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# Matter.js
*Matter.js* is a 2D rigid body physics engine for the web written in JavaScript (yes, another)
[brm.io/matter-js](http://brm.io/matter-js)
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[![Build Status](https://travis-ci.org/liabru/matter-js.png?branch=master)](https://travis-ci.org/liabru/matter-js)
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[Features](#features) - [Status](#status) - [Install](#install) - [Usage](#usage) - [Docs](http://brm.io/matter-js-docs/) - [Implementation](#implementation) - [References](#references) - [License](#license)
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### Demos
- [Mixed Shapes](http://brm.io/matter-js-demo#mixed)
- [Solid Shapes](http://brm.io/matter-js-demo#mixedSolid)
- [Stack](http://brm.io/matter-js-demo#stack)
- [Circle Stack](http://brm.io/matter-js-demo#circleStack)
- [Pyramid](http://brm.io/matter-js-demo#pyramid)
- [Car](http://brm.io/matter-js-demo#car)
- [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle)
- [Restitution](http://brm.io/matter-js-demo#restitution)
- [Friction](http://brm.io/matter-js-demo#friction)
- [Air Friction](http://brm.io/matter-js-demo#airFriction)
- [Reverse Gravity](http://brm.io/matter-js-demo#gravity)
- [Sleeping](http://brm.io/matter-js-demo#sleeping)
- [Grid Broadphase](http://brm.io/matter-js-demo#broadphase)
- [Chains](http://brm.io/matter-js-demo#chains)
- [Ball Pool](http://brm.io/matter-js-demo#ballPool)
- [Wrecking Ball](http://brm.io/matter-js-demo#wreckingBall)
- [Avalanche](http://brm.io/matter-js-demo#avalanche)
- [Beach Balls](http://brm.io/matter-js-demo#beachBalls)
- [Stress 1](http://brm.io/matter-js-demo#stress)
- [Stress 2](http://brm.io/matter-js-demo#stress2)
### Features
- Physical properties (mass, area, density etc.)
- Rigid bodies of any convex polygon
- Stable stacking and resting
- Restitution (elastic and inelastic collisions)
- Conservation of momentum
- Friction and resistance
- Constraints
- Gravity
- Composite bodies
- Sleeping and static bodies
- Original JavaScript physics implementation (not a port)
- HTML5 canvas renderer
- Mobile-compatible (touch, scaleable)
- Cross-browser (chrome, firefox, IE8+)
- World state serialisation (requires
[resurrect.js](https://github.com/skeeto/resurrect-js))
- Built in GUI for testing (requires
[dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/))
- Time scaling (slow-mo, speed-up)
- Broad-phase, mid-phase and narrow-phase collisions
### Status
Matter.js is currently only *alpha* status, so production use should be avoided.
This engine is the result of [learning game physics](http://brm.io/game-physics-for-beginners/) and getting a bit carried away.
<br>There's no intention to compete with other engines, so I'm not sure yet if it will be developed further.
<br>That said, the engine is reasonably stable and performs well, it's just not feature complete.
Though if I get time and people are interested, I may continue working on it.
<br>Contributions are also welcome, if you'd like to help.
### Install
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Download [matter.js](https://raw2.github.com/liabru/matter-js/master/build/matter.js) or [matter.min.js](https://raw2.github.com/liabru/matter-js/master/build/matter.min.js) and include the script in your HTML file:
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<script src="matter.js" type="text/javascript"></script>
### Usage
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See [Demo.js](https://raw2.github.com/liabru/matter-js/master/demo/js/Demo.js) and [DemoMobile.js](https://raw2.github.com/liabru/matter-js/master/demo/js/DemoMobile.js) for many usage examples.
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<br>When loaded, all functions are under the global <code>Matter.*</code> namespace.
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### Documentation
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See the [Matter.js API Docs](http://brm.io/matter-js-docs/).
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### Implementation
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The technical details for physics nerds and game devs.
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<br>This engine is using the following techniques:
- Time-corrected position Verlet integrator
- Adaptive grid broad-phase detection
- AABB mid-phase detection
- SAT narrow-phase detection
- Iterative sequential impulse solver and position solver
- Resting collisions with resting constraints ala Erin Catto's method
(GDC08)
- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained with a pair
manager
- Approximate Coulomb friction model using friction constraints
- Constraints solved with the Gauss-Siedel method
- Semi-variable time step, synced with rendering
- A basic sleeping strategy
- HTML5 canvas renderer
### References
See my post on [Game physics for beginners](http://brm.io/game-physics-for-beginners/).
### License
Matter.js is licensed under [The MIT License (MIT)](http://opensource.org/licenses/MIT)
<br/>Copyright (c) 2014 Liam Brummitt
This license is also supplied with the release and source code.
<br/>As stated in the license, absolutely no warranty is provided.
### Similar Projects
If you need a more complete engine, check out jswiki's list of [Physics libraries](https://github.com/bebraw/jswiki/wiki/Physics-libraries)