0
0
Fork 0
mirror of https://github.com/liabru/matter-js.git synced 2024-12-24 13:29:01 -05:00
A 2D rigid body physics engine for the web.
Find a file
2014-06-12 17:13:56 -04:00
build updated edge build 2014-06-09 19:40:24 +01:00
demo improved Demo.manipulation 2014-06-04 15:41:17 +01:00
src dont draw offscreen constraints. Set visible flag on offscreen sprites 2014-06-12 17:13:56 -04:00
.gitignore dev builds are now ignored 2014-03-11 09:21:47 +00:00
.jshintrc initial commit 2014-02-19 14:15:05 +00:00
.travis.yml added travis-ci integration 2014-02-28 18:38:39 +00:00
bower.json release 0.8.0 2014-05-05 19:32:51 +01:00
CHANGELOG.md release 0.8.0 2014-05-05 19:32:51 +01:00
CONTRIBUTING.md added CONTRIBUTING.md 2014-05-10 16:15:18 +01:00
Gruntfile.js updated doc build task 2014-03-23 23:07:04 +00:00
LICENSE initial commit 2014-02-19 14:15:05 +00:00
package.json release 0.8.0 2014-05-05 19:32:51 +01:00
README.md added building and contributing to readme 2014-05-10 15:52:59 +01:00

Matter.js

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

brm.io/matter-js

Build Status

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

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)

Status

Matter.js is currently only alpha status, so production use should be avoided.

This engine is the result of learning game physics and getting a bit carried away.
There's no intention to compete with other engines, so I'm not sure yet how much it will be developed further.
That said, the engine is reasonably stable and performs well, it's just not feature complete.

Though if I get time and people are interested, I may continue working on it.
Contributions are also welcome, if you'd like to help.

Install

Download matter-0.8.0.js or matter-0.8.0.min.js and include the script in your HTML file:

<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.

Or install using Bower

bower install matter-js

Usage

See Demo.js and DemoMobile.js for many usage examples.
When loaded, all modules and functions are under the global Matter.* namespace.

Some of the demos are avaliable at codepen.io/liabru, 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).

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.

Similar Projects

If you need a more complete engine, check out jswiki's list of Physics libraries