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151 lines
No EOL
6.6 KiB
Markdown
# 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
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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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- [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle)
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- [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)
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- [Views](http://brm.io/matter-js-demo/#views)
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- [Time Scaling](http://brm.io/matter-js-demo/#timescale)
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- [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)
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- [Car](http://brm.io/matter-js-demo#car)
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- [Catapult](http://brm.io/matter-js-demo#catapult)
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- [Reverse Gravity](http://brm.io/matter-js-demo#gravity)
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- [Bridge](http://brm.io/matter-js-demo#bridge)
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- [Avalanche](http://brm.io/matter-js-demo#avalanche)
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- [Basic Soft Bodies](http://brm.io/matter-js-demo#softBody)
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- [Cloth](http://brm.io/matter-js-demo#cloth)
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- [Events](http://brm.io/matter-js-demo/#events)
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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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- [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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- [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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- [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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- [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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### 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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- Collisions (broad-phase, mid-phase and narrow-phase)
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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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- Events
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- Rounded corners (chamfering)
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- Views (translate, zoom)
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- Collision queries (raycasting, region tests)
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- Time scaling (slow-mo, speed-up)
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- Canvas renderer (supports vectors and textures)
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- 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))
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- Cross-browser (Chrome, Firefox, Safari, IE8+)
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- 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
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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
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Matter.js is currently in *alpha* status, meaning the API is still in development and may change occasionally.<br>
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The library is reasonably stable as-is, but it is not yet feature complete.
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### Building and Contributing
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To build you must first install [node.js](http://nodejs.org/) and [grunt](http://gruntjs.com/), then run
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npm install
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This will install the required build dependencies, then run
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grunt dev
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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 `grunt test` to ensure `jshint` gives no errors. Please do not include any changes to the files in the `build` directory.
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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
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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 / WebGL 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. |