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<img alt="Matter.js" src="http://brm.io/matter-js/img/matter-js.svg" width="300">
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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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[Demos](#demos) - [Gallery](#gallery) - [Features](#features) - [Install](#install) - [Usage](#usage) - [Examples](#examples) - [Docs](#documentation) - [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
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<table>
<tr>
<td>
<ul>
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<li><a href="http://brm.io/matter-js/demo#mixed">Mixed Shapes</a></li>
<li><a href="http://brm.io/matter-js/demo#mixedSolid">Solid Shapes</a></li>
<li><a href="http://brm.io/matter-js/demo#svg">Concave SVG Paths</a></li>
<li><a href="http://brm.io/matter-js/demo#terrain">Concave Terrain</a></li>
<li><a href="http://brm.io/matter-js/demo#concave">Concave Bodies</a></li>
<li><a href="http://brm.io/matter-js/demo#compound">Compound Bodies</a></li>
<li><a href="http://brm.io/matter-js/demo#newtonsCradle">Newton's Cradle</a></li>
<li><a href="http://brm.io/matter-js/demo#wreckingBall">Wrecking Ball</a></li>
<li><a href="http://brm.io/matter-js/demo#slingshot">Slingshot Game</a></li>
<li><a href="http://brm.io/matter-js/demo#rounded">Rounded Corners</a></li>
<li><a href="http://brm.io/matter-js/demo#views">Views</a></li>
<li><a href="http://brm.io/matter-js/demo#timescale">Time Scaling</a></li>
<li><a href="http://brm.io/matter-js/demo#manipulation">Body Manipulation</a></li>
<li><a href="http://brm.io/matter-js/demo#compositeManipulation">Composite Manipulation</a></li>
<li><a href="http://brm.io/matter-js/demo#raycasting">Raycasting</a></li>
<li><a href="http://brm.io/matter-js/demo#sprites">Sprites</a></li>
<li><a href="http://brm.io/matter-js/demo#pyramid">Pyramid</a></li>
<li><a href="http://brm.io/matter-js/demo#car">Car</a></li>
<li><a href="http://brm.io/matter-js/demo#catapult">Catapult</a></li>
<li><a href="http://brm.io/matter-js/demo#gravity">Reverse Gravity</a></li>
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</ul>
</td>
<td>
<ul>
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<li><a href="http://brm.io/matter-js/demo#bridge">Bridge</a></li>
<li><a href="http://brm.io/matter-js/demo#avalanche">Avalanche</a></li>
<li><a href="http://brm.io/matter-js/demo#softBody">Basic Soft Bodies</a></li>
<li><a href="http://brm.io/matter-js/demo#cloth">Cloth</a></li>
<li><a href="http://brm.io/matter-js/demo#events">Events</a></li>
<li><a href="http://brm.io/matter-js/demo#collisionFiltering">Collision Filtering</a></li>
<li><a href="http://brm.io/matter-js/demo#chains">Chains</a></li>
<li><a href="http://brm.io/matter-js/demo#ballPool">Ball Pool</a></li>
<li><a href="http://brm.io/matter-js/demo#stack">Stack</a></li>
<li><a href="http://brm.io/matter-js/demo#circleStack">Circle Stack</a></li>
<li><a href="http://brm.io/matter-js/demo#compoundStack">Compound Stack</a></li>
<li><a href="http://brm.io/matter-js/demo#restitution">Restitution</a></li>
<li><a href="http://brm.io/matter-js/demo#friction">Friction</a></li>
<li><a href="http://brm.io/matter-js/demo#airFriction">Air Friction</a></li>
<li><a href="http://brm.io/matter-js/demo#staticFriction">Static Friction</a></li>
<li><a href="http://brm.io/matter-js/demo#sleeping">Sleeping</a></li>
<li><a href="http://brm.io/matter-js/demo#broadphase">Grid Broadphase</a></li>
<li><a href="http://brm.io/matter-js/demo#beachBalls">Beach Balls</a></li>
<li><a href="http://brm.io/matter-js/demo#stress">Stress 1</a></li>
<li><a href="http://brm.io/matter-js/demo#stress2">Stress 2</a></li>
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<li><a href="http://brm.io/matter-js/demo#sensors">Sensors</a></li>
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</ul>
<br>
</td>
</tr>
</table>
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### Gallery
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See how others are using matter.js physics
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- [Obie Awards](http://www.obieawards.com/2016-splash/) by Athletics
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- [Leg Work Studio](http://www.legworkstudio.com/home/recognition) by Leg Work
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- [Goblins and Grottos](http://store.steampowered.com/app/389190) by Psychic Software
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- [Les métamorphoses de Mr. Kalia](http://www.lab212.org/projects/les-metamorphoses-de-mr-kalia) by Lab212 for Google
- [Pablo The Flamingo](http://pablotheflamingo.com/) by Nathan Gordon et al
- [#GIFMYLIVE](http://bonhommeparis.com/en/projects/arte-gifmylive) by Bonhomme for Arte
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- [Adobe Analytics Live Stream](http://adobefirehose.mediarain.com/) by Rain for Adobe
- [Blood Sweat & Tools Interactive](http://bloodsweatandtools.discovery.ca/gamebench/) by Jam3 for Discovery
- [Hype](http://tumult.com/hype/pro/) by Tumult
- [Trophy Smasher](http://grindselect.com/trophy/game) by Kyle Stetz for Grind Select
- [Pelada](https://gabrielmfadt.wordpress.com/tag/matter-js/) by Gabriel Gianordoli
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- [Labyrinth Game](https://vine.co/v/OjYTwi1gdB1) by Jaume Sanchez Elias
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- [Powermate and Physics](https://vine.co/v/OjXaEzivvJe) by Jaume Sanchez Elias
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- [masQueLaCara](https://www.instagram.com/p/BCFqCs6JNsq/) by Zach Lieberman for Art Blocks Houston
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### Features
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- Rigid bodies
- Compound bodies
- Composite bodies
- Concave and convex hulls
- Physical properties (mass, area, density etc.)
- Restitution (elastic and inelastic collisions)
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- Collisions (broad-phase, mid-phase and narrow-phase)
- Stable stacking and resting
- Conservation of momentum
- Friction and resistance
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- Events
- Constraints
- Gravity
- Sleeping and static bodies
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- Rounded corners (chamfering)
- Views (translate, zoom)
- Collision queries (raycasting, region tests)
- Time scaling (slow-mo, speed-up)
- Canvas renderer (supports vectors and textures)
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- [MatterTools](https://github.com/liabru/matter-tools) for creating, testing and debugging worlds
- 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 [edge build (master)](https://github.com/liabru/matter-js/blob/master/build/matter.js) or get a [stable release](https://github.com/liabru/matter-js/releases) and include the script in your web page:
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<script src="matter.js" type="text/javascript"></script>
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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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Visit the [Getting started](https://github.com/liabru/matter-js/wiki/Getting-started) wiki page for a minimal usage example.
Also see the [Rendering](https://github.com/liabru/matter-js/wiki/Rendering) wiki page, which also shows how to use your own game loop.
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### Examples
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See the [examples](https://github.com/liabru/matter-js/tree/master/examples) directory which contains the source for all [demos](#demos).
There are even more examples on [codepen](http://codepen.io/collection/Fuagy/).
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### Documentation
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See the [API Documentation](http://brm.io/matter-js/docs) and the [wiki](https://github.com/liabru/matter-js/wiki)
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### Building and Contributing
To build you must first install [node.js](http://nodejs.org/) and [gulp](http://gulpjs.com/), then run
npm install
This will install the required build dependencies, then run
gulp 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.
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Contributions are welcome, please ensure they follow the same style and architecture as the rest of the code. You should run `gulp test` to ensure `eslint` 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!
### 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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### References
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The engine uses 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)
- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained with a pair
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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
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- HTML5 Canvas rendering
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For more information see my post on [Game physics for beginners](http://brm.io/game-physics-for-beginners/).
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### License
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Matter.js is licensed under [The MIT License (MIT)](http://opensource.org/licenses/MIT)
Copyright (c) 2014 Liam Brummitt
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This license is also supplied with the release and source code.
As stated in the license, absolutely no warranty is provided.