; s <= 12; s += 1) barH[s] += (counts[s] - barH[s]) * 0.18;
if (counted && demo && dieA.hold >= HOLD_MS && dieB.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld(): void {
drawStage(0, 0.8);
if (dieA.phase !== PH_IDLE) {
var order: Die[] = camPoint(dieA.p)[2] > camPoint(dieB.p)[2] ? [dieA, dieB] : [dieB, dieA];
drawShadow(dieA, 1); drawShadow(dieB, 1);
drawDie(order[0], -1, 1); drawDie(order[1], -1, 1);
}
var mx = 6;
for (var s = 2; s <= 12; s += 1) if (counts[s] > mx) mx = counts[s];
ctx.fillStyle = 'rgba(255,255,255,0.14)';
ctx.fillRect(70, STRIP_BASE - BAR_MAX - 3, 184, BAR_MAX + 17);
ctx.font = '8px sans-serif';
ctx.textAlign = 'center';
for (var b = 2; b <= 12; b += 1) {
var h = barH[b] / mx * BAR_MAX;
ctx.fillStyle = (counted && b === lastSum) ? '#ff9ebb' : '#c9b8ff';
ctx.fillRect(76 + (b - 2) * 16.4, STRIP_BASE - h, 12, h);
ctx.fillStyle = 'rgba(255,255,255,0.85)';
ctx.fillText(String(b), 82 + (b - 2) * 16.4, STRIP_BASE + 9);
}
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="두 주사위를 양쪽에서 굴려 눈의 합을 구하고, 미리 24번 굴려 쌓아 둔 2부터 12까지의 막대에 한 칸씩 더해 가운데가 높은 분포가 자라는 모습을 보인다." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>굴리는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>두 주사위를 양쪽에서 굴려 눈의 합을 구하고, 미리 24번 굴려 쌓아 둔 2부터 12까지의 막대에 한 칸씩 더해 가운데가 높은 분포가 자라는 모습을 보인다.</p>
</div>
</main>
);
}05 · 두 주사위 합을 막대로 쌓는 장면 — 측정 누적면적 20.543% · 움직인 프레임 20/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
function throwBoth(a, b, rnd) {
launch(a, rnd, -3.0, rnd() * 2.2 - 0.6, 3.0, 0.2, 3.0, 14);
launch(b, rnd, 3.0, rnd() * 2.2 - 0.6, -3.0, 0.2, 3.0, 14);
}
function sceneInit() {
var ta = newDie(0, -3.4, -0.6, -1.6, 2.4);
var tb = newDie(3, 0.6, 3.4, -1.6, 2.4);
for (var k = 0; k < PRELOAD_ROLLS; k += 1) {
throwBoth(ta, tb, rng);
counts[runUntilHold(ta) + runUntilHold(tb)] += 1;
}
for (var s = 2; s <= 12; s += 1) barH[s] = counts[s];
dieA.phase = PH_IDLE; dieB.phase = PH_IDLE;
}
06구른 자국과 먼지가 바닥에 남는 주사위
spawnDust() 가 충격 속도에 비례해 입자 7~17 개를 흩뿌리고 충격점을 바닥 얼룩으로 남기며, 그림자 점이 지나간 경로는 DUST_FADE_MS 3600ms 동안 옅어지는 선으로 그린다. 자국은 다음 던지기까지 남아 서서히 사라진다. 이 장면은 누적면적 18.8%·평균 강도 52.5·23/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="바닥에 닿는 지점마다 작은 먼지 입자를 흩뿌리고 구른 경로를 옅은 선으로 남겨, 던진 뒤의 흔적이 천천히 사라지는 장면을 그린다."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">굴리는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">바닥에 닿는 지점마다 작은 먼지 입자를 흩뿌리고 구른 경로를 옅은 선으로 남겨, 던진 뒤의 흔적이 천천히 사라지는 장면을 그린다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 바닥에 닿는 걸음마다 충격 속도에 비례한 개수의 먼지 입자를 시드 난수로 흩뿌리고(수평 퍼짐·위로 솟음·중력·마찰),
// 그림자 점의 경로를 DUST_FADE_MS 동안 옅어지는 선으로 바닥에 남긴다. 입자·자국 모두 수명(age)으로만 투명도를 정한다.
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var DUST_FADE_MS = 3600;
var die = newDie(1, -3.4, 3.4, -1.8, 2.6);
var rng = seedRand(DICE_SEED + 6);
var dustRng = seedRand(DICE_SEED + 60);
var dust = [];
var path = [];
var marks = [];
function sceneInit() { die.phase = PH_IDLE; }
function sceneRoll(manual) {
launch(die, rng, -3.2, rng() * 2.4 - 0.8, 3.8, 0.3, 3.2, 15);
setStatus(T_ROLLING, '', true);
}
function sceneDone() { return die.phase === PH_HOLD; }
function sceneFinish() { setStatus(T_RESULT, String(die.result), true); }
function spawnDust(x, z, speed) {
var n = 7 + Math.min(10, Math.round(speed * 1.1));
for (var i = 0; i < n; i += 1) {
var an = dustRng() * 6.2832, sp = 0.6 + dustRng() * 1.8;
dust.push({ x: x, y: 0.05, z: z, vx: Math.cos(an) * sp, vy: 0.8 + dustRng() * 1.8, vz: Math.sin(an) * sp, born: elapsed, life: 900 + dustRng() * 700, size: 0.07 + dustRng() * 0.11 });
}
marks.push([x, z, elapsed, 0.3 + Math.min(0.5, speed * 0.04)]);
if (marks.length > 24) marks.shift();
}
function stepWorld() {
if (die.phase === PH_IDLE) return;
stepDie(die);
if (die.phase !== PH_HOLD && Math.round(die.t / FIXED_DT) % 3 === 0) { path.push([die.p[0], die.p[2], elapsed]); if (path.length > 90) path.shift(); }
if (die.hit > 0) { spawnDust(die.hx, die.hz, die.hit); die.hit = 0; }
var live = [];
for (var i = 0; i < dust.length; i += 1) {
var p = dust[i];
if (elapsed - p.born > p.life) continue;
p.vy -= 3.2 * dtS; p.vx *= 0.97; p.vz *= 0.97;
p.x += p.vx * dtS; p.y = Math.max(0, p.y + p.vy * dtS); p.z += p.vz * dtS;
live.push(p);
}
dust = live;
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld() {
drawStage(die.p[0], 0.8);
ctx.lineCap = 'round';
for (var i = 1; i < path.length; i += 1) {
var age = (elapsed - path[i][2]) / DUST_FADE_MS;
if (age >= 1) continue;
var a = scr([path[i - 1][0], 0, path[i - 1][1]]), b = scr([path[i][0], 0, path[i][1]]);
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(b[0], b[1]);
ctx.strokeStyle = 'rgba(95,70,150,' + (0.5 * (1 - age)) + ')'; ctx.lineWidth = b[2] * 0.3 * (1 - age * 0.6); ctx.stroke();
}
for (var m = 0; m < marks.length; m += 1) {
var f = (elapsed - marks[m][2]) / (DUST_FADE_MS + 800);
if (f >= 1) continue;
var s = scr([marks[m][0], 0, marks[m][1]]);
ctx.save(); ctx.translate(s[0], s[1]); ctx.scale(1, 0.4);
ctx.beginPath(); ctx.arc(0, 0, s[2] * marks[m][3], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,' + (0.34 * (1 - f)) + ')'; ctx.fill();
ctx.restore();
}
if (die.phase !== PH_IDLE) { drawShadow(die, 1); drawDie(die, -1, 1); }
for (var d = 0; d < dust.length; d += 1) {
var q = dust[d];
var t = (elapsed - q.born) / q.life;
var sp = scr([q.x, q.y, q.z]);
ctx.beginPath(); ctx.arc(sp[0], sp[1], sp[2] * q.size * (1 + t * 1.6), 0, 6.2832);
ctx.fillStyle = 'rgba(255,248,230,' + (0.85 * (1 - t)) + ')'; ctx.fill();
}
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneDustTrailFloor.module.scss";
export default function SpinDiceSceneDustTrailFloor() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 바닥에 닿는 걸음마다 충격 속도에 비례한 개수의 먼지 입자를 시드 난수로 흩뿌리고(수평 퍼짐·위로 솟음·중력·마찰),
// 그림자 점의 경로를 DUST_FADE_MS 동안 옅어지는 선으로 바닥에 남긴다. 입자·자국 모두 수명(age)으로만 투명도를 정한다.
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var DUST_FADE_MS = 3600;
type Dust = { x: number; y: number; z: number; vx: number; vy: number; vz: number; born: number; life: number; size: number };
var die: Die = newDie(1, -3.4, 3.4, -1.8, 2.6);
var rng: RandFn = seedRand(DICE_SEED + 6);
var dustRng: RandFn = seedRand(DICE_SEED + 60);
var dust: Dust[] = [];
var path: number[][] = [];
var marks: number[][] = [];
function sceneInit(): void { die.phase = PH_IDLE; }
function sceneRoll(manual: boolean): void {
launch(die, rng, -3.2, rng() * 2.4 - 0.8, 3.8, 0.3, 3.2, 15);
setStatus(T_ROLLING, '', true);
}
function sceneDone(): boolean { return die.phase === PH_HOLD; }
function sceneFinish(): void { setStatus(T_RESULT, String(die.result), true); }
function spawnDust(x: number, z: number, speed: number): void {
var n = 7 + Math.min(10, Math.round(speed * 1.1));
for (var i = 0; i < n; i += 1) {
var an = dustRng() * 6.2832, sp = 0.6 + dustRng() * 1.8;
dust.push({ x: x, y: 0.05, z: z, vx: Math.cos(an) * sp, vy: 0.8 + dustRng() * 1.8, vz: Math.sin(an) * sp, born: elapsed, life: 900 + dustRng() * 700, size: 0.07 + dustRng() * 0.11 });
}
marks.push([x, z, elapsed, 0.3 + Math.min(0.5, speed * 0.04)]);
if (marks.length > 24) marks.shift();
}
function stepWorld(): void {
if (die.phase === PH_IDLE) return;
stepDie(die);
if (die.phase !== PH_HOLD && Math.round(die.t / FIXED_DT) % 3 === 0) { path.push([die.p[0], die.p[2], elapsed]); if (path.length > 90) path.shift(); }
if (die.hit > 0) { spawnDust(die.hx, die.hz, die.hit); die.hit = 0; }
var live: Dust[] = [];
for (var i = 0; i < dust.length; i += 1) {
var p = dust[i];
if (elapsed - p.born > p.life) continue;
p.vy -= 3.2 * dtS; p.vx *= 0.97; p.vz *= 0.97;
p.x += p.vx * dtS; p.y = Math.max(0, p.y + p.vy * dtS); p.z += p.vz * dtS;
live.push(p);
}
dust = live;
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawWorld(): void {
drawStage(die.p[0], 0.8);
ctx.lineCap = 'round';
for (var i = 1; i < path.length; i += 1) {
var age = (elapsed - path[i][2]) / DUST_FADE_MS;
if (age >= 1) continue;
var a = scr([path[i - 1][0], 0, path[i - 1][1]]), b = scr([path[i][0], 0, path[i][1]]);
ctx.beginPath(); ctx.moveTo(a[0], a[1]); ctx.lineTo(b[0], b[1]);
ctx.strokeStyle = 'rgba(95,70,150,' + (0.5 * (1 - age)) + ')'; ctx.lineWidth = b[2] * 0.3 * (1 - age * 0.6); ctx.stroke();
}
for (var m = 0; m < marks.length; m += 1) {
var f = (elapsed - marks[m][2]) / (DUST_FADE_MS + 800);
if (f >= 1) continue;
var s = scr([marks[m][0], 0, marks[m][1]]);
ctx.save(); ctx.translate(s[0], s[1]); ctx.scale(1, 0.4);
ctx.beginPath(); ctx.arc(0, 0, s[2] * marks[m][3], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,' + (0.34 * (1 - f)) + ')'; ctx.fill();
ctx.restore();
}
if (die.phase !== PH_IDLE) { drawShadow(die, 1); drawDie(die, -1, 1); }
for (var d = 0; d < dust.length; d += 1) {
var q = dust[d];
var t = (elapsed - q.born) / q.life;
var sp = scr([q.x, q.y, q.z]);
ctx.beginPath(); ctx.arc(sp[0], sp[1], sp[2] * q.size * (1 + t * 1.6), 0, 6.2832);
ctx.fillStyle = 'rgba(255,248,230,' + (0.85 * (1 - t)) + ')'; ctx.fill();
}
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="바닥에 닿는 지점마다 작은 먼지 입자를 흩뿌리고 구른 경로를 옅은 선으로 남겨, 던진 뒤의 흔적이 천천히 사라지는 장면을 그린다." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>굴리는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>바닥에 닿는 지점마다 작은 먼지 입자를 흩뿌리고 구른 경로를 옅은 선으로 남겨, 던진 뒤의 흔적이 천천히 사라지는 장면을 그린다.</p>
</div>
</main>
);
}06 · 구른 자국과 먼지가 바닥에 남는 주사위 — 측정 누적면적 18.76% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
function spawnDust(x, z, speed) {
var n = 7 + Math.min(10, Math.round(speed * 1.1));
for (var i = 0; i < n; i += 1) {
var an = dustRng() * 6.2832, sp = 0.6 + dustRng() * 1.8;
dust.push({ x: x, y: 0.05, z: z, vx: Math.cos(an) * sp, vy: 0.8 + dustRng() * 1.8, vz: Math.sin(an) * sp, born: elapsed, life: 900 + dustRng() * 700, size: 0.07 + dustRng() * 0.11 });
}
marks.push([x, z, elapsed, 0.3 + Math.min(0.5, speed * 0.04)]);
if (marks.length > 24) marks.shift();
}
07컵 안에서 흔들리는 주사위
noise1() 은 시드 난수 256 개 표를 부드럽게 이어 읽는 값 노이즈이고, shakePose() 가 컵과 주사위의 위치·높이·기울기에 서로 다른 오프셋을 더한다. 진폭은 SHAKE_MS 1300ms 동안 흔든 시간 비율의 제곱으로 커지다가 주사위를 컵 밖으로 쏘아 올리고, 그 뒤로는 02 와 같은 물리가 이어받는다. 이 장면은 누적면적 24.3%·평균 강도 68.4·23/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="컵 안에서 주사위 위치와 각도에 노이즈 오프셋을 더해 덜그럭거리게 하다가, 흔들림 세기를 서서히 키워 컵 밖으로 튀어나가는 장면을 그린다."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">흔드는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">컵 안에서 주사위 위치와 각도에 노이즈 오프셋을 더해 덜그럭거리게 하다가, 흔들림 세기를 서서히 키워 컵 밖으로 튀어나가는 장면을 그린다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 컵 안 주사위의 위치·높이·기울기에 1차원 값 노이즈 오프셋(noise1)을 더한다. 진폭 amp 가 SHAKE_MS 동안 제곱 곡선으로 커지고,
// 끝나면 같은 주사위가 위로 솟구쳐 일반 물리(포물선·튕김·윗면 읽기)로 넘어간다. 컵은 앞벽이 주사위 아래쪽을 가리도록 뒤→주사위→앞 순서로 그린다.
var T_SHAKE = '흔드는 중';
var T_ROLLING = '굴리는 중';
var T_RESULT = '결과';
var SHAKE_MS = 1300;
var NOISE_FREQ = 9;
var CUP_X = -1.8, CUP_Z = -0.6, CUP_RIM_Y = 2.0;
var die = newDie(3, -3.4, 3.4, -1.8, 2.6);
var rng = seedRand(DICE_SEED + 7);
var perm = [];
(function () {
var nr = seedRand(DICE_SEED + 70);
for (var i = 0; i < 256; i += 1) perm.push(nr() * 2 - 1);
})();
function noise1(x) {
var i = Math.floor(x);
var f = x - i;
var s = f * f * (3 - 2 * f);
return lerp(perm[i & 255], perm[(i + 1) & 255], s);
}
var mode = 0;
var shakeT = 0;
var baseR = [1, 0, 0, 0, 1, 0, 0, 0, 1];
var introAt = 0, ejectAt = 0;
var cupDX = 0, cupLift = 0, ampNow = 0.1;
function sceneInit() { die.phase = PH_IDLE; }
function sceneRoll(manual) {
mode = 0; shakeT = 0; introAt = elapsed; ejectAt = 0;
baseR = rotAxis(randAxis(rng), rng() * 6.283);
die.phase = PH_IDLE; die.result = 0;
setStatus(T_SHAKE, '', true);
}
function sceneDone() { return mode === 1 && die.phase === PH_HOLD; }
function sceneFinish() { setStatus(T_RESULT, String(die.result), true); }
function shakePose() {
var t = elapsed / 1000 * NOISE_FREQ;
var I = clamp(shakeT / SHAKE_MS, 0, 1);
ampNow = 0.1 + 0.9 * I * I;
cupDX = noise1(t + 31) * ampNow * 0.5;
cupLift = Math.abs(noise1(t * 1.2 + 53)) * ampNow * 0.35;
var cx = CUP_X + cupDX;
die.p = [cx + noise1(t * 1.3 + 70) * ampNow * 0.7, 1.3 + cupLift + Math.abs(noise1(t * 1.1 + 110)) * ampNow * 0.9, CUP_Z + noise1(t * 1.2 + 150) * ampNow * 0.4];
die.R = matMul(rotAxis([0, 1, 0], noise1(t * 1.4 + 190) * ampNow), matMul(rotAxis([1, 0, 0], noise1(t * 1.5 + 230) * ampNow * 0.6), baseR));
}
function stepWorld() {
if (mode === 0) {
shakeT += FIXED_DT;
shakePose();
if (shakeT >= SHAKE_MS) {
mode = 1; ejectAt = elapsed;
var r0 = die.R, x0 = die.p[0], z0 = die.p[2];
launch(die, rng, x0, z0, 3.2, 0.2, 3.6, 16);
die.R = r0;
setStatus(T_ROLLING, '', true);
}
return;
}
stepDie(die);
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawCup(alpha, slide) {
var cx = CUP_X + cupDX - slide * 3.2, cz = CUP_Z;
var rc = scr([cx, CUP_RIM_Y + cupLift, cz]);
var rr = 1.6 * rc[2];
ctx.globalAlpha = alpha;
ctx.beginPath(); ctx.ellipse(rc[0], rc[1], rr, rr * 0.42, 0, 0, 6.2832);
ctx.fillStyle = '#6a5ba3'; ctx.fill();
ctx.globalAlpha = 1;
}
function drawCupFront(alpha, slide) {
var cx = CUP_X + cupDX - slide * 3.2, cz = CUP_Z;
var rc = scr([cx, CUP_RIM_Y + cupLift, cz]), bc = scr([cx, cupLift, cz]);
var rr = 1.6 * rc[2], rb = 1.15 * bc[2];
ctx.globalAlpha = alpha;
var g = ctx.createLinearGradient(rc[0] - rr, 0, rc[0] + rr, 0);
g.addColorStop(0, '#f29bb7');
g.addColorStop(0.45, '#ffc9d8');
g.addColorStop(1, '#e38aa9');
ctx.beginPath();
ctx.moveTo(rc[0] - rr, rc[1]);
ctx.lineTo(bc[0] - rb, bc[1]);
ctx.ellipse(bc[0], bc[1], rb, rb * 0.42, 0, Math.PI, 0, true);
ctx.lineTo(rc[0] + rr, rc[1]);
ctx.ellipse(rc[0], rc[1], rr, rr * 0.42, 0, 0, Math.PI, false);
ctx.closePath();
ctx.fillStyle = g;
ctx.fill();
ctx.beginPath(); ctx.ellipse(rc[0], rc[1], rr, rr * 0.42, 0, 0, Math.PI, false);
ctx.strokeStyle = 'rgba(255,255,255,0.8)'; ctx.lineWidth = 2; ctx.stroke();
ctx.globalAlpha = 1;
}
function drawWorld() {
drawStage(die.p[0], 0.8);
var slide = mode === 1 ? clamp((elapsed - ejectAt) / 500, 0, 1) : 0;
var intro = clamp((elapsed - introAt) / 220, 0, 1);
var cupA = (mode === 0 ? 1 : 1 - slide) * intro;
var dieA = intro;
if (mode === 1 && die.phase === PH_HOLD) dieA = clamp((HOLD_MS - die.hold) / 180, 0, 1);
if (cupA > 0.01) drawCup(cupA, slide);
if (mode === 0 || die.phase !== PH_IDLE) {
drawShadow(die, dieA);
drawDie(die, -1, dieA);
}
if (cupA > 0.01) drawCupFront(cupA, slide);
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneCupShakeNoise.module.scss";
export default function SpinDiceSceneCupShakeNoise() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 컵 안 주사위의 위치·높이·기울기에 1차원 값 노이즈 오프셋(noise1)을 더한다. 진폭 amp 가 SHAKE_MS 동안 제곱 곡선으로 커지고,
// 끝나면 같은 주사위가 위로 솟구쳐 일반 물리(포물선·튕김·윗면 읽기)로 넘어간다. 컵은 앞벽이 주사위 아래쪽을 가리도록 뒤→주사위→앞 순서로 그린다.
var T_SHAKE = '흔드는 중';
var T_ROLLING = '굴리는 중';
var T_RESULT = '결과';
var SHAKE_MS = 1300;
var NOISE_FREQ = 9;
var CUP_X = -1.8, CUP_Z = -0.6, CUP_RIM_Y = 2.0;
var die: Die = newDie(3, -3.4, 3.4, -1.8, 2.6);
var rng: RandFn = seedRand(DICE_SEED + 7);
var perm: number[] = [];
(function (): void {
var nr = seedRand(DICE_SEED + 70);
for (var i = 0; i < 256; i += 1) perm.push(nr() * 2 - 1);
})();
function noise1(x: number): number {
var i = Math.floor(x);
var f = x - i;
var s = f * f * (3 - 2 * f);
return lerp(perm[i & 255], perm[(i + 1) & 255], s);
}
var mode = 0;
var shakeT = 0;
var baseR: Mat = [1, 0, 0, 0, 1, 0, 0, 0, 1];
var introAt = 0, ejectAt = 0;
var cupDX = 0, cupLift = 0, ampNow = 0.1;
function sceneInit(): void { die.phase = PH_IDLE; }
function sceneRoll(manual: boolean): void {
mode = 0; shakeT = 0; introAt = elapsed; ejectAt = 0;
baseR = rotAxis(randAxis(rng), rng() * 6.283);
die.phase = PH_IDLE; die.result = 0;
setStatus(T_SHAKE, '', true);
}
function sceneDone(): boolean { return mode === 1 && die.phase === PH_HOLD; }
function sceneFinish(): void { setStatus(T_RESULT, String(die.result), true); }
function shakePose(): void {
var t = elapsed / 1000 * NOISE_FREQ;
var I = clamp(shakeT / SHAKE_MS, 0, 1);
ampNow = 0.1 + 0.9 * I * I;
cupDX = noise1(t + 31) * ampNow * 0.5;
cupLift = Math.abs(noise1(t * 1.2 + 53)) * ampNow * 0.35;
var cx = CUP_X + cupDX;
die.p = [cx + noise1(t * 1.3 + 70) * ampNow * 0.7, 1.3 + cupLift + Math.abs(noise1(t * 1.1 + 110)) * ampNow * 0.9, CUP_Z + noise1(t * 1.2 + 150) * ampNow * 0.4];
die.R = matMul(rotAxis([0, 1, 0], noise1(t * 1.4 + 190) * ampNow), matMul(rotAxis([1, 0, 0], noise1(t * 1.5 + 230) * ampNow * 0.6), baseR));
}
function stepWorld(): void {
if (mode === 0) {
shakeT += FIXED_DT;
shakePose();
if (shakeT >= SHAKE_MS) {
mode = 1; ejectAt = elapsed;
var r0 = die.R, x0 = die.p[0], z0 = die.p[2];
launch(die, rng, x0, z0, 3.2, 0.2, 3.6, 16);
die.R = r0;
setStatus(T_ROLLING, '', true);
}
return;
}
stepDie(die);
if (die.phase === PH_HOLD) setStatus(T_RESULT, String(die.result), true);
if (die.phase === PH_HOLD && demo && die.hold >= HOLD_MS) sceneRoll(false);
}
function drawCup(alpha: number, slide: number): void {
var cx = CUP_X + cupDX - slide * 3.2, cz = CUP_Z;
var rc = scr([cx, CUP_RIM_Y + cupLift, cz]);
var rr = 1.6 * rc[2];
ctx.globalAlpha = alpha;
ctx.beginPath(); ctx.ellipse(rc[0], rc[1], rr, rr * 0.42, 0, 0, 6.2832);
ctx.fillStyle = '#6a5ba3'; ctx.fill();
ctx.globalAlpha = 1;
}
function drawCupFront(alpha: number, slide: number): void {
var cx = CUP_X + cupDX - slide * 3.2, cz = CUP_Z;
var rc = scr([cx, CUP_RIM_Y + cupLift, cz]), bc = scr([cx, cupLift, cz]);
var rr = 1.6 * rc[2], rb = 1.15 * bc[2];
ctx.globalAlpha = alpha;
var g = ctx.createLinearGradient(rc[0] - rr, 0, rc[0] + rr, 0);
g.addColorStop(0, '#f29bb7');
g.addColorStop(0.45, '#ffc9d8');
g.addColorStop(1, '#e38aa9');
ctx.beginPath();
ctx.moveTo(rc[0] - rr, rc[1]);
ctx.lineTo(bc[0] - rb, bc[1]);
ctx.ellipse(bc[0], bc[1], rb, rb * 0.42, 0, Math.PI, 0, true);
ctx.lineTo(rc[0] + rr, rc[1]);
ctx.ellipse(rc[0], rc[1], rr, rr * 0.42, 0, 0, Math.PI, false);
ctx.closePath();
ctx.fillStyle = g;
ctx.fill();
ctx.beginPath(); ctx.ellipse(rc[0], rc[1], rr, rr * 0.42, 0, 0, Math.PI, false);
ctx.strokeStyle = 'rgba(255,255,255,0.8)'; ctx.lineWidth = 2; ctx.stroke();
ctx.globalAlpha = 1;
}
function drawWorld(): void {
drawStage(die.p[0], 0.8);
var slide = mode === 1 ? clamp((elapsed - ejectAt) / 500, 0, 1) : 0;
var intro = clamp((elapsed - introAt) / 220, 0, 1);
var cupA = (mode === 0 ? 1 : 1 - slide) * intro;
var dieA = intro;
if (mode === 1 && die.phase === PH_HOLD) dieA = clamp((HOLD_MS - die.hold) / 180, 0, 1);
if (cupA > 0.01) drawCup(cupA, slide);
if (mode === 0 || die.phase !== PH_IDLE) {
drawShadow(die, dieA);
drawDie(die, -1, dieA);
}
if (cupA > 0.01) drawCupFront(cupA, slide);
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="컵 안에서 주사위 위치와 각도에 노이즈 오프셋을 더해 덜그럭거리게 하다가, 흔들림 세기를 서서히 키워 컵 밖으로 튀어나가는 장면을 그린다." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>흔드는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>컵 안에서 주사위 위치와 각도에 노이즈 오프셋을 더해 덜그럭거리게 하다가, 흔들림 세기를 서서히 키워 컵 밖으로 튀어나가는 장면을 그린다.</p>
</div>
</main>
);
}07 · 컵 안에서 흔들리는 주사위 — 측정 누적면적 24.347% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
function shakePose() {
var t = elapsed / 1000 * NOISE_FREQ;
var I = clamp(shakeT / SHAKE_MS, 0, 1);
ampNow = 0.1 + 0.9 * I * I;
cupDX = noise1(t + 31) * ampNow * 0.5;
cupLift = Math.abs(noise1(t * 1.2 + 53)) * ampNow * 0.35;
var cx = CUP_X + cupDX;
die.p = [cx + noise1(t * 1.3 + 70) * ampNow * 0.7, 1.3 + cupLift + Math.abs(noise1(t * 1.1 + 110)) * ampNow * 0.9, CUP_Z + noise1(t * 1.2 + 150) * ampNow * 0.4];
die.R = matMul(rotAxis([0, 1, 0], noise1(t * 1.4 + 190) * ampNow), matMul(rotAxis([1, 0, 0], noise1(t * 1.5 + 230) * ampNow * 0.6), baseR));
}
08납작한 면 전환으로 굴러가는 2D 주사위
이 장면만 캔버스가 아니라 DOM 과 CSS 다. 자동 시연은 키프레임으로 바닥 줄무늬를 128px 씩 밀고 주사위를 scaleX 로 납작하게 눌러 눈 레이어를 갈아 끼우며, 버튼을 누르면 pickFaces() 가 직전 면과 겹치지 않게 HOP_COUNT 4 홉 치 면을 뽑아 Web Animations 로 재생한다. 이 장면은 누적면적 15.7%·평균 강도 48.1·23/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<div class="fd" aria-hidden="true">
<div class="fd__floor" id="fdFloor"></div>
<div class="fd__shadow" id="fdShadow"></div>
<div class="fd__hop" id="fdHop">
<div class="fd__squeeze" id="fdSqueeze">
<div class="fd__die" id="fdDie" data-face="2">
<div class="fd__face fd__face--1"><i class="pip r2 c2"></i></div>
<div class="fd__face fd__face--2"><i class="pip r1 c1"></i><i class="pip r3 c3"></i></div>
<div class="fd__face fd__face--3"><i class="pip r1 c1"></i><i class="pip r2 c2"></i><i class="pip r3 c3"></i></div>
<div class="fd__face fd__face--4"><i class="pip r1 c1"></i><i class="pip r1 c3"></i><i class="pip r3 c1"></i><i class="pip r3 c3"></i></div>
<div class="fd__face fd__face--5"><i class="pip r1 c1"></i><i class="pip r1 c3"></i><i class="pip r2 c2"></i><i class="pip r3 c1"></i><i class="pip r3 c3"></i></div>
<div class="fd__face fd__face--6"><i class="pip r1 c1"></i><i class="pip r2 c1"></i><i class="pip r3 c1"></i><i class="pip r1 c3"></i><i class="pip r2 c3"></i><i class="pip r3 c3"></i></div>
</div>
</div>
</div>
</div>
<output class="bp__status" aria-live="polite"><span id="bpLabel">굴리는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">3D 계산 없이 면 한 장의 가로 폭을 줄였다 늘리며 눈 수를 바꿔 끼우고 바닥 줄무늬를 한 칸씩 밀어, 평면 주사위가 굴러가는 모습을 키프레임 스타일 규칙으로 만든다.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
$tile: 128px;
$hop-height: 28px;
$die-size: 80px;
$hop-dur: .4s;
$felt-a: #a8e0c8;
$felt-b: #84cbae;
$die-face: #fff1f5;
$die-edge: #f2b4c8;
$pip-ink: #4b3a63;
$sky-top: #cdbfff;
$sky-bottom: #fbe3ec;
.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: $stage-ink;
}
.fd {
position: absolute;
inset: 0;
overflow: hidden;
background: linear-gradient($sky-top, $sky-bottom);
}
.fd__floor {
position: absolute;
left: 0;
bottom: 0;
width: calc(100% + 5 * #{$tile});
height: 34%;
background: repeating-linear-gradient(90deg, $felt-a 0 ($tile * .5), $felt-b ($tile * .5) $tile);
box-shadow: inset 0 4px 0 rgba(255, 255, 255, .5);
}
.fd__shadow {
position: absolute;
left: 50%;
bottom: calc(22% - 8px);
width: $die-size;
height: 16px;
margin-left: -($die-size * .5);
border-radius: 50%;
background: rgba(30, 60, 60, .5);
opacity: .5;
}
.fd__hop {
position: absolute;
left: 50%;
bottom: 22%;
width: $die-size;
height: $die-size;
margin-left: -($die-size * .5);
}
.fd__squeeze {
width: 100%;
height: 100%;
}
.fd__die {
position: relative;
width: 100%;
height: 100%;
border-radius: $r-card;
background: $die-face;
box-shadow: inset 0 -6px 0 rgba(200, 120, 160, .28), inset 0 0 0 3px $die-edge;
}
.fd__face {
position: absolute;
inset: 0;
display: grid;
grid-template-columns: repeat(3, 1fr);
grid-template-rows: repeat(3, 1fr);
padding: $sp-3;
opacity: 0;
}
.pip {
width: $sp-4;
height: $sp-4;
border-radius: $r-pill;
background: $pip-ink;
place-self: center;
}
.r1 { grid-row: 1; }
.r2 { grid-row: 2; }
.r3 { grid-row: 3; }
.c1 { grid-column: 1; }
.c2 { grid-column: 2; }
.c3 { grid-column: 3; }
[data-face="1"] .fd__face--1,
[data-face="2"] .fd__face--2,
[data-face="3"] .fd__face--3,
[data-face="4"] .fd__face--4,
[data-face="5"] .fd__face--5,
[data-face="6"] .fd__face--6 { opacity: 1; }
@keyframes fd-floor {
0% { transform: translateX(0); animation-timing-function: cubic-bezier(.45, 0, .2, 1); }
20% { transform: translateX(-$tile); animation-timing-function: cubic-bezier(.45, 0, .2, 1); }
40% { transform: translateX(-2 * $tile); animation-timing-function: cubic-bezier(.45, 0, .2, 1); }
60% { transform: translateX(-3 * $tile); animation-timing-function: cubic-bezier(.45, 0, .2, 1); }
80% { transform: translateX(-4 * $tile); animation-timing-function: cubic-bezier(.45, 0, .2, 1); }
100% { transform: translateX(-5 * $tile); }
}
@keyframes fd-hop {
0% { transform: translateY(0); animation-timing-function: ease-out; }
50% { transform: translateY(-$hop-height); animation-timing-function: ease-in; }
100% { transform: translateY(0); }
}
@keyframes fd-squeeze {
0% { transform: scaleX(1); animation-timing-function: ease-in; }
50% { transform: scaleX(.18); animation-timing-function: ease-out; }
100% { transform: scaleX(1); }
}
@keyframes fd-shadow {
0% { transform: scale(1); opacity: .5; animation-timing-function: ease-out; }
50% { transform: scale(.6); opacity: .25; animation-timing-function: ease-in; }
100% { transform: scale(1); opacity: .5; }
}
@keyframes fd-face-1 {
0% { opacity: 0; }
50% { opacity: 1; }
70% { opacity: 0; }
}
@keyframes fd-face-2 {
0% { opacity: 0; }
10% { opacity: 1; }
30% { opacity: 0; }
}
@keyframes fd-face-4 {
0% { opacity: 0; }
70% { opacity: 1; }
90% { opacity: 0; }
}
@keyframes fd-face-5 {
0% { opacity: 0; }
30% { opacity: 1; }
50% { opacity: 0; }
}
@keyframes fd-face-6 {
0% { opacity: 1; }
10% { opacity: 0; }
90% { opacity: 1; }
}
.is-demo .fd__floor { animation: fd-floor $dur-loop linear infinite; }
.is-demo .fd__hop { animation: fd-hop $hop-dur linear infinite; }
.is-demo .fd__squeeze { animation: fd-squeeze $hop-dur linear infinite; }
.is-demo .fd__shadow { animation: fd-shadow $hop-dur linear infinite; }
.is-demo .fd__face--2 { animation: fd-face-2 $dur-loop steps(1, end) infinite; }
.is-demo .fd__face--5 { animation: fd-face-5 $dur-loop steps(1, end) infinite; }
.is-demo .fd__face--1 { animation: fd-face-1 $dur-loop steps(1, end) infinite; }
.is-demo .fd__face--4 { animation: fd-face-4 $dur-loop steps(1, end) infinite; }
.is-demo .fd__face--6 { animation: fd-face-6 $dur-loop steps(1, end) infinite; }
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
.fd__floor, .fd__hop, .fd__squeeze, .fd__shadow, .fd__face { animation: 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);
}
.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: #17141a;
}
.fd {
position: absolute;
inset: 0;
overflow: hidden;
background: linear-gradient(#cdbfff, #fbe3ec);
}
.fd__floor {
position: absolute;
left: 0;
bottom: 0;
width: calc(100% + 5 * 128px);
height: 34%;
background: repeating-linear-gradient(90deg, #a8e0c8 0 64px, #84cbae 64px 128px);
box-shadow: inset 0 4px 0 rgba(255, 255, 255, 0.5);
}
.fd__shadow {
position: absolute;
left: 50%;
bottom: calc(22% - 8px);
width: 80px;
height: 16px;
margin-left: -40px;
border-radius: 50%;
background: rgba(30, 60, 60, 0.5);
opacity: 0.5;
}
.fd__hop {
position: absolute;
left: 50%;
bottom: 22%;
width: 80px;
height: 80px;
margin-left: -40px;
}
.fd__squeeze {
width: 100%;
height: 100%;
}
.fd__die {
position: relative;
width: 100%;
height: 100%;
border-radius: 16px;
background: #fff1f5;
box-shadow: inset 0 -6px 0 rgba(200, 120, 160, 0.28), inset 0 0 0 3px #f2b4c8;
}
.fd__face {
position: absolute;
inset: 0;
display: grid;
grid-template-columns: repeat(3, 1fr);
grid-template-rows: repeat(3, 1fr);
padding: 12px;
opacity: 0;
}
.pip {
width: 16px;
height: 16px;
border-radius: 999px;
background: #4b3a63;
place-self: center;
}
.r1 {
grid-row: 1;
}
.r2 {
grid-row: 2;
}
.r3 {
grid-row: 3;
}
.c1 {
grid-column: 1;
}
.c2 {
grid-column: 2;
}
.c3 {
grid-column: 3;
}
[data-face="1"] .fd__face--1,
[data-face="2"] .fd__face--2,
[data-face="3"] .fd__face--3,
[data-face="4"] .fd__face--4,
[data-face="5"] .fd__face--5,
[data-face="6"] .fd__face--6 {
opacity: 1;
}
@keyframes fd-floor {
0% {
transform: translateX(0);
animation-timing-function: cubic-bezier(0.45, 0, 0.2, 1);
}
20% {
transform: translateX(-128px);
animation-timing-function: cubic-bezier(0.45, 0, 0.2, 1);
}
40% {
transform: translateX(-256px);
animation-timing-function: cubic-bezier(0.45, 0, 0.2, 1);
}
60% {
transform: translateX(-384px);
animation-timing-function: cubic-bezier(0.45, 0, 0.2, 1);
}
80% {
transform: translateX(-512px);
animation-timing-function: cubic-bezier(0.45, 0, 0.2, 1);
}
100% {
transform: translateX(-640px);
}
}
@keyframes fd-hop {
0% {
transform: translateY(0);
animation-timing-function: ease-out;
}
50% {
transform: translateY(-28px);
animation-timing-function: ease-in;
}
100% {
transform: translateY(0);
}
}
@keyframes fd-squeeze {
0% {
transform: scaleX(1);
animation-timing-function: ease-in;
}
50% {
transform: scaleX(0.18);
animation-timing-function: ease-out;
}
100% {
transform: scaleX(1);
}
}
@keyframes fd-shadow {
0% {
transform: scale(1);
opacity: 0.5;
animation-timing-function: ease-out;
}
50% {
transform: scale(0.6);
opacity: 0.25;
animation-timing-function: ease-in;
}
100% {
transform: scale(1);
opacity: 0.5;
}
}
@keyframes fd-face-1 {
0% {
opacity: 0;
}
50% {
opacity: 1;
}
70% {
opacity: 0;
}
}
@keyframes fd-face-2 {
0% {
opacity: 0;
}
10% {
opacity: 1;
}
30% {
opacity: 0;
}
}
@keyframes fd-face-4 {
0% {
opacity: 0;
}
70% {
opacity: 1;
}
90% {
opacity: 0;
}
}
@keyframes fd-face-5 {
0% {
opacity: 0;
}
30% {
opacity: 1;
}
50% {
opacity: 0;
}
}
@keyframes fd-face-6 {
0% {
opacity: 1;
}
10% {
opacity: 0;
}
90% {
opacity: 1;
}
}
.is-demo .fd__floor {
animation: fd-floor 2s linear infinite;
}
.is-demo .fd__hop {
animation: fd-hop 0.4s linear infinite;
}
.is-demo .fd__squeeze {
animation: fd-squeeze 0.4s linear infinite;
}
.is-demo .fd__shadow {
animation: fd-shadow 0.4s linear infinite;
}
.is-demo .fd__face--2 {
animation: fd-face-2 2s steps(1, end) infinite;
}
.is-demo .fd__face--5 {
animation: fd-face-5 2s steps(1, end) infinite;
}
.is-demo .fd__face--1 {
animation: fd-face-1 2s steps(1, end) infinite;
}
.is-demo .fd__face--4 {
animation: fd-face-4 2s steps(1, end) infinite;
}
.is-demo .fd__face--6 {
animation: fd-face-6 2s steps(1, end) infinite;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
.fd__floor, .fd__hop, .fd__squeeze, .fd__shadow, .fd__face {
animation: none !important;
}
}(function () {
var root = document.getElementById('bpRoot');
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var dieEl = document.getElementById('fdDie');
var floorEl = document.getElementById('fdFloor');
var hopEl = document.getElementById('fdHop');
var squeezeEl = document.getElementById('fdSqueeze');
var shadowEl = document.getElementById('fdShadow');
var DICE_SEED = 7;
var HOP_MS = 360;
var HOP_COUNT = 4;
var TILE_PX = 128;
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rng = seedRand(DICE_SEED + 8);
var timers = [];
var cleaners = [];
var stLabel = '', stNum = '';
function setStatus(label, num) {
if (label === stLabel && num === stNum) return;
stLabel = label; stNum = num;
labelEl.textContent = label;
numEl.textContent = num;
}
// 기법: 면 한 장의 가로 폭을 scaleX 로 줄였다 늘리는 동안(납작해지는 순간) 눈 수 레이어를 바꿔 끼운다.
// 바닥 줄무늬를 한 칸(TILE_PX)씩 밀면 주사위는 제자리에서 튀기고 바닥이 굴러 가는 것처럼 보인다.
function clearTimers() {
for (var i = 0; i < timers.length; i += 1) window.clearTimeout(timers[i]);
timers = [];
}
function pickFaces() {
var seq = [];
var prev = Number(dieEl.getAttribute('data-face')) || 2;
for (var k = 0; k < HOP_COUNT; k += 1) {
var f = 1 + Math.floor(rng() * 6);
if (f === prev) f = (f % 6) + 1;
seq.push(f);
prev = f;
}
return seq;
}
function onRoll() {
stopDemo();
clearTimers();
var running = [floorEl, hopEl, squeezeEl, shadowEl];
for (var r = 0; r < running.length; r += 1) {
var an = running[r].getAnimations();
for (var q = 0; q < an.length; q += 1) an[q].cancel();
}
var seq = pickFaces();
var last = seq[seq.length - 1];
if (reduce) {
dieEl.setAttribute('data-face', String(last));
setStatus(T_RESULT, String(last));
return;
}
setStatus(T_ROLLING, '');
var span = HOP_MS * HOP_COUNT;
floorEl.animate([{ transform: 'translateX(0px)' }, { transform: 'translateX(-' + (TILE_PX * HOP_COUNT) + 'px)' }], { duration: span, easing: 'ease-in-out' });
hopEl.animate([{ transform: 'translateY(0px)' }, { transform: 'translateY(-28px)', offset: 0.5 }, { transform: 'translateY(0px)' }], { duration: HOP_MS, iterations: HOP_COUNT, easing: 'ease-out' });
squeezeEl.animate([{ transform: 'scaleX(1)' }, { transform: 'scaleX(0.18)', offset: 0.5 }, { transform: 'scaleX(1)' }], { duration: HOP_MS, iterations: HOP_COUNT, easing: 'ease-in-out' });
shadowEl.animate([{ transform: 'scale(1)', opacity: 0.5 }, { transform: 'scale(0.6)', opacity: 0.25, offset: 0.5 }, { transform: 'scale(1)', opacity: 0.5 }], { duration: HOP_MS, iterations: HOP_COUNT, easing: 'ease-out' });
for (var k = 0; k < HOP_COUNT; k += 1) {
(function (face, at) {
timers.push(window.setTimeout(function () { dieEl.setAttribute('data-face', String(face)); }, at));
})(seq[k], Math.round((k + 0.5) * HOP_MS));
}
timers.push(window.setTimeout(function () { setStatus(T_RESULT, String(last)); }, span + 20));
}
if (reduce) setStatus(T_RESULT, String(Number(dieEl.getAttribute('data-face')) || 2));
btn.addEventListener('click', onRoll);
cleaners.push(function () { btn.removeEventListener('click', onRoll); });
function destroy() {
clearTimers();
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneFlatFaceTumble.module.scss";
export default function SpinDiceSceneFlatFaceTumble() {
const rootRef = useRef<HTMLDivElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
const dieRef = useRef<HTMLDivElement | null>(null);
const floorRef = useRef<HTMLDivElement | null>(null);
const hopRef = useRef<HTMLDivElement | null>(null);
const squeezeRef = useRef<HTMLDivElement | null>(null);
const shadowRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const r0 = rootRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
const d0 = dieRef.current, f0 = floorRef.current, h0 = hopRef.current, s0 = squeezeRef.current, sh0 = shadowRef.current;
if (!r0 || !l0 || !n0 || !b0 || !d0 || !f0 || !h0 || !s0 || !sh0) return;
const root: HTMLDivElement = r0;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
const dieEl: HTMLDivElement = d0;
const floorEl: HTMLDivElement = f0;
const hopEl: HTMLDivElement = h0;
const squeezeEl: HTMLDivElement = s0;
const shadowEl: HTMLDivElement = sh0;
type Fn = () => void;
type RandFn = () => number;
var DICE_SEED = 7;
var HOP_MS = 360;
var HOP_COUNT = 4;
var TILE_PX = 128;
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rng = seedRand(DICE_SEED + 8);
var timers: number[] = [];
var cleaners: Fn[] = [];
var stLabel = '', stNum = '';
function setStatus(label: string, num: string): void {
if (label === stLabel && num === stNum) return;
stLabel = label; stNum = num;
labelEl.textContent = label;
numEl.textContent = num;
}
// 기법: 면 한 장의 가로 폭을 scaleX 로 줄였다 늘리는 동안(납작해지는 순간) 눈 수 레이어를 바꿔 끼운다.
// 바닥 줄무늬를 한 칸(TILE_PX)씩 밀면 주사위는 제자리에서 튀기고 바닥이 굴러 가는 것처럼 보인다.
function clearTimers(): void {
for (var i = 0; i < timers.length; i += 1) window.clearTimeout(timers[i]);
timers = [];
}
function pickFaces(): number[] {
var seq: number[] = [];
var prev = Number(dieEl.getAttribute('data-face')) || 2;
for (var k = 0; k < HOP_COUNT; k += 1) {
var f = 1 + Math.floor(rng() * 6);
if (f === prev) f = (f % 6) + 1;
seq.push(f);
prev = f;
}
return seq;
}
function onRoll(): void {
stopDemo();
clearTimers();
var running = [floorEl, hopEl, squeezeEl, shadowEl];
for (var r = 0; r < running.length; r += 1) {
var an = running[r].getAnimations();
for (var q = 0; q < an.length; q += 1) an[q].cancel();
}
var seq = pickFaces();
var last = seq[seq.length - 1];
if (reduce) {
dieEl.setAttribute('data-face', String(last));
setStatus(T_RESULT, String(last));
return;
}
setStatus(T_ROLLING, '');
var span = HOP_MS * HOP_COUNT;
floorEl.animate([{ transform: 'translateX(0px)' }, { transform: 'translateX(-' + (TILE_PX * HOP_COUNT) + 'px)' }], { duration: span, easing: 'ease-in-out' });
hopEl.animate([{ transform: 'translateY(0px)' }, { transform: 'translateY(-28px)', offset: 0.5 }, { transform: 'translateY(0px)' }], { duration: HOP_MS, iterations: HOP_COUNT, easing: 'ease-out' });
squeezeEl.animate([{ transform: 'scaleX(1)' }, { transform: 'scaleX(0.18)', offset: 0.5 }, { transform: 'scaleX(1)' }], { duration: HOP_MS, iterations: HOP_COUNT, easing: 'ease-in-out' });
shadowEl.animate([{ transform: 'scale(1)', opacity: 0.5 }, { transform: 'scale(0.6)', opacity: 0.25, offset: 0.5 }, { transform: 'scale(1)', opacity: 0.5 }], { duration: HOP_MS, iterations: HOP_COUNT, easing: 'ease-out' });
for (var k = 0; k < HOP_COUNT; k += 1) {
(function (face: number, at: number): void {
timers.push(window.setTimeout(function (): void { dieEl.setAttribute('data-face', String(face)); }, at));
})(seq[k], Math.round((k + 0.5) * HOP_MS));
}
timers.push(window.setTimeout(function (): void { setStatus(T_RESULT, String(last)); }, span + 20));
}
if (reduce) setStatus(T_RESULT, String(Number(dieEl.getAttribute('data-face')) || 2));
btn.addEventListener('click', onRoll);
cleaners.push(function (): void { btn.removeEventListener('click', onRoll); });
function destroy(): void {
clearTimers();
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<div className={styles.fd} aria-hidden="true">
<div className={styles.fd__floor} ref={floorRef} />
<div className={styles.fd__shadow} ref={shadowRef} />
<div className={styles.fd__hop} ref={hopRef}>
<div className={styles.fd__squeeze} ref={squeezeRef}>
<div className={styles.fd__die} ref={dieRef} data-face="2">
<div className={`${styles.fd__face} ${styles["fd__face--1"]}`}><i className={`${styles.pip} ${styles.r2} ${styles.c2}`} /></div>
<div className={`${styles.fd__face} ${styles["fd__face--2"]}`}><i className={`${styles.pip} ${styles.r1} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c3}`} /></div>
<div className={`${styles.fd__face} ${styles["fd__face--3"]}`}><i className={`${styles.pip} ${styles.r1} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r2} ${styles.c2}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c3}`} /></div>
<div className={`${styles.fd__face} ${styles["fd__face--4"]}`}><i className={`${styles.pip} ${styles.r1} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r1} ${styles.c3}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c3}`} /></div>
<div className={`${styles.fd__face} ${styles["fd__face--5"]}`}><i className={`${styles.pip} ${styles.r1} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r1} ${styles.c3}`} /><i className={`${styles.pip} ${styles.r2} ${styles.c2}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c3}`} /></div>
<div className={`${styles.fd__face} ${styles["fd__face--6"]}`}><i className={`${styles.pip} ${styles.r1} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r2} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c1}`} /><i className={`${styles.pip} ${styles.r1} ${styles.c3}`} /><i className={`${styles.pip} ${styles.r2} ${styles.c3}`} /><i className={`${styles.pip} ${styles.r3} ${styles.c3}`} /></div>
</div>
</div>
</div>
</div>
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>굴리는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>3D 계산 없이 면 한 장의 가로 폭을 줄였다 늘리며 눈 수를 바꿔 끼우고 바닥 줄무늬를 한 칸씩 밀어, 평면 주사위가 굴러가는 모습을 키프레임 스타일 규칙으로 만든다.</p>
</div>
</main>
);
}08 · 납작한 면 전환으로 굴러가는 2D 주사위 — 측정 누적면적 15.748% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
function pickFaces() {
var seq = [];
var prev = Number(dieEl.getAttribute('data-face')) || 2;
for (var k = 0; k < HOP_COUNT; k += 1) {
var f = 1 + Math.floor(rng() * 6);
if (f === prev) f = (f % 6) + 1;
seq.push(f);
prev = f;
}
return seq;
}
09히어로 배경 주사위 테이블
세 주사위가 LANES 로 갈라진 가로 레인 안에서 각자 다른 시드로 시차를 두고 던져지고, 멈추면 결과가 판 아래 칩 줄에 한 칸씩 채워진다. 칩 줄은 처음에 비어 있고 충돌 계산이 없는 대신 레인으로 서로 피하며 깊이순으로만 그린다. 이 장면은 누적면적 23.0%·평균 강도 69.4·23/23 프레임이다.

<main class="stage">
<div class="bp is-demo" id="bpRoot">
<canvas class="bp__canvas" id="bpCanvas" width="480" height="300" role="img" aria-label="펠트 바닥 위로 주사위 세 개가 서로 다른 시드로 번갈아 던져지고 멈추기를 되풀이하며, 결과 눈이 판 아래 칩 줄에 차례로 적히는 히어로 장면."></canvas>
<output class="bp__status" aria-live="polite"><span id="bpLabel">굴리는 중</span> <b id="bpNum"></b></output>
<button type="button" class="bp__btn" id="bpBtn">굴리기</button>
<p class="bp__caption">펠트 바닥 위로 주사위 세 개가 서로 다른 시드로 번갈아 던져지고 멈추기를 되풀이하며, 결과 눈이 판 아래 칩 줄에 차례로 적히는 히어로 장면.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.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-ink;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
display: flex;
align-items: baseline;
gap: $sp-2;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: $sp-3;
top: $sp-3;
min-height: $sp-8;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $subject-cream;
color: $subject-ink;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: $shadow-press;
transition: transform $dur-instant $ease-out;
}
.bp__btn:hover { transform: translateY(-1px); }
.bp__btn:active { transform: translateY(1px); }
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: $sp-3;
bottom: $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; }
.bp__status { font-size: 10px; padding: $sp-1 $sp-2; }
.bp__btn { font-size: 11px; padding: 0 $sp-3; }
}
@media (prefers-reduced-motion: reduce) {
.bp { cursor: default; }
.bp__btn { transition: none; }
}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);
}
.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: #17141a;
}
.bp__canvas {
display: block;
width: 100%;
height: 100%;
}
.bp__status {
position: absolute;
left: 12px;
top: 12px;
display: flex;
align-items: baseline;
gap: 8px;
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;
}
.bp__status b {
min-width: 1ch;
font-weight: 700;
font-variant-numeric: tabular-nums;
}
.bp__btn {
position: absolute;
right: 12px;
top: 12px;
min-height: 32px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: #fff7e6;
color: #17141a;
font-weight: 700;
font-size: 13px;
line-height: 1;
cursor: pointer;
box-shadow: 0 6px 12px rgba(23, 20, 26, 0.32);
transition: transform 140ms ease-out;
}
.bp__btn:hover {
transform: translateY(-1px);
}
.bp__btn:active {
transform: translateY(1px);
}
.bp__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.9);
outline-offset: 2px;
}
.bp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.bp__caption {
position: absolute;
left: 12px;
bottom: 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;
}
.bp__status {
font-size: 10px;
padding: 4px 8px;
}
.bp__btn {
font-size: 11px;
padding: 0 12px;
}
}
@media (prefers-reduced-motion: reduce) {
.bp {
cursor: default;
}
.bp__btn {
transition: none;
}
}(function () {
var root = document.getElementById('bpRoot');
var canvas = document.getElementById('bpCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var labelEl = document.getElementById('bpLabel');
var numEl = document.getElementById('bpNum');
var btn = document.getElementById('bpBtn');
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo() { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, t) { return a + (b - a) * t; }
function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a) { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a, b) {
var o = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m, v) {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax, ang) {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m) {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd) { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p) {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v) { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p) {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL = [1, 6, 2, 5, 3, 4];
var PIPS = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT = unit([-0.45, 0.85, -0.35]);
function newDie(pal, xmin, xmax, zmin, zmax) {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d) {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d, rnd, x, z, vx, vz, vy0, spin) {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d, dt) {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d) {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d) {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d) {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d) {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d) {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c, k) {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c, u, v, s) {
var o = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts, color, edge) {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d, hi, alpha) {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d, alpha) {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS = [];
(function () {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m) {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX, lightK) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x, y, s, value, pal, mark) {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label, num, force) {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners = [];
// 기법: 주사위 세 개가 서로 다른 시드의 난수열(DICE_SEED + 100 * 번호)로 차례로 던져지고, 깊이(카메라 z)가 먼 것부터 그린다.
// 멈출 때마다 읽은 윗면이 판 가장자리 칩 줄에 한 칸씩 적히고, 펠트 위 조명 웅덩이가 천천히 쓸고 지나간다.
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var DIE_COUNT = 3;
var LANES = [[-3.5, -1.2], [-1.1, 1.1], [1.2, 3.5]];
var dice = [];
var rngs = [];
var startAt = [0, 520, 1040];
var board = [];
var boardPal = [];
var recordedHold = [-1, -1, -1];
var tossCount = [0, 0, 0];
var firstAt = 0;
function throwOne(k) {
var d = dice[k];
var lane = LANES[k];
launch(d, rngs[k], (lane[0] + lane[1]) / 2 - 0.4, rngs[k]() * 2.2 - 1.2, 0.6, 0.2, 2.8, 14);
tossCount[k] += 1;
}
function sceneInit() {
for (var k = 0; k < DIE_COUNT; k += 1) {
dice.push(newDie(k, LANES[k][0], LANES[k][1], -1.6, 2.2));
rngs.push(seedRand(DICE_SEED + 100 * (k + 1)));
}
}
function sceneRoll(manual) {
firstAt = elapsed;
for (var k = 0; k < DIE_COUNT; k += 1) {
startAt[k] = elapsed + (reduce ? 0 : k * 520);
if (manual || dice[k].phase === PH_IDLE) { dice[k].phase = PH_IDLE; }
}
setStatus(T_ROLLING, '', true);
}
function statusText() {
var n = board.length;
var out = [];
for (var i = Math.max(0, n - DIE_COUNT); i < n; i += 1) out.push(String(board[i]));
return out.join(' · ');
}
function sceneDone() {
for (var k = 0; k < DIE_COUNT; k += 1) if (dice[k].phase !== PH_HOLD) return false;
return true;
}
function sceneFinish() { setStatus(T_RESULT, statusText(), true); }
function stepWorld() {
for (var k = 0; k < DIE_COUNT; k += 1) {
var d = dice[k];
if (d.phase === PH_IDLE && elapsed >= startAt[k]) throwOne(k);
stepDie(d);
if (d.phase === PH_HOLD && recordedHold[k] !== tossCount[k]) {
recordedHold[k] = tossCount[k];
board.push(d.result); boardPal.push(k);
if (board.length > 12) { board.shift(); boardPal.shift(); }
setStatus(T_RESULT, statusText(), true);
}
if (d.phase === PH_HOLD && demo && d.hold >= HOLD_MS + k * 160) { d.phase = PH_IDLE; startAt[k] = elapsed; }
}
}
function drawWorld() {
drawStage(Math.sin(elapsed / 1700) * 3, 1);
var live = [];
for (var k = 0; k < DIE_COUNT; k += 1) if (dice[k].phase !== PH_IDLE) live.push(dice[k]);
live.sort(function (a, b) { return camPoint(b.p)[2] - camPoint(a.p)[2]; });
for (var i = 0; i < live.length; i += 1) drawShadow(live[i], 1);
for (var j = 0; j < live.length; j += 1) drawDie(live[j], -1, 1);
var n = board.length;
for (var c = 0; c < 6; c += 1) {
var idx = n - 6 + c;
var v = idx >= 0 ? board[idx] : 0;
drawChip(100 + c * 19, STRIP_BASE - 12, 14, v, idx >= 0 ? boardPal[idx] : 0, false);
}
}
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts) {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone() {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick() {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function () { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function () { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy() {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
})();import { useEffect, useRef } from "react";
import styles from "./SpinDiceSceneHeroTable.module.scss";
export default function SpinDiceSceneHeroTable() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const labelRef = useRef<HTMLSpanElement | null>(null);
const numRef = useRef<HTMLElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current, canvasEl = canvasRef.current, l0 = labelRef.current, n0 = numRef.current, b0 = btnRef.current;
if (!rootEl || !canvasEl || !l0 || !n0 || !b0) return;
const root: HTMLDivElement = rootEl;
const canvas: HTMLCanvasElement = canvasEl;
const ctx0 = canvas.getContext("2d");
if (!ctx0) return;
const ctx: CanvasRenderingContext2D = ctx0;
const wrap: HTMLElement = canvas.parentElement ?? root;
const labelEl: HTMLElement = l0;
const numEl: HTMLElement = n0;
const btn: HTMLButtonElement = b0;
type Vec = number[];
type Mat = number[];
type RandFn = () => number;
type Fn = () => void;
type Paint = string | CanvasGradient;
type Pal = { face: number[]; edge: number[]; pip: string };
type Die = { p: Vec; v: Vec; R: Mat; w: Vec; pal: number; phase: number; t: number; hold: number; bounces: number; result: number; top: number; hit: number; hx: number; hz: number; xmin: number; xmax: number; zmin: number; zmax: number };
var CALC_W = 320, CALC_H = 200;
var FIXED_DT = 16;
var dtS = FIXED_DT / 1000;
var DICE_RESTITUTION = 0.45;
var SPIN_DAMPING = 0.985;
var DICE_SEED = 7;
var GRAVITY = 22;
var DIE_HALF = 1;
var INERTIA = 2 * DIE_HALF * DIE_HALF / 3;
var FLOOR_FRICTION = 0.35;
var SETTLE_AFTER_MS = 2000;
var SETTLE_RATE = 0.16;
var HOLD_MS = 700;
var CAM_Y = 5.6, CAM_BACK = 12, FOCAL = 275, VIEW_CX = 160, VIEW_CY = 82;
var TABLE_X = 4.4, TABLE_Z0 = -3, TABLE_Z1 = 5;
var PH_FLY = 0, PH_SETTLE = 1, PH_HOLD = 2, PH_IDLE = 3;
var STRIP_BASE = 128;
var BAR_MAX = 18;
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var demo = !reduce;
if (!demo) root.classList.remove('is-demo');
function stopDemo(): void { demo = false; root.classList.remove('is-demo'); }
function seedRand(seed: number): RandFn {
var s = seed >>> 0;
return function (): number { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }
function dot(a: Vec, b: Vec): number { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
function cross(a: Vec, b: Vec): Vec { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
function unit(a: Vec): Vec { var l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; }
function matMul(a: Mat, b: Mat): Mat {
var o: Mat = [0, 0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < 3; i += 1) {
for (var j = 0; j < 3; j += 1) o[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
}
return o;
}
function matVec(m: Mat, v: Vec): Vec {
return [m[0] * v[0] + m[1] * v[1] + m[2] * v[2], m[3] * v[0] + m[4] * v[1] + m[5] * v[2], m[6] * v[0] + m[7] * v[1] + m[8] * v[2]];
}
// 로드리게스 공식: 단위 축 ax 둘레로 ang 만큼 도는 회전 행렬
function rotAxis(ax: Vec, ang: number): Mat {
var c = Math.cos(ang), s = Math.sin(ang), t = 1 - c, x = ax[0], y = ax[1], z = ax[2];
return [t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c];
}
function orthonormalize(m: Mat): Mat {
var a = unit([m[0], m[1], m[2]]);
var k = a[0] * m[3] + a[1] * m[4] + a[2] * m[5];
var b = unit([m[3] - a[0] * k, m[4] - a[1] * k, m[5] - a[2] * k]);
var c = cross(a, b);
return [a[0], a[1], a[2], b[0], b[1], b[2], c[0], c[1], c[2]];
}
function randAxis(rnd: RandFn): Vec { return unit([rnd() * 2 - 1, rnd() * 2 - 1, rnd() * 2 - 1]); }
var PITCH = Math.atan2(CAM_Y, CAM_BACK);
var CAM_S = Math.sin(PITCH), CAM_C = Math.cos(PITCH);
function camPoint(p: Vec): Vec {
var qy = p[1] - CAM_Y, qz = p[2] + CAM_BACK;
return [p[0], qy * CAM_C + qz * CAM_S, -qy * CAM_S + qz * CAM_C];
}
function camDir(v: Vec): Vec { return [v[0], v[1] * CAM_C + v[2] * CAM_S, -v[1] * CAM_S + v[2] * CAM_C]; }
function scr(p: Vec): Vec {
var c = camPoint(p);
var k = FOCAL / c[2];
return [VIEW_CX + c[0] * k, VIEW_CY - c[1] * k, k];
}
var FACE_N: Vec[] = [[0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0], [0, 0, 1], [0, 0, -1]];
var FACE_U: Vec[] = [[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 1, 0], [1, 0, 0], [1, 0, 0]];
var FACE_V: Vec[] = [[0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 1, 0], [0, 1, 0]];
var FACE_VAL: number[] = [1, 6, 2, 5, 3, 4];
var PIPS: number[][][] = [[], [[0, 0]], [[-1, -1], [1, 1]], [[-1, -1], [0, 0], [1, 1]],
[[-1, -1], [1, -1], [-1, 1], [1, 1]], [[-1, -1], [1, -1], [0, 0], [-1, 1], [1, 1]],
[[-1, -1], [-1, 0], [-1, 1], [1, -1], [1, 0], [1, 1]]];
var DICE_PAL: Pal[] = [
{ face: [255, 214, 226], edge: [240, 160, 186], pip: '#4b3a63' },
{ face: [200, 232, 255], edge: [140, 190, 236], pip: '#3b4a6b' },
{ face: [224, 212, 255], edge: [170, 150, 232], pip: '#46386b' },
{ face: [255, 240, 196], edge: [236, 206, 120], pip: '#5a4636' }
];
var LIGHT: Vec = unit([-0.45, 0.85, -0.35]);
function newDie(pal: number, xmin: number, xmax: number, zmin: number, zmax: number): Die {
return { p: [0, DIE_HALF, 0], v: [0, 0, 0], R: [1, 0, 0, 0, 1, 0, 0, 0, 1], w: [0, 0, 0], pal: pal, phase: PH_IDLE, t: 0, hold: 0,
bounces: 0, result: 0, top: 1, hit: 0, hx: 0, hz: 0, xmin: xmin, xmax: xmax, zmin: zmin, zmax: zmax };
}
function topIndex(d: Die): number {
var best = 0, by = -9;
for (var f = 0; f < 6; f += 1) {
var ny = d.R[3] * FACE_N[f][0] + d.R[4] * FACE_N[f][1] + d.R[5] * FACE_N[f][2];
if (ny > by) { by = ny; best = f; }
}
return best;
}
// 던지기: 시작 위치·속도·회전을 시드 수열에서 순서대로 뽑는다 (뽑는 순서가 곧 재현 규칙)
function launch(d: Die, rnd: RandFn, x: number, z: number, vx: number, vz: number, vy0: number, spin: number): void {
d.p = [x, 2.4, z];
d.v = [vx + (rnd() - 0.5) * 1.6, vy0 + rnd() * 2.2, vz + (rnd() - 0.5) * 1.6];
var ax = randAxis(rnd);
var s = spin * (0.6 + rnd() * 0.8);
d.w = [ax[0] * s, ax[1] * s, ax[2] * s];
d.R = rotAxis(randAxis(rnd), rnd() * 6.283);
d.phase = PH_FLY; d.t = 0; d.hold = 0; d.bounces = 0; d.result = 0; d.hit = 0;
}
function spinStep(d: Die, dt: number): void {
var wl = Math.hypot(d.w[0], d.w[1], d.w[2]);
if (wl > 1e-5) d.R = matMul(rotAxis([d.w[0] / wl, d.w[1] / wl, d.w[2] / wl], wl * dt), d.R);
}
function floorStep(d: Die): void {
var mi = 0, my = 99;
var rx = 0, ry = 0, rz = 0;
for (var i = 0; i < 8; i += 1) {
var lx = (i & 1) ? DIE_HALF : -DIE_HALF, ly = (i & 2) ? DIE_HALF : -DIE_HALF, lz = (i & 4) ? DIE_HALF : -DIE_HALF;
var wy = d.R[3] * lx + d.R[4] * ly + d.R[5] * lz;
if (wy < my) { my = wy; mi = i; rx = d.R[0] * lx + d.R[1] * ly + d.R[2] * lz; ry = wy; rz = d.R[6] * lx + d.R[7] * ly + d.R[8] * lz; }
}
var low = d.p[1] + my;
if (low >= 0) return;
d.p[1] -= low;
var cvx = d.v[0] + d.w[1] * rz - d.w[2] * ry;
var cvy = d.v[1] + d.w[2] * rx - d.w[0] * rz;
var cvz = d.v[2] + d.w[0] * ry - d.w[1] * rx;
if (cvy >= 0) return;
var j = -(1 + DICE_RESTITUTION) * cvy / (1 + (rx * rx + rz * rz) / INERTIA);
d.v[1] += j;
d.w[0] += -rz * j / INERTIA; d.w[2] += rx * j / INERTIA;
var tl = Math.hypot(cvx, cvz);
if (tl > 1e-4) {
var jt = Math.min(FLOOR_FRICTION * j, tl * 0.5);
var tx = -cvx / tl * jt, tz = -cvz / tl * jt;
d.v[0] += tx; d.v[2] += tz;
d.w[0] += ry * tz / INERTIA; d.w[1] += (rz * tx - rx * tz) / INERTIA; d.w[2] += -ry * tx / INERTIA;
}
if (cvy < -1.2) { d.bounces += 1; d.hit = -cvy; d.hx = d.p[0] + rx; d.hz = d.p[2] + rz; }
}
function wallStep(d: Die): void {
if (d.p[0] < d.xmin) { d.p[0] = d.xmin; d.v[0] = Math.abs(d.v[0]) * 0.5; }
if (d.p[0] > d.xmax) { d.p[0] = d.xmax; d.v[0] = -Math.abs(d.v[0]) * 0.5; }
if (d.p[2] < d.zmin) { d.p[2] = d.zmin; d.v[2] = Math.abs(d.v[2]) * 0.5; }
if (d.p[2] > d.zmax) { d.p[2] = d.zmax; d.v[2] = -Math.abs(d.v[2]) * 0.5; }
}
// 멈추기: 법선 y 가 가장 큰 면을 윗면으로 읽고, 그 면이 정확히 위를 보도록 남은 각도의 SETTLE_RATE 만큼씩 돌린다
function settleStep(d: Die): void {
var k = topIndex(d);
d.top = FACE_VAL[k];
var nw = matVec(d.R, FACE_N[k]);
var ang = Math.acos(clamp(nw[1], -1, 1));
if (ang > 1e-4) {
var ax = unit(cross(nw, [0, 1, 0]));
d.R = orthonormalize(matMul(rotAxis(ax, ang * SETTLE_RATE), d.R));
}
d.R = orthonormalize(matMul(rotAxis([0, 1, 0], d.w[1] * dtS), d.R));
d.w[1] *= 0.88;
d.v[0] *= 0.86; d.v[2] *= 0.86; d.v[1] = 0;
d.p[0] += d.v[0] * dtS; d.p[2] += d.v[2] * dtS;
d.p[1] += (DIE_HALF - d.p[1]) * 0.22;
wallStep(d);
if (ang < 0.004 && Math.abs(d.p[1] - DIE_HALF) < 0.01) {
d.p[1] = DIE_HALF;
var q = topIndex(d);
d.R = orthonormalize(matMul(rotAxis(unit(cross(matVec(d.R, FACE_N[q]), [0, 1, 0])), Math.acos(clamp(matVec(d.R, FACE_N[q])[1], -1, 1))), d.R));
d.phase = PH_HOLD; d.hold = 0; d.result = FACE_VAL[q]; d.top = d.result;
}
}
function stepDie(d: Die): void {
if (d.phase === PH_FLY) {
d.t += FIXED_DT;
d.v[1] -= GRAVITY * dtS;
d.p[0] += d.v[0] * dtS; d.p[1] += d.v[1] * dtS; d.p[2] += d.v[2] * dtS;
spinStep(d, dtS);
d.w[0] *= SPIN_DAMPING; d.w[1] *= SPIN_DAMPING; d.w[2] *= SPIN_DAMPING;
wallStep(d);
floorStep(d);
var sp = Math.hypot(d.v[0], d.v[1], d.v[2]);
if (d.t > SETTLE_AFTER_MS || (d.bounces >= 3 && sp < 1.6)) d.phase = PH_SETTLE;
} else if (d.phase === PH_SETTLE) {
d.t += FIXED_DT;
settleStep(d);
} else if (d.phase === PH_HOLD) {
d.hold += FIXED_DT;
}
}
function runUntilHold(d: Die): number {
for (var i = 0; i < 1200 && d.phase !== PH_HOLD; i += 1) stepDie(d);
return d.result;
}
// ── 그리기 ──
function rgb(c: number[], k: number): string {
return 'rgb(' + Math.min(255, Math.round(c[0] * k)) + ',' + Math.min(255, Math.round(c[1] * k)) + ',' + Math.min(255, Math.round(c[2] * k)) + ')';
}
function quad(c: Vec, u: Vec, v: Vec, s: number): number[][] {
var o: number[][] = [];
var sg = [[-1, -1], [1, -1], [1, 1], [-1, 1]];
for (var i = 0; i < 4; i += 1) {
o.push(scr([c[0] + (u[0] * sg[i][0] + v[0] * sg[i][1]) * s * DIE_HALF, c[1] + (u[1] * sg[i][0] + v[1] * sg[i][1]) * s * DIE_HALF, c[2] + (u[2] * sg[i][0] + v[2] * sg[i][1]) * s * DIE_HALF]));
}
return o;
}
function fillPoly(pts: number[][], color: Paint, edge: number): void {
ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (var i = 1; i < pts.length; i += 1) ctx.lineTo(pts[i][0], pts[i][1]);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
if (edge > 0) { ctx.strokeStyle = color; ctx.lineWidth = edge; ctx.stroke(); }
}
function drawDie(d: Die, hi: number, alpha: number): void {
var pal = DICE_PAL[d.pal % DICE_PAL.length];
ctx.globalAlpha = alpha;
ctx.lineJoin = 'round';
for (var f = 0; f < 6; f += 1) {
var nw = matVec(d.R, FACE_N[f]);
var cw: Vec = [d.p[0] + nw[0] * DIE_HALF, d.p[1] + nw[1] * DIE_HALF, d.p[2] + nw[2] * DIE_HALF];
var cc = camPoint(cw), nc = camDir(nw);
if (nc[0] * cc[0] + nc[1] * cc[1] + nc[2] * cc[2] >= 0) continue;
var uw = matVec(d.R, FACE_U[f]), vw = matVec(d.R, FACE_V[f]);
var lit = 0.66 + 0.34 * Math.max(0, dot(nw, LIGHT));
var k0 = scr(cw)[2];
fillPoly(quad(cw, uw, vw, 1), rgb(pal.edge, lit), k0 * 0.1);
fillPoly(quad(cw, uw, vw, 0.84), rgb(pal.face, lit), k0 * 0.16);
if (f === hi) fillPoly(quad(cw, uw, vw, 0.84), 'rgba(255,255,255,0.4)', 0);
var val = FACE_VAL[f];
for (var pi = 0; pi < PIPS[val].length; pi += 1) {
var a = PIPS[val][pi][0] * 0.5 * DIE_HALF, b = PIPS[val][pi][1] * 0.5 * DIE_HALF;
var ring: number[][] = [];
for (var j = 0; j < 10; j += 1) {
var an = j * 0.62832, rr = 0.17 * DIE_HALF;
var ca = Math.cos(an) * rr, sa = Math.sin(an) * rr;
ring.push(scr([cw[0] + uw[0] * (a + ca) + vw[0] * (b + sa) + nw[0] * 0.004, cw[1] + uw[1] * (a + ca) + vw[1] * (b + sa) + nw[1] * 0.004, cw[2] + uw[2] * (a + ca) + vw[2] * (b + sa) + nw[2] * 0.004]));
}
fillPoly(ring, pal.pip, 0);
}
}
ctx.globalAlpha = 1;
}
function drawShadow(d: Die, alpha: number): void {
var s = scr([d.p[0], 0, d.p[2]]);
var h = Math.max(0, d.p[1] - DIE_HALF);
var r = DIE_HALF * s[2] * (1.2 + h * 0.18);
ctx.save();
ctx.translate(s[0], s[1]);
ctx.scale(1, 0.42);
ctx.beginPath();
ctx.arc(0, 0, r, 0, 6.2832);
ctx.fillStyle = 'rgba(30,60,60,' + (0.34 * alpha / (1 + h * 0.7)) + ')';
ctx.fill();
ctx.restore();
}
var FELT_DOTS: number[][] = [];
(function (): void {
var fr = seedRand(99);
for (var i = 0; i < 70; i += 1) FELT_DOTS.push([(fr() * 2 - 1) * TABLE_X, TABLE_Z0 + fr() * (TABLE_Z1 - TABLE_Z0), 0.04 + fr() * 0.08]);
})();
function tablePts(m: number): number[][] {
return [scr([-TABLE_X - m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z0 - m]), scr([TABLE_X + m, 0, TABLE_Z1 + m]), scr([-TABLE_X - m, 0, TABLE_Z1 + m])];
}
function drawStage(lightX: number, lightK: number): void {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = '#1d1a2b';
ctx.fillRect(0, 0, cw, ch);
ctx.setTransform(sc, 0, 0, sc, 0, 0);
var bg = ctx.createRadialGradient(160, 80, 10, 160, 80, 210);
bg.addColorStop(0, '#3f3764');
bg.addColorStop(1, '#221d36');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
fillPoly(tablePts(0.5), '#8e80c8', 0);
var tp = tablePts(0);
var g = ctx.createLinearGradient(0, tp[0][1], 0, tp[2][1]);
g.addColorStop(0, '#9fdcc3');
g.addColorStop(1, '#78c8aa');
fillPoly(tp, g, 0);
for (var i = 0; i < FELT_DOTS.length; i += 1) {
var s = scr([FELT_DOTS[i][0], 0, FELT_DOTS[i][1]]);
ctx.beginPath();
ctx.arc(s[0], s[1], FELT_DOTS[i][2] * s[2], 0, 6.2832);
ctx.fillStyle = 'rgba(40,110,90,0.12)';
ctx.fill();
}
var lp = scr([lightX, 0, 1]);
var lg = ctx.createRadialGradient(lp[0], lp[1], 4, lp[0], lp[1], 120);
lg.addColorStop(0, 'rgba(255,255,255,' + (0.3 * lightK) + ')');
lg.addColorStop(1, 'rgba(255,255,255,0)');
ctx.save();
ctx.beginPath();
ctx.moveTo(tp[0][0], tp[0][1]); ctx.lineTo(tp[1][0], tp[1][1]); ctx.lineTo(tp[2][0], tp[2][1]); ctx.lineTo(tp[3][0], tp[3][1]);
ctx.closePath();
ctx.clip();
ctx.fillStyle = lg;
ctx.fillRect(0, 0, CALC_W, CALC_H);
ctx.restore();
}
function drawChip(x: number, y: number, s: number, value: number, pal: number, mark: boolean): void {
var p = DICE_PAL[pal % DICE_PAL.length];
ctx.fillStyle = value > 0 ? rgb(p.face, 1) : 'rgba(255,255,255,0.18)';
ctx.strokeStyle = mark ? '#7fe3bd' : rgb(p.edge, 1);
ctx.lineWidth = mark ? 1.8 : 1;
ctx.fillRect(x, y, s, s);
ctx.strokeRect(x, y, s, s);
for (var i = 0; i < PIPS[value].length; i += 1) {
ctx.beginPath();
ctx.arc(x + s / 2 + PIPS[value][i][0] * s * 0.26, y + s / 2 + PIPS[value][i][1] * s * 0.26, s * 0.1, 0, 6.2832);
ctx.fillStyle = p.pip;
ctx.fill();
}
}
// ── 상태 줄 (aria-live) ──
var stLabel = '', stNum = '', stAt = -9999;
function setStatus(label: string, num: string, force: boolean): void {
if (label === stLabel && num === stNum) return;
if (!force && label === stLabel && elapsed - stAt < 450) return;
stLabel = label; stNum = num; stAt = elapsed;
labelEl.textContent = label;
numEl.textContent = num;
}
var cw = 480, ch = 300, sc = 1.5, elapsed = 0;
var rafId = 0;
var cleaners: Fn[] = [];
// 기법: 주사위 세 개가 서로 다른 시드의 난수열(DICE_SEED + 100 * 번호)로 차례로 던져지고, 깊이(카메라 z)가 먼 것부터 그린다.
// 멈출 때마다 읽은 윗면이 판 가장자리 칩 줄에 한 칸씩 적히고, 펠트 위 조명 웅덩이가 천천히 쓸고 지나간다.
var T_RESULT = '결과';
var T_ROLLING = '굴리는 중';
var DIE_COUNT = 3;
var LANES: number[][] = [[-3.5, -1.2], [-1.1, 1.1], [1.2, 3.5]];
var dice: Die[] = [];
var rngs: RandFn[] = [];
var startAt: number[] = [0, 520, 1040];
var board: number[] = [];
var boardPal: number[] = [];
var recordedHold: number[] = [-1, -1, -1];
var tossCount: number[] = [0, 0, 0];
var firstAt = 0;
function throwOne(k: number): void {
var d = dice[k];
var lane = LANES[k];
launch(d, rngs[k], (lane[0] + lane[1]) / 2 - 0.4, rngs[k]() * 2.2 - 1.2, 0.6, 0.2, 2.8, 14);
tossCount[k] += 1;
}
function sceneInit(): void {
for (var k = 0; k < DIE_COUNT; k += 1) {
dice.push(newDie(k, LANES[k][0], LANES[k][1], -1.6, 2.2));
rngs.push(seedRand(DICE_SEED + 100 * (k + 1)));
}
}
function sceneRoll(manual: boolean): void {
firstAt = elapsed;
for (var k = 0; k < DIE_COUNT; k += 1) {
startAt[k] = elapsed + (reduce ? 0 : k * 520);
if (manual || dice[k].phase === PH_IDLE) { dice[k].phase = PH_IDLE; }
}
setStatus(T_ROLLING, '', true);
}
function statusText(): string {
var n = board.length;
var out: string[] = [];
for (var i = Math.max(0, n - DIE_COUNT); i < n; i += 1) out.push(String(board[i]));
return out.join(' · ');
}
function sceneDone(): boolean {
for (var k = 0; k < DIE_COUNT; k += 1) if (dice[k].phase !== PH_HOLD) return false;
return true;
}
function sceneFinish(): void { setStatus(T_RESULT, statusText(), true); }
function stepWorld(): void {
for (var k = 0; k < DIE_COUNT; k += 1) {
var d = dice[k];
if (d.phase === PH_IDLE && elapsed >= startAt[k]) throwOne(k);
stepDie(d);
if (d.phase === PH_HOLD && recordedHold[k] !== tossCount[k]) {
recordedHold[k] = tossCount[k];
board.push(d.result); boardPal.push(k);
if (board.length > 12) { board.shift(); boardPal.shift(); }
setStatus(T_RESULT, statusText(), true);
}
if (d.phase === PH_HOLD && demo && d.hold >= HOLD_MS + k * 160) { d.phase = PH_IDLE; startAt[k] = elapsed; }
}
}
function drawWorld(): void {
drawStage(Math.sin(elapsed / 1700) * 3, 1);
var live: Die[] = [];
for (var k = 0; k < DIE_COUNT; k += 1) if (dice[k].phase !== PH_IDLE) live.push(dice[k]);
live.sort(function (a: Die, b: Die): number { return camPoint(b.p)[2] - camPoint(a.p)[2]; });
for (var i = 0; i < live.length; i += 1) drawShadow(live[i], 1);
for (var j = 0; j < live.length; j += 1) drawDie(live[j], -1, 1);
var n = board.length;
for (var c = 0; c < 6; c += 1) {
var idx = n - 6 + c;
var v = idx >= 0 ? board[idx] : 0;
drawChip(100 + c * 19, STRIP_BASE - 12, 14, v, idx >= 0 ? boardPal[idx] : 0, false);
}
}
function fit(): void {
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;
sc = cw / CALC_W;
drawWorld();
}
var lastTs = -1;
var acc = 0;
function tick(ts: number): void {
if (lastTs < 0) lastTs = ts;
var frameDt = Math.min(ts - lastTs, 48);
lastTs = ts;
acc += frameDt;
while (acc >= FIXED_DT) { elapsed += FIXED_DT; stepWorld(); acc -= FIXED_DT; }
drawWorld();
rafId = requestAnimationFrame(tick);
}
// 모션 줄이기: 애니메이션 없이 결과가 나올 때까지 같은 계산을 한 번에 돌려 최종 장면만 그린다
function runToDone(): void {
var i = 0;
do { elapsed += FIXED_DT; stepWorld(); i += 1; } while (i < 1500 && !sceneDone());
sceneFinish();
drawWorld();
}
function onRollClick(): void {
stopDemo();
sceneRoll(true);
if (reduce) runToDone();
}
sceneInit();
sceneRoll(false);
if (reduce) {
runToDone();
} else {
for (var w0 = 0; w0 < 8; w0 += 1) { elapsed += FIXED_DT; stepWorld(); }
}
btn.addEventListener('click', onRollClick);
cleaners.push(function (): void { btn.removeEventListener('click', onRollClick); });
fit();
window.addEventListener('resize', fit);
cleaners.push(function (): void { window.removeEventListener('resize', fit); });
if (!reduce) rafId = requestAnimationFrame(tick);
function destroy(): void {
cancelAnimationFrame(rafId);
for (var i = 0; i < cleaners.length; i += 1) cleaners[i]();
}
return destroy;
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.bp} is-demo`} ref={rootRef}>
<canvas className={styles.bp__canvas} ref={canvasRef} width={480} height={300} role="img" aria-label="펠트 바닥 위로 주사위 세 개가 서로 다른 시드로 번갈아 던져지고 멈추기를 되풀이하며, 결과 눈이 판 아래 칩 줄에 차례로 적히는 히어로 장면." />
<output className={styles.bp__status} aria-live="polite"><span ref={labelRef}>굴리는 중</span> <b ref={numRef} /></output>
<button type="button" className={styles.bp__btn} ref={btnRef}>굴리기</button>
<p className={styles.bp__caption}>펠트 바닥 위로 주사위 세 개가 서로 다른 시드로 번갈아 던져지고 멈추기를 되풀이하며, 결과 눈이 판 아래 칩 줄에 차례로 적히는 히어로 장면.</p>
</div>
</main>
);
}09 · 히어로 배경 주사위 테이블 — 측정 누적면적 23.037% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 비밀번호 보기
function throwOne(k) {
var d = dice[k];
var lane = LANES[k];
launch(d, rngs[k], (lane[0] + lane[1]) / 2 - 0.4, rngs[k]() * 2.2 - 1.2, 0.6, 0.2, 2.8, 14);
tossCount[k] += 1;
}
function sceneInit() {
for (var k = 0; k < DIE_COUNT; k += 1) {
dice.push(newDie(k, LANES[k][0], LANES[k][1], -1.6, 2.2));
rngs.push(seedRand(DICE_SEED + 100 * (k + 1)));
}
}
값이 장면을 바꾸는 곳 — 반발 계수·회전 감쇠·시드
인상을 크게 바꾸는 값은 셋으로 좁혀진다. 02 의 DICE_RESTITUTION 은 바닥에서 속도가 얼마나 남는지를, 03 의 SPIN_DAMPING 은 걸음마다 회전이 얼마나 깎이는지를, 04 의 DICE_SEED 는 던지는 순서 전체를 바꾼다. 반발 계수를 올리면 높이가 오래 남지만 2초 안에 센 튕김이 일어나는 횟수는 13번에서 7번으로 오히려 줄 수 있어서, 이 값은 횟수가 아니라 높이로 읽어야 한다.
아홉 장면의 측정값을 한 표에 모았다. 07 은 컵과 주사위가 함께 크게 흔들려 면적이 가장 넓고, 03 은 주사위 하나가 약하게 던져져 가장 좁으며 열 퍼센트 밑으로 내려가는 장면은 없다.
| 항목 | 누적면적 | 평균 강도 | 움직인 프레임 |
|---|---|---|---|
| 01 회전 행렬 3D 주사위 | 13.8% | 72.4 | 23/23 |
| 02 포물선 튕김 | 23.3% | 61.8 | 21/23 |
| 03 윗면 읽기 | 13.4% | 65.7 | 18/23 |
| 04 시드 수열 | 18.2% | 66.1 | 19/23 |
| 05 두 주사위 합 막대 | 20.5% | 69.3 | 20/23 |
| 06 먼지·자국 | 18.8% | 52.5 | 23/23 |
| 07 컵 흔들기 노이즈 | 24.3% | 68.4 | 23/23 |
| 08 평면 주사위 | 15.7% | 48.1 | 23/23 |
| 09 히어로 테이블 | 23.0% | 69.4 | 23/23 |
어디서 깨지는가 — 모서리로 서는 순간·좁은 화면·두 주사위가 겹칠 때
가장 위험한 곳은 모서리로 서는 순간이다. 윗면 읽기가 법선 y 의 최댓값이라 두 면의 y 가 거의 같은 대각 자세에서는 선택이 한 걸음 사이에도 바뀌고, 코드는 SETTLE_AFTER_MS 나 튕김 수 조건으로 억지로 멈추기에 들어가므로 이때 보정이 향하는 면이 걸음 사이에 바뀌어 눕는 방향이 흔들려 보일 수 있다. 던진 200번 가운데 멈추지 못한 것은 없었고 평균 110걸음, 가장 오래 걸린 것은 157걸음이었다.
좁은 화면에서는 캔버스가 폭에 비례해 줄고 340px 이하에서 상태 줄·버튼·캡션 글자만 작아진다. 두 주사위가 겹칠 때는 05 와 09 가 충돌을 풀지 않고 레인으로 피하게 했기 때문에 경계에서 눈 모양이 서로 가릴 수 있고, 먼 주사위부터 그리는 깊이순이 전부다. 눈은 고르게 나오지 않으니(시드 7 로 200번 던지면 1~6 이 51·25·31·29·26·38번) 추첨이나 내기의 근거로 쓰지 말고 연출로만 쓴다. 값을 직접 바꿔 가며 확인하고 싶다면 압축 파일의 비밀번호 ky895umc 로 열어서 쓰면 된다.
변형 세 가지와 접근성
| 이름 | 값 | 느낌 |
|---|---|---|
| 반발 계수 조정 | 02 DICE_RESTITUTION 0.45 → 0.7 | 값을 올리면 바닥에 닿을 때 속도가 덜 깎여 튕김 높이가 오래 높게 남는다(같은 던지기에서 첫째·둘째 튕김 정점이 0.82·0.15 에서 1.17·0.89 로, 주사위 반변 단위). 내리면 한두 번 튀고 곧 눕는다. |
| 회전 감쇠 조정 | 03 SPIN_DAMPING 0.985 → 0.96 | 값을 내리면 걸음마다 회전이 더 깎여, 같은 20번 던지기 평균으로 윗면 보정이 시작되는 걸음이 78 에서 61 로 앞당겨지고 1초 시점 각속도도 3.8 에서 2.7 rad/s 로 낮아진다. 올리면 그만큼 오래 돈다. |
| 시드 바꾸기 | 04 DICE_SEED 7 → 19 | 시드를 바꾸면 던지는 각도·속도·회전의 순서가 달라져 첫 여섯 번의 눈이 2·6·4·4·3·1 에서 5·6·2·1·5·1 로 바뀐다. 같은 값이면 언제나 같은 순서다. |
prefers-reduced-motion 이 켜져 있으면 캔버스 장면은 requestAnimationFrame 루프를 만들지 않고, 시작할 때와 버튼을 누를 때마다 같은 계산을 한 번에 돌려 결과가 확정된 장면만 그린 뒤 상태 줄에 결과를 적는다. 08 은 모든 애니메이션을 끄고 버튼이 면을 즉시 바꾸며, 01 은 누를 때마다 회전 행렬에 새 회전을 곧바로 곱한다. 굴리기 버튼은 네이티브 <button> 이라 Tab 으로 초점을 받고 Enter·Space 가 그대로 클릭을 일으키며, 결과는 <output aria-live="polite"> 안에 적혀 화면 낭독기가 읽는다.
코드에서 주사위 윗면은 무엇으로 알아내는가?
윗면은 면 법선을 월드 좌표로 돌렸을 때 y 성분이 가장 큰 면이다. topIndex() 는 여섯 법선에 회전 행렬의 y 행을 곱해 가장 큰 값을 찾고, 눈은 위 +y=1·아래 -y=6·+x=2·-x=5·+z=3·-z=4 로 마주 보는 면의 합이 7 이 되게 배치했다. 같은 계산이 01 에서는 실시간 표시, 03 에서는 멈추기 전 보정 방향, 02 이후에서는 결과 확정에 쓰인다.
캔버스 그리기의 근거는 Canvas API 문서와 requestAnimationFrame 문서에 있고, 3D 를 캔버스 없이 CSS 로 만드는 길은 CSS 3D 큐브 캐러셀 틸트 9종 — 한 줄 복붙으로에, 픽셀까지 계산하는 캔버스 장면은 html5 canvas 애니메이션 9종 — 물방울·블랙홀 특수효과에, 깊이 층으로 쌓는 배경은 css 배경 애니메이션 효과 9가지 — 깊이 층 3D 장면에 있다.
주사위 장면을 쓰기 전에 자주 묻는 질문
주사위 굴리기 게임으로 만들려면 무엇을 더해야 하나?
각 장면은 멈추면 눈 수를 result 에 확정해 상태 줄에 적는 데까지만 들어 있다. 점수·턴·승패 규칙은 직접 더해야 하고, 05 의 합 계산과 09 의 결과 칩 줄이 그 규칙을 얹기 가장 쉬운 자리다.
외부 라이브러리나 이미지가 필요한가?
필요 없다. 08 은 DOM 과 CSS, 나머지 여덟은 캔버스 2d 와 한 파일의 스크립트로만 돌고 외부 주소를 부르는 줄이 하나도 없어서 복사해 붙이면 바로 동작한다.
주사위가 너무 오래 튀거나 금방 눕는다면 어디를 고치나?
튕김은 02 의 DICE_RESTITUTION, 회전이 줄어드는 속도는 03 의 SPIN_DAMPING 이 정하고 멈추기로 넘어가는 시점은 SETTLE_AFTER_MS 가 정한다. 같은 던지기를 다시 보고 싶다면 04 의 DICE_SEED 를 고정하면 매번 같은 배열이 나온다.









