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# 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 ) - [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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< table >
< tr >
< td >
< ul >
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< li >< a href = "http://brm.io/matter-js-demo-master #mixed " > Mixed Shapes</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #mixedSolid " > Solid Shapes</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #svg " > Concave SVG Paths</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #terrain " > Concave Terrain</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #concave " > Concave Bodies</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #compound " > Compound Bodies</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #newtonsCradle " > Newton's Cradle</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #wreckingBall " > Wrecking Ball</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #slingshot " > Slingshot Game</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #rounded " > Rounded Corners</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #views " > Views</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #timescale " > Time Scaling</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #manipulation " > Body Manipulation</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #compositeManipulation " > Composite Manipulation</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #raycasting " > Raycasting</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #sprites " > Sprites</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #pyramid " > Pyramid</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #car " > Car</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #catapult " > Catapult</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #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-master #bridge " > Bridge</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #avalanche " > Avalanche</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #softBody " > Basic Soft Bodies</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #cloth " > Cloth</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #events " > Events</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #collisionFiltering " > Collision Filtering</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #chains " > Chains</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #ballPool " > Ball Pool</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #stack " > Stack</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #circleStack " > Circle Stack</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #compoundStack " > Compound Stack</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #restitution " > Restitution</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #friction " > Friction</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #airFriction " > Air Friction</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #staticFriction " > Static Friction</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #sleeping " > Sleeping</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #broadphase " > Grid Broadphase</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #beachBalls " > Beach Balls</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #stress " > Stress 1</ a ></ li >
< li >< a href = "http://brm.io/matter-js-demo-master #stress2 " > Stress 2</ a ></ li >
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< / ul >
< br >
< / td >
< / tr >
< / table >
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### Features
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- Rigid bodies
- Compound bodies
- Composite bodies
- Concave and convex hulls
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- 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
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- Conservation of momentum
- Friction and resistance
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- Events
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- Constraints
- Gravity
- Sleeping and static bodies
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- Rounded corners (chamfering)
- Views (translate, zoom)
- Collision queries (raycasting, region tests)
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- Time scaling (slow-mo, speed-up)
- Canvas renderer (supports vectors and textures)
- 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 ))
- 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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See the [Getting started ](https://github.com/liabru/matter-js/wiki/Getting-started ) wiki page for a minimal usage example.
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Matter.js includes a sample renderer, but this is optional and it's easy to use your own.
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See the [Rendering ](https://github.com/liabru/matter-js/wiki/Rendering ) wiki page for information, including on how to use your own custom game loop.
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Check out the [demo page ](http://brm.io/matter-js-demo-master/ ) 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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Edge build documentation is at [Matter.js API Docs (master) ](http://brm.io/matter-js-docs-master/ )
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Stable release documentation is at [Matter.js API Docs (v0.8.0) ](http://brm.io/matter-js-docs/ )
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### Building and Contributing
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To build you must first install [node.js ](http://nodejs.org/ ) and [gulp ](http://gulpjs.com/ ), then run
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npm install
This will install the required build dependencies, then run
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gulp 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 `gulp 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 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)
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- Temporal coherence impulse caching and warming
- 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
- Constraints solved with the Gauss-Siedel method
- Semi-variable time step, synced with rendering
- A basic sleeping strategy
- HTML5 Canvas / WebGL renderer
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### References
See my post on [Game physics for beginners ](http://brm.io/game-physics-for-beginners/ ).
### 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.