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A 2D rigid body physics engine for the web.
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Matter.js

Matter.js is a JavaScript 2D rigid body physics engine for the web

brm.io/matter-js

Features - Status - Install - Usage - Docs - Implementation - References - License

Build Status

Demos

Features

  • 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
  • Rounded corners (chamfering)
  • Views (translate, zoom)
  • Collision queries (raycasting, region tests)
  • Time scaling (slow-mo, speed-up)
  • Canvas renderer (supports vectors and textures)
  • WebGL renderer (requires pixi.js)
  • MatterTools for creating, testing and debugging worlds
  • World state serialisation (requires resurrect.js)
  • Cross-browser (Chrome, Firefox, Safari, IE8+)
  • Mobile-compatible (touch, responsive)
  • An original JavaScript physics implementation (not a port)

Install

Download the latest release and include the script in your web page:

<script src="matter-0.8.0.js" type="text/javascript"></script>

For the latest features try the edge version (master), but it may not be fully stable.

You can also install using the package managers Bower and NPM.

bower install matter-js
npm install matter-js

Usage

See the Getting started wiki page for a minimal usage example.

Check out the demo page for more examples and then refer to Demo.js to see how they work. Some of the demos are also available on codepen, where you can easily experiment with them.

Documentation

See the Matter.js API Docs (v0.8.0).
If you're using the edge version (master) then see the API Docs (master).

Status

Matter.js is currently in alpha status, meaning the API is still in development and may change occasionally.
The library is reasonably stable as-is, but it is not yet feature complete.

Building and Contributing

To build you must first install node.js and grunt, 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!

Changelog

To see what's new or changed in the latest version, see the changelog.

Implementation

The technical details for physics nerds and game devs.
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 / WebGL renderer

References

See my post on Game physics for beginners.

License

Matter.js is licensed under The MIT License (MIT)
Copyright (c) 2014 Liam Brummitt

This license is also supplied with the release and source code.
As stated in the license, absolutely no warranty is provided.