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# Matter.js
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> *Matter.js* is a JavaScript 2D rigid body physics engine for the web
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[brm.io/matter-js ](http://brm.io/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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[![Build Status ](https://travis-ci.org/liabru/matter-js.png?branch=master )](https://travis-ci.org/liabru/matter-js)
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### Demos
- [Mixed Shapes ](http://brm.io/matter-js-demo#mixed )
- [Solid Shapes ](http://brm.io/matter-js-demo#mixedSolid )
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- [Newton's Cradle ](http://brm.io/matter-js-demo#newtonsCradle )
- [Wrecking Ball ](http://brm.io/matter-js-demo#wreckingBall )
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- [Slingshot Game ](http://brm.io/matter-js-demo#slingshot )
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- [Rounded Corners (Chamfering) ](http://brm.io/matter-js-demo#rounded )
- [Views ](http://brm.io/matter-js-demo/#views )
- [Time Scaling ](http://brm.io/matter-js-demo/#timescale )
- [Raycasting ](http://brm.io/matter-js-demo/#raycasting )
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- [Sprites ](http://brm.io/matter-js-demo/#sprites )
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- [Pyramid ](http://brm.io/matter-js-demo#pyramid )
- [Car ](http://brm.io/matter-js-demo#car )
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- [Catapult ](http://brm.io/matter-js-demo#catapult )
- [Reverse Gravity ](http://brm.io/matter-js-demo#gravity )
- [Bridge ](http://brm.io/matter-js-demo#bridge )
- [Avalanche ](http://brm.io/matter-js-demo#avalanche )
- [Basic Soft Bodies ](http://brm.io/matter-js-demo#softBody )
- [Cloth ](http://brm.io/matter-js-demo#cloth )
- [Events ](http://brm.io/matter-js-demo/#events )
- [Chains ](http://brm.io/matter-js-demo#chains )
- [Ball Pool ](http://brm.io/matter-js-demo#ballPool )
- [Stack ](http://brm.io/matter-js-demo#stack )
- [Circle Stack ](http://brm.io/matter-js-demo#circleStack )
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- [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 )
- [Sleeping ](http://brm.io/matter-js-demo#sleeping )
- [Grid Broadphase ](http://brm.io/matter-js-demo#broadphase )
- [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
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- Physical properties (mass, area, density etc.)
- Rigid bodies of any convex polygon
- Stable stacking and resting
- Collisions (broad-phase, mid-phase and narrow-phase)
- Restitution (elastic and inelastic collisions)
- Conservation of momentum
- Friction and resistance
- Constraints
- Gravity
- Composite bodies
- Sleeping and static bodies
- Events
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- Rounded corners (chamfering)
- Views (translate, zoom)
- Collision queries (raycasting, region tests)
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- Time scaling (slow-mo, speed-up)
- Canvas renderer (supports vectors and textures)
- WebGL renderer (requires [pixi.js ](https://github.com/GoodBoyDigital/pixi.js/ ))
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- [MatterTools ](https://github.com/liabru/matter-tools ) for creating, testing and debugging worlds
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- World state serialisation (requires [resurrect.js ](https://github.com/skeeto/resurrect-js ))
- Cross-browser (Chrome, Firefox, Safari, IE8+)
- Mobile-compatible (touch, responsive)
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- An original JavaScript physics implementation (not a port)
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### Install
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Download the [latest release ](https://github.com/liabru/matter-js/releases ) and include the script in your web page:
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< script src = "matter-0.8.0.js" type = "text/javascript" > < / script >
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For the latest features try the [edge version (master) ](https://raw.github.com/liabru/matter-js/master/build/matter.js ), but it may not be fully stable.
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You can also install using the package managers [Bower ](http://bower.io/search/?q=matter-js ) and [NPM ](https://www.npmjs.org/package/matter-js ).
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bower install matter-js
npm install matter-js
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### Usage
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See the [Getting started ](https://github.com/liabru/matter-js/wiki/Getting-started ) wiki page for a minimal usage example.
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Check out the [demo page ](http://brm.io/matter-js-demo/ ) for more examples and then refer to [Demo.js ](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js ) to see how they work. Some of the demos are also available on [codepen ](http://codepen.io/collection/Fuagy/ ), where you can easily experiment with them.
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### Documentation
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See the [Matter.js API Docs (v0.8.0) ](http://brm.io/matter-js-docs/ ).
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< br > If you're using the [edge version (master) ](https://raw2.github.com/liabru/matter-js/master/build/matter.js ) then see the [API Docs (master) ](http://brm.io/matter-js-docs-master/ ).
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### Status
Matter.js is currently in *alpha* status, meaning the API is still in development and may change occasionally.< br >
The library is reasonably stable as-is, but it is not yet feature complete.
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### Building and Contributing
To build you must first install [node.js ](http://nodejs.org/ ) and [grunt ](http://gruntjs.com/ ), then run
npm install
This will install the required build dependencies, then run
grunt dev
which is a task that builds the `matter-dev.js` file, spawns a `connect` and `watch` server, then opens `demo/dev.html` in your browser. Any changes you make to the source will automatically rebuild `matter-dev.js` and reload your browser for quick and easy testing.
Contributions are welcome, please ensure they follow the same style and architecture as the rest of the code. You should run `grunt test` to ensure `jshint` gives no errors. Please do not include any changes to the files in the `build` directory.
If you'd like to contribute but not sure what to work on, feel free to message me. Thanks!
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### Changelog
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To see what's new or changed in the latest version, see the [changelog ](https://github.com/liabru/matter-js/blob/master/CHANGELOG.md ).
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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:
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- 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
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(GDC08)
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- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained with a pair
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manager
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- 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 / WebGL renderer
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### 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.
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< br / > As stated in the license, absolutely no warranty is provided.