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5.4 KiB
Markdown
125 lines
No EOL
5.4 KiB
Markdown
# Matter.js
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*Matter.js* is a 2D rigid body physics engine for the web written in JavaScript (yes, another)
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[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
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- [Mixed Shapes](http://brm.io/matter-js-demo#mixed)
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- [Solid Shapes](http://brm.io/matter-js-demo#mixedSolid)
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- [Stack](http://brm.io/matter-js-demo#stack)
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- [Circle Stack](http://brm.io/matter-js-demo#circleStack)
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- [Pyramid](http://brm.io/matter-js-demo#pyramid)
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- [Car](http://brm.io/matter-js-demo#car)
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- [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle)
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- [Restitution](http://brm.io/matter-js-demo#restitution)
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- [Friction](http://brm.io/matter-js-demo#friction)
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- [Air Friction](http://brm.io/matter-js-demo#airFriction)
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- [Reverse Gravity](http://brm.io/matter-js-demo#gravity)
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- [Sleeping](http://brm.io/matter-js-demo#sleeping)
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- [Grid Broadphase](http://brm.io/matter-js-demo#broadphase)
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- [Chains](http://brm.io/matter-js-demo#chains)
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- [Ball Pool](http://brm.io/matter-js-demo#ballPool)
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- [Wrecking Ball](http://brm.io/matter-js-demo#wreckingBall)
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- [Avalanche](http://brm.io/matter-js-demo#avalanche)
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- [Beach Balls](http://brm.io/matter-js-demo#beachBalls)
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- [Stress 1](http://brm.io/matter-js-demo#stress)
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- [Stress 2](http://brm.io/matter-js-demo#stress2)
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- [Sprites (_edge_)](http://brm.io/matter-js-demo-master/#sprites)
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- [Events (_edge_)](http://brm.io/matter-js-demo-master/#events)
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### Features
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- Physical properties (mass, area, density etc.)
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- Rigid bodies of any convex polygon
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- Stable stacking and resting
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- Restitution (elastic and inelastic collisions)
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- Conservation of momentum
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- Friction and resistance
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- Constraints
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- Gravity
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- Composite bodies
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- Sleeping and static bodies
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- Original JavaScript physics implementation (not a port)
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- HTML5 canvas renderer (optional)
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- Mobile-compatible (touch, scaleable)
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- Cross-browser (chrome, firefox, IE8+)
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- World state serialisation (requires
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[resurrect.js](https://github.com/skeeto/resurrect-js))
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- Built in GUI for testing (requires
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[dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/))
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- Time scaling (slow-mo, speed-up)
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- Broad-phase, mid-phase and narrow-phase collisions
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- Events (_edge_)
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- Sprite texture rendering (_edge_)
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### Status
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Matter.js is currently only *alpha* status, so production use should be avoided.
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This engine is the result of [learning game physics](http://brm.io/game-physics-for-beginners/) and getting a bit carried away.
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<br>There's no intention to compete with other engines, so I'm not sure yet how much it will be developed further.
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<br>That said, the engine is reasonably stable and performs well, it's just not feature complete.
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Though if I get time and people are interested, I may continue working on it.
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<br>Contributions are also welcome, if you'd like to help.
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### Install
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Download [matter-0.5.0.js](https://github.com/liabru/matter-js/releases/download/0.5.0-alpha/matter-0.5.0.js) or [matter-0.5.0.min.js](https://github.com/liabru/matter-js/releases/download/0.5.0-alpha/matter-0.5.0.min.js) and include the script in your HTML file:
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<script src="matter-0.5.0.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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### Usage
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See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js) and [DemoMobile.js](https://github.com/liabru/matter-js/blob/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 (v0.5.0)](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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### 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
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- Adaptive grid broad-phase detection
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- AABB mid-phase detection
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- SAT narrow-phase detection
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- Iterative sequential impulse solver and position solver
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- 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
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- 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
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- Constraints solved with the Gauss-Siedel method
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- Semi-variable time step, synced with rendering
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- A basic sleeping strategy
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- HTML5 canvas renderer
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### References
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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)
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<br/>Copyright (c) 2014 Liam Brummitt
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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.
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### Similar Projects
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If you need a more complete engine, check out jswiki's list of [Physics libraries](https://github.com/bebraw/jswiki/wiki/Physics-libraries) |