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// Type definitions specifically for Matter.js as used by Phaser 3
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//
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// Definitions by: Ivane Gegia <https://twitter.com/ivanegegia>,
// David Asmuth <https://github.com/piranha771>,
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// Piotr Pietrzak <https://github.com/hasparus>,
// Richard Davey <rich@photonstorm.com>
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declare namespace MatterJS {
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// --------------------------------------------------------------
// Interfaces
// --------------------------------------------------------------
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interface IChamfer {
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radius? : number | Array < number > ;
quality? : number ;
qualityMin? : number ;
qualityMax? : number ;
}
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interface IChamferableBodyDefinition extends IBodyDefinition {
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chamfer? : IChamfer ;
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}
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interface IBodyDefinition {
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/ * *
* A ` Number ` specifying the angle of the body , in radians .
*
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* @property angle
* @type number
* @default 0
* /
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angle? : number ;
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/ * *
* A ` Number ` that _measures_ the current angular speed of the body after the last ` Body.update ` . It is read - only and always positive ( it ' s the magnitude of ` body.angularVelocity ` ) .
*
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* @readOnly
* @property angularSpeed
* @type number
* @default 0
* /
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angularSpeed? : number ;
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/ * *
* A ` Number ` that _measures_ the current angular velocity of the body after the last ` Body.update ` . It is read - only .
* If you need to modify a body 's angular velocity directly, you should apply a torque or simply change the body' s ` angle ` ( as the engine uses position - Verlet integration ) .
*
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* @readOnly
* @property angularVelocity
* @type number
* @default 0
* /
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angularVelocity? : number ;
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/ * *
* A ` Number ` that _measures_ the area of the body ' s convex hull , calculated at creation by ` Body.create ` .
*
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* @property area
* @type string
* @default
* /
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area? : number ;
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/ * *
* An array of unique axis vectors ( edge normals ) used for collision detection .
* These are automatically calculated from the given convex hull ( ` vertices ` array ) in ` Body.create ` .
* They are constantly updated by ` Body.update ` during the simulation .
*
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* @property axes
* @type vector [ ]
* /
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axes? : Array < Vector > ;
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/ * *
* A ` Bounds ` object that defines the AABB region for the body .
* It is automatically calculated from the given convex hull ( ` vertices ` array ) in ` Body.create ` and constantly updated by ` Body.update ` during simulation .
*
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* @property bounds
* @type bounds
* /
bounds? : IBound ;
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/ * *
* A ` Number ` that defines the density of the body , that is its mass per unit area .
* If you pass the density via ` Body.create ` the ` mass ` property is automatically calculated for you based on the size ( area ) of the object .
* This is generally preferable to simply setting mass and allows for more intuitive definition of materials ( e . g . rock has a higher density than wood ) .
*
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* @property density
* @type number
* @default 0.001
* /
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density? : number ;
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/ * *
* A ` Vector ` that specifies the force to apply in the current step . It is zeroed after every ` Body.update ` . See also ` Body.applyForce ` .
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*
* @property force
* @type vector
* @default { x : 0 , y : 0 }
* /
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force? : Vector ;
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/ * *
* A ` Number ` that defines the friction of the body . The value is always positive and is in the range ` (0, 1) ` .
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* A value of ` 0 ` means that the body may slide indefinitely .
* A value of ` 1 ` means the body may come to a stop almost instantly after a force is applied .
*
* The effects of the value may be non - linear .
* High values may be unstable depending on the body .
* The engine uses a Coulomb friction model including static and kinetic friction .
* Note that collision response is based on _pairs_ of bodies , and that ` friction ` values are _combined_ with the following formula :
*
* Math . min ( bodyA . friction , bodyB . friction )
*
* @property friction
* @type number
* @default 0.1
* /
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friction? : number ;
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/ * *
* A ` Number ` that defines the air friction of the body ( air resistance ) .
* A value of ` 0 ` means the body will never slow as it moves through space .
* The higher the value , the faster a body slows when moving through space .
* The effects of the value are non - linear .
*
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* @property frictionAir
* @type number
* @default 0.01
* /
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frictionAir? : number ;
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/ * *
* A ` Number ` that defines the moment of inertia ( i . e . second moment of area ) of the body .
* It is automatically calculated from the given convex hull ( ` vertices ` array ) and density in ` Body.create ` .
* If you modify this value , you must also modify the ` body.inverseInertia ` property ( ` 1 / inertia ` ) .
*
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* @property inertia
* @type number
* /
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inertia? : number ;
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/ * *
* A ` Number ` that defines the inverse moment of inertia of the body ( ` 1 / inertia ` ) .
* If you modify this value , you must also modify the ` body.inertia ` property .
*
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* @property inverseInertia
* @type number
* /
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inverseInertia? : number ;
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/ * *
* A ` Number ` that defines the inverse mass of the body ( ` 1 / mass ` ) .
* If you modify this value , you must also modify the ` body.mass ` property .
*
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* @property inverseMass
* @type number
* /
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inverseMass? : number ;
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/ * *
* A flag that indicates whether a body is a sensor . Sensor triggers collision events , but doesn ' t react with colliding body physically .
*
* @property isSensor
* @type boolean
* @default false
* /
isSensor? : boolean ;
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/ * *
* A flag that indicates whether the body is considered sleeping . A sleeping body acts similar to a static body , except it is only temporary and can be awoken .
* If you need to set a body as sleeping , you should use ` Sleeping.set ` as this requires more than just setting this flag .
*
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* @property isSleeping
* @type boolean
* @default false
* /
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isSleeping? : boolean ;
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/ * *
* A flag that indicates whether a body is considered static . A static body can never change position or angle and is completely fixed .
* If you need to set a body as static after its creation , you should use ` Body.setStatic ` as this requires more than just setting this flag .
*
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* @property isStatic
* @type boolean
* @default false
* /
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isStatic? : boolean ;
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/ * *
* An arbitrary ` String ` name to help the user identify and manage bodies .
*
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* @property label
* @type string
* @default "Body"
* /
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label? : string ;
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/ * *
* A ` Number ` that defines the mass of the body , although it may be more appropriate to specify the ` density ` property instead .
* If you modify this value , you must also modify the ` body.inverseMass ` property ( ` 1 / mass ` ) .
*
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* @property mass
* @type number
* /
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mass? : number ;
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/ * *
* A ` Number ` that _measures_ the amount of movement a body currently has ( a combination of ` speed ` and ` angularSpeed ` ) . It is read - only and always positive .
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* It is used and updated by the ` Matter.Sleeping ` module during simulation to decide if a body has come to rest .
*
* @readOnly
* @property motion
* @type number
* @default 0
* /
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motion? : number ;
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/ * *
* A ` Vector ` that specifies the current world - space position of the body .
*
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* @property position
* @type vector
* /
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position? : Vector ;
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/ * *
* An ` Object ` that defines the rendering properties to be consumed by the module ` Matter.Render ` .
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*
* @property render
* @type object
* /
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render? : IBodyRenderOptions ;
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/ * *
* A ` Number ` that defines the restitution ( elasticity ) of the body . The value is always positive and is in the range ` (0, 1) ` .
* A value of ` 0 ` means collisions may be perfectly inelastic and no bouncing may occur .
* A value of ` 0.8 ` means the body may bounce back with approximately 80 % of its kinetic energy .
* Note that collision response is based on _pairs_ of bodies , and that ` restitution ` values are _combined_ with the following formula :
*
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* Math . max ( bodyA . restitution , bodyB . restitution )
*
* @property restitution
* @type number
* @default 0
* /
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restitution? : number ;
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/ * *
* A ` Number ` that defines the number of updates in which this body must have near - zero velocity before it is set as sleeping by the ` Matter.Sleeping ` module ( if sleeping is enabled by the engine ) .
*
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* @property sleepThreshold
* @type number
* @default 60
* /
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sleepThreshold? : number ;
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/ * *
* A ` Number ` that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies .
* Avoid changing this value unless you understand the purpose of ` slop ` in physics engines .
* The default should generally suffice , although very large bodies may require larger values for stable stacking .
*
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* @property slop
* @type number
* @default 0.05
* /
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slop? : number ;
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/ * *
* A ` Number ` that _measures_ the current speed of the body after the last ` Body.update ` . It is read - only and always positive ( it ' s the magnitude of ` body.velocity ` ) .
*
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* @readOnly
* @property speed
* @type number
* @default 0
* /
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speed? : number ;
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/ * *
* A ` Number ` that allows per - body time scaling , e . g . a force - field where bodies inside are in slow - motion , while others are at full speed .
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*
* @property timeScale
* @type number
* @default 1
* /
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timeScale? : number ;
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/ * *
* A ` Number ` that specifies the torque ( turning force ) to apply in the current step . It is zeroed after every ` Body.update ` .
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*
* @property torque
* @type number
* @default 0
* /
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torque? : number ;
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/ * *
* A ` String ` denoting the type of object .
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*
* @property type
* @type string
* @default "body"
* /
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type ? : string ;
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/ * *
* A ` Vector ` that _measures_ the current velocity of the body after the last ` Body.update ` . It is read - only .
* If you need to modify a body 's velocity directly, you should either apply a force or simply change the body' s ` position ` ( as the engine uses position - Verlet integration ) .
*
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* @readOnly
* @property velocity
* @type vector
* @default { x : 0 , y : 0 }
* /
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velocity? : Vector ;
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/ * *
* An array of ` Vector ` objects that specify the convex hull of the rigid body .
* These should be provided about the origin ` (0, 0) ` . E . g .
*
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* [ { x : 0 , y : 0 } , { x : 25 , y : 50 } , { x : 50 , y : 0 } ]
*
* When passed via ` Body.create ` , the vertices are translated relative to ` body.position ` ( i . e . world - space , and constantly updated by ` Body.update ` during simulation ) .
* The ` Vector ` objects are also augmented with additional properties required for efficient collision detection .
*
* Other properties such as ` inertia ` and ` bounds ` are automatically calculated from the passed vertices ( unless provided via ` options ` ) .
* Concave hulls are not currently supported . The module ` Matter.Vertices ` contains useful methods for working with vertices .
*
* @property vertices
* @type vector [ ]
* /
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vertices? : Array < Vector > ;
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/ * *
* An array of bodies that make up this body .
* The first body in the array must always be a self reference to the current body instance .
* All bodies in the ` parts ` array together form a single rigid compound body .
* Parts are allowed to overlap , have gaps or holes or even form concave bodies .
* Parts themselves should never be added to a ` World ` , only the parent body should be .
* Use ` Body.setParts ` when setting parts to ensure correct updates of all properties .
*
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* @property parts
* @type body [ ]
* /
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parts? : Array < BodyType > ;
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/ * *
* A self reference if the body is _not_ a part of another body .
* Otherwise this is a reference to the body that this is a part of .
* See ` body.parts ` .
*
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* @property parent
* @type body
* /
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parent? : BodyType ;
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/ * *
* A ` Number ` that defines the static friction of the body ( in the Coulomb friction model ) .
* A value of ` 0 ` means the body will never 'stick' when it is nearly stationary and only dynamic ` friction ` is used .
* The higher the value ( e . g . ` 10 ` ) , the more force it will take to initially get the body moving when nearly stationary .
* This value is multiplied with the ` friction ` property to make it easier to change ` friction ` and maintain an appropriate amount of static friction .
*
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* @property frictionStatic
* @type number
* @default 0.5
* /
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frictionStatic? : number ;
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/ * *
* An ` Object ` that specifies the collision filtering properties of this body .
*
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* Collisions between two bodies will obey the following rules :
* - If the two bodies have the same non - zero value of ` collisionFilter.group ` ,
* they will always collide if the value is positive , and they will never collide
* if the value is negative .
* - If the two bodies have different values of ` collisionFilter.group ` or if one
* ( or both ) of the bodies has a value of 0 , then the category / mask rules apply as follows :
*
* Each body belongs to a collision category , given by ` collisionFilter.category ` . This
* value is used as a bit field and the category should have only one bit set , meaning that
* the value of this property is a power of two in the range [ 1 , 2 ^ 31 ] . Thus , there are 32
* different collision categories available .
*
* Each body also defines a collision bitmask , given by ` collisionFilter.mask ` which specifies
* the categories it collides with ( the value is the bitwise AND value of all these categories ) .
*
* Using the category / mask rules , two bodies ` A ` and ` B ` collide if each includes the other ' s
* category in its mask , i . e . ` (categoryA & maskB) !== 0 ` and ` (categoryB & maskA) !== 0 `
* are both true .
*
* @property collisionFilter
* @type object
* /
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collisionFilter? : ICollisionFilter ;
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/ * *
* A reference to the Phaser Game Object this body belongs to , if any .
*
* @property gameObject
* @type Phaser . GameObjects . GameObject
* /
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gameObject? : any ;
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/ * *
* Scale the influence of World gravity when applied to this body .
*
* @property gravityScale
* @type vector
* @default { x : 1 , y : 1 }
* /
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gravityScale? : Vector ;
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/ * *
* Will this Body ignore World gravity during the Engine update ?
*
* @property ignoreGravity
* @type boolean
* @default false
* /
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ignoreGravity? : boolean ;
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/ * *
* Will this Body ignore Phaser Pointer input events ?
*
* @property ignorePointer
* @type boolean
* @default false
* /
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ignorePointer? : boolean ;
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/ * *
* A callback that is invoked when this Body starts colliding with any other Body .
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*
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* You can register callbacks by providing a function of type ` ( pair: Matter.Pair) => void ` .
*
* @property onCollideCallback
* @type function
* @default null
* /
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onCollideCallback? : Function ;
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/ * *
* A callback that is invoked when this Body stops colliding with any other Body .
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*
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* You can register callbacks by providing a function of type ` ( pair: Matter.Pair) => void ` .
*
* @property onCollideEndCallback
* @type function
* @default null
* /
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onCollideEndCallback? : Function ;
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/ * *
* A callback that is invoked for the duration that this Body is colliding with any other Body .
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*
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* You can register callbacks by providing a function of type ` ( pair: Matter.Pair) => void ` .
*
* @property onCollideActiveCallback
* @type function
* @default null
* /
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onCollideActiveCallback? : Function ;
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/ * *
* A collision callback dictionary used by the ` Body.setOnCollideWith ` function .
*
* @property onCollideWith
* @type object
* @default null
* /
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onCollideWith? : any ;
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}
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interface IBodyRenderOptions {
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/ * *
* A flag that indicates if the body should be rendered .
*
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* @property visible
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* @type boolean
* @default true
* /
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visible? : boolean ;
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/ * *
* Sets the opacity . 1.0 is fully opaque . 0.0 is fully translucent .
*
* @property opacity
* @type number
* @default 1
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* /
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opacity? : number ;
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/ * *
* An ` Object ` that defines the sprite properties to use when rendering , if any .
*
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* @property sprite
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* @type object
* /
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sprite? : IBodyRenderOptionsSprite ;
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/ * *
* A hex color value that defines the fill color to use when rendering the body .
*
* @property fillColor
* @type number
* /
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fillColor? : number ;
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/ * *
* A value that defines the fill opacity to use when rendering the body .
*
* @property fillOpacity
* @type number
* /
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fillOpacity? : number ;
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/ * *
* A hex color value that defines the line color to use when rendering the body .
*
* @property lineColor
* @type number
* /
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lineColor? : number ;
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/ * *
* A value that defines the line opacity to use when rendering the body .
*
* @property lineOpacity
* @type number
* /
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lineOpacity? : number ;
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/ * *
* A ` Number ` that defines the line width to use when rendering the body outline .
*
* @property lineThickness
* @type number
* /
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lineThickness? : number ;
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}
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interface IBodyRenderOptionsSprite {
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/ * *
* A ` Number ` that defines the scaling in the x - axis for the sprite , if any .
*
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* @property xOffset
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* @type number
* @default 0
* /
xOffset : number ;
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/ * *
* A ` Number ` that defines the scaling in the y - axis for the sprite , if any .
*
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* @property yOffset
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* @type number
* @default 0
* /
yOffset : number ;
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}
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interface IBound {
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min : { x : number , y : number }
max : { x : number , y : number }
}
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interface ICompositeDefinition {
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/ * *
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* An array of ` Body ` that are _direct_ children of this composite .
* To add or remove bodies you should use ` Composite.add ` and ` Composite.remove ` methods rather than directly modifying this property .
* If you wish to recursively find all descendants , you should use the ` Composite.allBodies ` method .
*
* @property bodies
* @type body [ ]
* @default [ ]
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* /
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bodies? : Array < BodyType > ;
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/ * *
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* An array of ` Composite ` that are _direct_ children of this composite .
* To add or remove composites you should use ` Composite.add ` and ` Composite.remove ` methods rather than directly modifying this property .
* If you wish to recursively find all descendants , you should use the ` Composite.allComposites ` method .
*
* @property composites
* @type composite [ ]
* @default [ ]
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* /
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composites? : Array < CompositeType > ;
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/ * *
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* An array of ` Constraint ` that are _direct_ children of this composite .
* To add or remove constraints you should use ` Composite.add ` and ` Composite.remove ` methods rather than directly modifying this property .
* If you wish to recursively find all descendants , you should use the ` Composite.allConstraints ` method .
*
* @property constraints
* @type constraint [ ]
* @default [ ]
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* /
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constraints? : Array < ConstraintType > ;
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/ * *
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* An integer ` Number ` uniquely identifying number generated in ` Composite.create ` by ` Common.nextId ` .
*
* @property id
* @type number
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* /
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id? : number ;
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/ * *
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* A flag that specifies whether the composite has been modified during the current step .
* Most ` Matter.Composite ` methods will automatically set this flag to ` true ` to inform the engine of changes to be handled .
* If you need to change it manually , you should use the ` Composite.setModified ` method .
*
* @property isModified
* @type boolean
* @default false
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* /
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isModified? : boolean ;
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/ * *
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* An arbitrary ` String ` name to help the user identify and manage composites .
*
* @property label
* @type string
* @default "Composite"
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* /
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label? : string ;
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/ * *
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* The ` Composite ` that is the parent of this composite . It is automatically managed by the ` Matter.Composite ` methods .
*
* @property parent
* @type composite
* @default null
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* /
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parent? : CompositeType ;
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/ * *
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* A ` String ` denoting the type of object .
*
* @property type
* @type string
* @default "composite"
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* /
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type ? : string ;
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}
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interface IConstraintDefinition {
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/ * *
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* The first possible ` Body ` that this constraint is attached to .
*
* @property bodyA
* @type body
* @default null
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* /
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bodyA? : IBodyDefinition ;
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/ * *
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* The second possible ` Body ` that this constraint is attached to .
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*
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* @property bodyB
* @type body
* @default null
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* /
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bodyB? : IBodyDefinition ;
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/ * *
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* An integer ` Number ` uniquely identifying number generated in ` Composite.create ` by ` Common.nextId ` .
*
* @property id
* @type number
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* /
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id? : number ;
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/ * *
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* An arbitrary ` String ` name to help the user identify and manage bodies .
*
* @property label
* @type string
* @default "Constraint"
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* /
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label? : string ;
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/ * *
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* A ` Number ` that specifies the target resting length of the constraint .
* It is calculated automatically in ` Constraint.create ` from initial positions of the ` constraint.bodyA ` and ` constraint.bodyB ` .
*
* @property length
* @type number
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* /
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length? : number ;
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/ * *
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* A ` Vector ` that specifies the offset of the constraint from center of the ` constraint.bodyA ` if defined , otherwise a world - space position .
*
* @property pointA
* @type vector
* @default { x : 0 , y : 0 }
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* /
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pointA? : Vector ;
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/ * *
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* A ` Vector ` that specifies the offset of the constraint from center of the ` constraint.bodyA ` if defined , otherwise a world - space position .
*
* @property pointB
* @type vector
* @default { x : 0 , y : 0 }
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* /
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pointB? : Vector ;
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/ * *
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* An ` Object ` that defines the rendering properties to be consumed by the module ` Matter.Render ` .
*
* @property render
* @type object
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* /
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render? : IConstraintRenderDefinition ;
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/ * *
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* A ` Number ` that specifies the stiffness of the constraint , i . e . the rate at which it returns to its resting ` constraint.length ` .
* A value of ` 1 ` means the constraint should be very stiff .
* A value of ` 0.2 ` means the constraint acts like a soft spring .
*
* @property stiffness
* @type number
* @default 1
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* /
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stiffness? : number ;
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/ * *
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* A ` Number ` that specifies the damping of the constraint ,
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* i . e . the amount of resistance applied to each body based on their velocities to limit the amount of oscillation .
* Damping will only be apparent when the constraint also has a very low ` stiffness ` .
* A value of ` 0.1 ` means the constraint will apply heavy damping , resulting in little to no oscillation .
* A value of ` 0 ` means the constraint will apply no damping .
*
* @property damping
* @type number
* @default 0
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* /
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damping? : number ;
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/ * *
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* A ` String ` denoting the type of object .
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*
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* @property type
* @type string
* @default "constraint"
* /
type ? : string ;
}
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interface IConstraintRenderDefinition {
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/ * *
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* A flag that indicates if the constraint should be rendered .
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*
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* @property visible
* @type boolean
* @default true
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* /
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visible? : boolean ;
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/ * *
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* The type of constraint .
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*
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* @property type
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* @type string
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* @default 'line'
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* /
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type ? : string ;
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/ * *
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* A flag that indicates if the constraint anchors should be rendered .
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*
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* @property anchors
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* @type boolean
* @default true
* /
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anchors? : boolean ;
/ * *
* A hex color value that defines the line color to use when rendering the body .
*
* @property lineColor
* @type number
* /
lineColor? : number ;
/ * *
* A value that defines the line opacity to use when rendering the body .
*
* @property lineOpacity
* @type number
* /
lineOpacity? : number ;
/ * *
* A ` Number ` that defines the line width to use when rendering the body outline .
*
* @property lineThickness
* @type number
* /
lineThickness? : number ;
/ * *
* The size of the pins during rendering .
*
* @property pinSize
* @type number
* /
pinSize? : number ;
/ * *
* A hex color value that defines the color to use when rendering the anchors .
*
* @property anchorColor
* @type number
* /
anchorColor? : number ;
/ * *
* The size of the anchors during rendering .
*
* @property anchorSize
* @type number
* /
anchorSize? : number ;
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}
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interface IEngineDefinition {
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/ * *
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* An integer ` Number ` that specifies the number of position iterations to perform each update .
* The higher the value , the higher quality the simulation will be at the expense of performance .
*
* @property positionIterations
* @type number
* @default 6
* /
positionIterations? : number ;
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/ * *
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* An integer ` Number ` that specifies the number of velocity iterations to perform each update .
* The higher the value , the higher quality the simulation will be at the expense of performance .
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*
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* @property velocityIterations
* @type number
* @default 4
* /
velocityIterations? : number ;
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/ * *
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* An integer ` Number ` that specifies the number of constraint iterations to perform each update .
* The higher the value , the higher quality the simulation will be at the expense of performance .
* The default value of ` 2 ` is usually very adequate .
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*
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* @property constraintIterations
* @type number
* @default 2
* /
constraintIterations? : number ;
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/ * *
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* A flag that specifies whether the engine should allow sleeping via the ` Matter.Sleeping ` module .
* Sleeping can improve stability and performance , but often at the expense of accuracy .
*
* @property enableSleeping
* @type boolean
* @default false
* /
enableSleeping? : boolean ;
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/ * *
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* An ` Object ` containing properties regarding the timing systems of the engine .
*
* @property timing
* @type object
* /
timing? : IEngineTimingOptions ;
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/ * *
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* An instance of a broadphase controller . The default value is a ` Matter.Grid ` instance created by ` Engine.create ` .
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*
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* @property broadphase
* @type grid
* @default a Matter . Grid instance
* /
grid? : Grid ;
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/ * *
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* A ` World ` composite object that will contain all simulated bodies and constraints .
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*
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* @property world
* @type world
* @default a Matter . World instance
* /
world? : World ;
}
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interface IEngineTimingOptions {
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/ * *
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* A ` Number ` that specifies the global scaling factor of time for all bodies .
* A value of ` 0 ` freezes the simulation .
* A value of ` 0.1 ` gives a slow - motion effect .
* A value of ` 1.2 ` gives a speed - up effect .
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*
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* @property timing . timeScale
* @type number
* @default 1
* /
timeScale : number ;
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/ * *
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* A ` Number ` that specifies the current simulation - time in milliseconds starting from ` 0 ` .
* It is incremented on every ` Engine.update ` by the given ` delta ` argument .
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*
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* @property timing . timestamp
* @type number
* @default 0
* /
timestamp : number ;
}
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interface IMouseConstraintDefinition {
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/ * *
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* The ` Constraint ` object that is used to move the body during interaction .
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*
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* @property constraint
* @type constraint
* /
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constraint? : ConstraintType ;
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/ * *
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* An ` Object ` that specifies the collision filter properties .
* The collision filter allows the user to define which types of body this mouse constraint can interact with .
* See ` body.collisionFilter ` for more information .
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*
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* @property collisionFilter
* @type object
* /
collisionFilter? : ICollisionFilter ;
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/ * *
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* The ` Body ` that is currently being moved by the user , or ` null ` if no body .
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*
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* @property body
* @type body
* @default null
* /
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body? : BodyType ;
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/ * *
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* A ` String ` denoting the type of object .
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*
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* @property type
* @type string
* @default "constraint"
* /
type ? : string ;
}
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interface IGridDefinition { }
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interface IPair {
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id : number ;
bodyA : Body ;
bodyB : Body ;
contacts : any ;
activeContacts : any ;
separation : number ;
isActive : boolean ;
timeCreated : number ;
timeUpdated : number ,
inverseMass : number ;
friction : number ;
frictionStatic : number ;
restitution : number ;
slop : number ;
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}
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interface ICollisionData {
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collided : boolean ;
bodyA : Body ;
bodyB : Body ;
axisBody : Body ;
axisNumber : number ;
depth : number ;
parentA : Body ;
parentB : Body ;
normal : Vector ;
tangent : Vector ;
penetration : Vector ;
supports : Vector [ ] ;
inverseMass : number ;
friction : number ;
frictionStatic : number ;
restitution : number ;
slop : number ;
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}
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interface ICollisionPair {
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id : string ;
bodyA : Body ;
bodyB : Body ;
activeContacts : Vector [ ] ;
separation : number ;
isActive : boolean ;
confirmedActive : boolean ;
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isSensor : boolean ;
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timeCreated : number ;
timeUpdated : number ;
collision : ICollisionData ;
inverseMass : number ;
friction : number ;
frictionStatic : number ;
restitution : number ;
slop : number ;
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}
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interface ICollisionFilter {
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category : number ;
mask : number ;
group : number ;
}
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interface IRunnerOptions {
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/ * *
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* A ` Boolean ` that specifies if the runner should use a fixed timestep ( otherwise it is variable ) .
* If timing is fixed , then the apparent simulation speed will change depending on the frame rate ( but behaviour will be deterministic ) .
* If the timing is variable , then the apparent simulation speed will be constant ( approximately , but at the cost of determininism ) .
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*
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* @property isFixed
* @type boolean
* @default false
* /
isFixed? : boolean ;
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/ * *
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* A ` Number ` that specifies the time step between updates in milliseconds .
* If ` engine.timing.isFixed ` is set to ` true ` , then ` delta ` is fixed .
* If it is ` false ` , then ` delta ` can dynamically change to maintain the correct apparent simulation speed .
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*
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* @property delta
* @type number
* @default 1000 / 60
* /
delta? : number ;
}
interface IWorldDefinition extends ICompositeDefinition {
gravity? : Gravity ;
bounds? : IBound ;
}
interface Gravity extends Vector {
scale : number ;
}
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interface IEvent < T > {
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/ * *
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* The name of the event
* /
name : string ;
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/ * *
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* The source object of the event
* /
source : T ;
}
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interface IEventComposite < T > extends IEvent < T > {
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/ * *
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* EventObjects ( may be a single body , constraint , composite or a mixed array of these )
* /
object : any ;
}
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interface IEventTimestamped < T > extends IEvent < T > {
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/ * *
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* The engine . timing . timestamp of the event
* /
timestamp : number ;
}
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interface IEventCollision < T > extends IEventTimestamped < T > {
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/ * *
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* The collision pair
* /
pairs : Array < IPair > ;
}
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// --------------------------------------------------------------
// Types
// --------------------------------------------------------------
type CompositeType = {
/ * *
* An integer ` Number ` uniquely identifying number generated in ` Composite.create ` by ` Common.nextId ` .
*
* @property id
* @type number
* /
id : number ;
/ * *
* A ` String ` denoting the type of object .
*
* @property type
* @type string
* @default "composite"
* /
type : string ;
/ * *
* The ` Composite ` that is the parent of this composite . It is automatically managed by the ` Matter.Composite ` methods .
*
* @property parent
* @type composite
* @default null
* /
parent? : CompositeType ;
/ * *
* A flag that specifies whether the composite has been modified during the current step .
* Most ` Matter.Composite ` methods will automatically set this flag to ` true ` to inform the engine of changes to be handled .
* If you need to change it manually , you should use the ` Composite.setModified ` method .
*
* @property isModified
* @type boolean
* @default false
* /
isModified : boolean ;
/ * *
* An array of ` Body ` that are _direct_ children of this composite .
* To add or remove bodies you should use ` Composite.add ` and ` Composite.remove ` methods rather than directly modifying this property .
* If you wish to recursively find all descendants , you should use the ` Composite.allBodies ` method .
*
* @property bodies
* @type body [ ]
* @default [ ]
* /
bodies : Array < BodyType > ;
/ * *
* An array of ` Constraint ` that are _direct_ children of this composite .
* To add or remove constraints you should use ` Composite.add ` and ` Composite.remove ` methods rather than directly modifying this property .
* If you wish to recursively find all descendants , you should use the ` Composite.allConstraints ` method .
*
* @property constraints
* @type constraint [ ]
* @default [ ]
* /
constraints : Array < ConstraintType > ;
/ * *
* An array of ` Composite ` that are _direct_ children of this composite .
* To add or remove composites you should use ` Composite.add ` and ` Composite.remove ` methods rather than directly modifying this property .
* If you wish to recursively find all descendants , you should use the ` Composite.allComposites ` method .
*
* @property composites
* @type composite [ ]
* @default [ ]
* /
composites : Array < CompositeType > ;
/ * *
* An arbitrary ` String ` name to help the user identify and manage composites .
*
* @property label
* @type string
* @default "Composite"
* /
label : string ;
/ * *
* An object reserved for storing plugin - specific properties .
*
* @property plugin
* @type { }
* /
plugin : any ;
}
type ConstraintType = {
/ * *
* The first possible ` Body ` that this constraint is attached to .
*
* @property bodyA
* @type body
* @default null
* /
bodyA? : BodyType ;
/ * *
* The second possible ` Body ` that this constraint is attached to .
*
* @property bodyB
* @type body
* @default null
* /
bodyB? : BodyType ;
/ * *
* A ` Vector ` that specifies the offset of the constraint from center of the ` constraint.bodyA ` if defined , otherwise a world - space position .
*
* @property pointA
* @type vector
* @default { x : 0 , y : 0 }
* /
pointA : Vector ;
/ * *
* A ` Vector ` that specifies the offset of the constraint from center of the ` constraint.bodyB ` if defined , otherwise a world - space position .
*
* @property pointB
* @type vector
* @default { x : 0 , y : 0 }
* /
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pointB : Vector ;
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/ * *
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* A ` Number ` that specifies the target resting length of the constraint .
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* It is calculated automatically in ` Constraint.create ` from initial positions of the ` constraint.bodyA ` and ` constraint.bodyB ` .
*
* @property length
* @type number
* /
length : number ;
/ * *
* An integer ` Number ` uniquely identifying number generated in ` Composite.create ` by ` Common.nextId ` .
*
* @property id
* @type number
* /
id : number ;
/ * *
* An arbitrary ` String ` name to help the user identify and manage bodies .
*
* @property label
* @type string
* @default "Constraint"
* /
label : string ;
/ * *
* A ` String ` denoting the type of object .
*
* @property type
* @type string
* @default "constraint"
* @readOnly
* /
type : string ;
/ * *
* A ` Number ` that specifies the stiffness of the constraint , i . e . the rate at which it returns to its resting ` constraint.length ` .
* A value of ` 1 ` means the constraint should be very stiff .
* A value of ` 0.2 ` means the constraint acts like a soft spring .
*
* @property stiffness
* @type number
* @default 1
* /
stiffness : number ;
/ * *
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* A ` Number ` that specifies the damping of the constraint ,
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* i . e . the amount of resistance applied to each body based on their velocities to limit the amount of oscillation .
* Damping will only be apparent when the constraint also has a very low ` stiffness ` .
* A value of ` 0.1 ` means the constraint will apply heavy damping , resulting in little to no oscillation .
* A value of ` 0 ` means the constraint will apply no damping .
*
* @property damping
* @type number
* @default 0
* /
damping : number ;
/ * *
* A ` Number ` that specifies the angular stiffness of the constraint .
*
* @property angularStiffness
* @type number
* @default 0
* /
angularStiffness : number ;
/ * *
* Either the angle of BodyA , or a config value .
*
* @property angleA
* @type number
* @default 0
* /
angleA : number ;
/ * *
* Either the angle of BodyB , or a config value .
*
* @property angleB
* @type number
* @default 0
* /
angleB : number ;
/ * *
* An object reserved for storing plugin - specific properties .
*
* @property plugin
* @type { }
* /
plugin : any ;
/ * *
* An ` Object ` that defines the rendering properties to be consumed by the module ` Matter.Render ` .
*
* @property render
* @type object
* /
render : IConstraintRenderDefinition ;
} ;
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type BodyType = {
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/ * *
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* An integer ` Number ` uniquely identifying number generated in ` Body.create ` by ` Common.nextId ` .
*
* @property id
* @type number
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* /
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id : number ;
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/ * *
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* A ` String ` denoting the type of object .
*
* @property type
* @type string
* @default "body"
* @readOnly
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* /
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type : string ;
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/ * *
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* An arbitrary ` String ` name to help the user identify and manage bodies .
*
* @property label
* @type string
* @default "Body"
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* /
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label : string ;
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/ * *
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* An array of bodies that make up this body .
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* The first body in the array must always be a self reference to the current body instance .
* All bodies in the ` parts ` array together form a single rigid compound body .
* Parts are allowed to overlap , have gaps or holes or even form concave bodies .
* Parts themselves should never be added to a ` World ` , only the parent body should be .
* Use ` Body.setParts ` when setting parts to ensure correct updates of all properties .
*
* @property parts
* @type body [ ]
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* /
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parts : BodyType [ ] ;
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/ * *
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* An object reserved for storing plugin - specific properties .
*
* @property plugin
* @type { }
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* /
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plugin : any ;
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/ * *
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* A ` Number ` specifying the angle of the body , in radians .
*
* @property angle
* @type number
* @default 0
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* /
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angle : number ;
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/ * *
* A ` Number ` specifying the delta time , in ms , since the last game step
* /
deltaTime : number ;
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/ * *
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* An array of ` Vector ` objects that specify the convex hull of the rigid body .
* These should be provided about the origin ` (0, 0) ` . E . g .
*
* [ { x : 0 , y : 0 } , { x : 25 , y : 50 } , { x : 50 , y : 0 } ]
*
* When passed via ` Body.create ` , the vertices are translated relative to ` body.position ` ( i . e . world - space , and constantly updated by ` Body.update ` during simulation ) .
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* The ` Vector ` objects are also augmented with additional properties required for efficient collision detection .
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*
* Other properties such as ` inertia ` and ` bounds ` are automatically calculated from the passed vertices ( unless provided via ` options ` ) .
* Concave hulls are not currently supported . The module ` Matter.Vertices ` contains useful methods for working with vertices .
*
* @property vertices
* @type vector [ ]
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* /
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vertices? : Vector [ ] ;
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/ * *
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* A ` Vector ` that specifies the current world - space position of the body .
*
* @property position
* @type vector
* @default { x : 0 , y : 0 }
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* /
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position : Vector ;
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/ * *
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* A ` Vector ` that specifies the force to apply in the current step . It is zeroed after every ` Body.update ` . See also ` Body.applyForce ` .
*
* @property force
* @type vector
* @default { x : 0 , y : 0 }
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* /
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force : Vector ;
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/ * *
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* A ` Number ` that specifies the torque ( turning force ) to apply in the current step . It is zeroed after every ` Body.update ` .
*
* @property torque
* @type number
* @default 0
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* /
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torque : number ;
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/ * *
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* A ` Vector ` that specifies the position impulse .
*
* @property positionImpulse
* @type vector
* @default { x : 0 , y : 0 }
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* /
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positionImpulse : Vector ;
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/ * *
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* A ` Vector ` that specifies the previous position impulse .
*
* @property previousPositionImpulse
* @type vector
* @default { x : 0 , y : 0 }
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* /
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previousPositionImpulse : Vector ;
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/ * *
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* A ` Vector ` that specifies the constraint impulse .
*
* @property constraintImpulse
* @type vector
* @default { x : 0 , y : 0 }
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* /
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constraintImpulse : Vector ;
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/ * *
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* The total number of contacts .
*
* @property totalContacts
* @type number
* @default 0
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* /
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totalContacts : number ;
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/ * *
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* A ` Number ` that _measures_ the current speed of the body after the last ` Body.update ` . It is read - only and always positive ( it ' s the magnitude of ` body.velocity ` ) .
*
* @readOnly
* @property speed
* @type number
* @default 0
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* /
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speed : number ;
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/ * *
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* A ` Number ` that _measures_ the current angular speed of the body after the last ` Body.update ` . It is read - only and always positive ( it ' s the magnitude of ` body.angularVelocity ` ) .
*
* @readOnly
* @property angularSpeed
* @type number
* @default 0
* /
angularSpeed : number ;
/ * *
* A ` Vector ` that _measures_ the current velocity of the body after the last ` Body.update ` . It is read - only .
* If you need to modify a body 's velocity directly, you should either apply a force or simply change the body' s ` position ` ( as the engine uses position - Verlet integration ) .
*
* @readOnly
* @property velocity
* @type vector
* @default { x : 0 , y : 0 }
* /
velocity : Vector ;
/ * *
* A ` Number ` that _measures_ the current angular velocity of the body after the last ` Body.update ` . It is read - only .
* If you need to modify a body 's angular velocity directly, you should apply a torque or simply change the body' s ` angle ` ( as the engine uses position - Verlet integration ) .
*
* @readOnly
* @property angularVelocity
* @type number
* @default 0
* /
angularVelocity : number ;
/ * *
* A flag that indicates whether a body is a sensor . Sensor triggers collision events , but doesn ' t react with colliding body physically .
*
* @property isSensor
* @type boolean
* @default false
* /
isSensor : boolean ;
/ * *
* A flag that indicates whether a body is considered static . A static body can never change position or angle and is completely fixed .
* If you need to set a body as static after its creation , you should use ` Body.setStatic ` as this requires more than just setting this flag .
*
* @property isStatic
* @type boolean
* @default false
* /
isStatic : boolean ;
/ * *
* A flag that indicates whether the body is considered sleeping . A sleeping body acts similar to a static body , except it is only temporary and can be awoken .
* If you need to set a body as sleeping , you should use ` Sleeping.set ` as this requires more than just setting this flag .
*
* @property isSleeping
* @type boolean
* @default false
* /
isSleeping : boolean ;
/ * *
* A ` Number ` that _measures_ the amount of movement a body currently has ( a combination of ` speed ` and ` angularSpeed ` ) . It is read - only and always positive .
* It is used and updated by the ` Matter.Sleeping ` module during simulation to decide if a body has come to rest .
*
* @readOnly
* @property motion
* @type number
* @default 0
* /
motion : number ;
/ * *
* A ` Number ` that defines the number of updates in which this body must have near - zero velocity before it is set as sleeping by the ` Matter.Sleeping ` module ( if sleeping is enabled by the engine ) .
*
* @property sleepThreshold
* @type number
* @default 60
* /
sleepThreshold : number ;
/ * *
* A ` Number ` that defines the density of the body , that is its mass per unit area .
* If you pass the density via ` Body.create ` the ` mass ` property is automatically calculated for you based on the size ( area ) of the object .
* This is generally preferable to simply setting mass and allows for more intuitive definition of materials ( e . g . rock has a higher density than wood ) .
*
* @property density
* @type number
* @default 0.001
* /
density : number ;
/ * *
* A ` Number ` that defines the restitution ( elasticity ) of the body . The value is always positive and is in the range ` (0, 1) ` .
* A value of ` 0 ` means collisions may be perfectly inelastic and no bouncing may occur .
* A value of ` 0.8 ` means the body may bounce back with approximately 80 % of its kinetic energy .
* Note that collision response is based on _pairs_ of bodies , and that ` restitution ` values are _combined_ with the following formula :
*
* Math . max ( bodyA . restitution , bodyB . restitution )
*
* @property restitution
* @type number
* @default 0
* /
restitution : number ;
/ * *
* A ` Number ` that defines the friction of the body . The value is always positive and is in the range ` (0, 1) ` .
* A value of ` 0 ` means that the body may slide indefinitely .
* A value of ` 1 ` means the body may come to a stop almost instantly after a force is applied .
*
* The effects of the value may be non - linear .
* High values may be unstable depending on the body .
* The engine uses a Coulomb friction model including static and kinetic friction .
* Note that collision response is based on _pairs_ of bodies , and that ` friction ` values are _combined_ with the following formula :
*
* Math . min ( bodyA . friction , bodyB . friction )
*
* @property friction
* @type number
* @default 0.1
* /
friction : number ;
/ * *
* A ` Number ` that defines the static friction of the body ( in the Coulomb friction model ) .
* A value of ` 0 ` means the body will never 'stick' when it is nearly stationary and only dynamic ` friction ` is used .
* The higher the value ( e . g . ` 10 ` ) , the more force it will take to initially get the body moving when nearly stationary .
* This value is multiplied with the ` friction ` property to make it easier to change ` friction ` and maintain an appropriate amount of static friction .
*
* @property frictionStatic
* @type number
* @default 0.5
* /
frictionStatic : number ;
/ * *
* A ` Number ` that defines the air friction of the body ( air resistance ) .
* A value of ` 0 ` means the body will never slow as it moves through space .
* The higher the value , the faster a body slows when moving through space .
* The effects of the value are non - linear .
*
* @property frictionAir
* @type number
* @default 0.01
* /
frictionAir : number ;
/ * *
* An ` Object ` that specifies the collision filtering properties of this body .
*
* Collisions between two bodies will obey the following rules :
* - If the two bodies have the same non - zero value of ` collisionFilter.group ` ,
* they will always collide if the value is positive , and they will never collide
* if the value is negative .
* - If the two bodies have different values of ` collisionFilter.group ` or if one
* ( or both ) of the bodies has a value of 0 , then the category / mask rules apply as follows :
*
* Each body belongs to a collision category , given by ` collisionFilter.category ` . This
* value is used as a bit field and the category should have only one bit set , meaning that
* the value of this property is a power of two in the range [ 1 , 2 ^ 31 ] . Thus , there are 32
* different collision categories available .
*
* Each body also defines a collision bitmask , given by ` collisionFilter.mask ` which specifies
* the categories it collides with ( the value is the bitwise AND value of all these categories ) .
*
* Using the category / mask rules , two bodies ` A ` and ` B ` collide if each includes the other ' s
* category in its mask , i . e . ` (categoryA & maskB) !== 0 ` and ` (categoryB & maskA) !== 0 `
* are both true .
*
* @property collisionFilter
* @type object
* /
collisionFilter : ICollisionFilter ;
/ * *
* A ` Number ` that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies .
* Avoid changing this value unless you understand the purpose of ` slop ` in physics engines .
* The default should generally suffice , although very large bodies may require larger values for stable stacking .
*
* @property slop
* @type number
* @default 0.05
* /
slop : number ;
/ * *
* A ` Number ` that allows per - body time scaling , e . g . a force - field where bodies inside are in slow - motion , while others are at full speed .
*
* @property timeScale
* @type number
* @default 1
* /
timeScale : number ;
/ * *
* Holds Body event handlers .
*
* @property events
* @type any
* /
events? : any ;
/ * *
* A ` Bounds ` object that defines the AABB region for the body .
* It is automatically calculated from the given convex hull ( ` vertices ` array ) in ` Body.create ` and constantly updated by ` Body.update ` during simulation .
*
* @property bounds
* @type bounds
* /
bounds : IBound ;
/ * *
* A Chamfer object , if this Body has them .
*
* @property chamfer
* @type any
* /
chamfer? : IChamfer ;
/ * *
* The radius of this Body , if it ' s a circle .
*
* @property circleRadius
* @type number
* @default 0
* /
circleRadius : number ;
/ * *
* A ` Vector ` that specifies the previous position .
*
* @property positionPrev
* @type vector
* @default { x : 0 , y : 0 }
* /
positionPrev : Vector ;
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/ * *
* The previous angle .
*
* @property anglePrev
* @type number
* @default 0
* /
anglePrev : number ;
/ * *
* A self reference if the body is _not_ a part of another body .
* Otherwise this is a reference to the body that this is a part of .
* See ` body.parts ` .
*
* @property parent
* @type body
* /
parent : BodyType ;
/ * *
* An array of unique axis vectors ( edge normals ) used for collision detection .
* These are automatically calculated from the given convex hull ( ` vertices ` array ) in ` Body.create ` .
* They are constantly updated by ` Body.update ` during the simulation .
*
* @property axes
* @type vector [ ]
* /
axes? : Array < Vector > ;
/ * *
* A ` Number ` that _measures_ the area of the body ' s convex hull , calculated at creation by ` Body.create ` .
*
* @property area
* @type number
* @default
* /
area : number ;
/ * *
* A ` Number ` that defines the mass of the body , although it may be more appropriate to specify the ` density ` property instead .
* If you modify this value , you must also modify the ` body.inverseMass ` property ( ` 1 / mass ` ) .
*
* @property mass
* @type number
* /
mass : number ;
/ * *
* A ` Number ` that defines the inverse mass of the body ( ` 1 / mass ` ) .
* If you modify this value , you must also modify the ` body.mass ` property .
*
* @property inverseMass
* @type number
* /
inverseMass : number ;
/ * *
* A ` Number ` that defines the moment of inertia ( i . e . second moment of area ) of the body .
* It is automatically calculated from the given convex hull ( ` vertices ` array ) and density in ` Body.create ` .
* If you modify this value , you must also modify the ` body.inverseInertia ` property ( ` 1 / inertia ` ) .
*
* @property inertia
* @type number
* /
inertia : number ;
/ * *
* A ` Number ` that defines the inverse moment of inertia of the body ( ` 1 / inertia ` ) .
* If you modify this value , you must also modify the ` body.inertia ` property .
*
* @property inverseInertia
* @type number
* /
inverseInertia : number ;
/ * *
* Holds the original friction , mass , etc values from when this Body was made static .
*
* @property _original
* @type any
* /
_original : any ;
/ * *
* An ` Object ` that defines the rendering properties to be consumed by the module ` Matter.Render ` .
*
* @property render
* @type object
* /
render : IBodyRenderOptions ;
/ * *
* A reference to the Phaser Game Object this body belongs to , if any .
*
* @property gameObject
* @type Phaser . GameObjects . GameObject
* /
gameObject? : any ;
/ * *
* The scale of the Body .
*
* @property scale
* @readonly
* @type vector
* @default { x : 1 , y : 1 }
* /
scale : Vector ;
/ * *
* The center of mass of the Body .
*
* @property centerOfMass
* @type vector
* @default { x : 0 , y : 0 }
* /
centerOfMass : Vector ;
/ * *
* The center of the body in pixel values .
* Used by Phaser for texture aligment .
*
* @property centerOffset
* @type vector
* @default { x : 0 , y : 0 }
* /
centerOffset : Vector ;
/ * *
* Scale the influence of World gravity when applied to this body .
*
* @property gravityScale
* @type vector
* @default { x : 1 , y : 1 }
* /
gravityScale : Vector ;
/ * *
* Will this Body ignore World gravity during the Engine update ?
*
* @property ignoreGravity
* @type boolean
* @default false
* /
ignoreGravity : boolean ;
/ * *
* Will this Body ignore Phaser Pointer input events ?
*
* @property ignorePointer
* @type boolean
* @default false
* /
ignorePointer : boolean ;
/ * *
* A callback that is invoked when this Body starts colliding with any other Body .
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*
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* You can register callbacks by providing a function of type ` ( pair: Matter.Pair) => void ` .
*
* @property onCollideCallback
* @type function
* @default null
* /
onCollideCallback? : Function ;
/ * *
* A callback that is invoked when this Body stops colliding with any other Body .
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*
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* You can register callbacks by providing a function of type ` ( pair: Matter.Pair) => void ` .
*
* @property onCollideEndCallback
* @type function
* @default null
* /
onCollideEndCallback? : Function ;
/ * *
* A callback that is invoked for the duration that this Body is colliding with any other Body .
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*
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* You can register callbacks by providing a function of type ` ( pair: Matter.Pair) => void ` .
*
* @property onCollideActiveCallback
* @type function
* @default null
* /
onCollideActiveCallback? : Function ;
/ * *
* A collision callback dictionary used by the ` Body.setOnCollideWith ` function .
*
* @property onCollideWith
* @type object
* @default null
* /
onCollideWith? : any ;
/ * *
* Sets the onCollideWith callback .
*
* @property setOnCollideWith
* @type Function
* /
setOnCollideWith : ( body : BodyType , callback : Function ) = > BodyType ;
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} ;
// --------------------------------------------------------------
// Modules
// --------------------------------------------------------------
/ * *
* Installs the given plugins on the ` Matter ` namespace .
* This is a short - hand for ` Plugin.use ` , see it for more information .
* Call this function once at the start of your code , with all of the plugins you wish to install as arguments .
* Avoid calling this function multiple times unless you intend to manually control installation order .
* @method use
* @param . . . plugin { Function } The plugin ( s ) to install on ` base ` ( multi - argument ) .
* /
function use ( . . . plugins : ( Plugin | string ) [ ] ) : void ;
/ * *
* The ` Matter.Axes ` module contains methods for creating and manipulating sets of axes .
*
* @class Axes
* /
class Axes {
/ * *
* Creates a new set of axes from the given vertices .
* @method fromVertices
* @param { vertices } vertices
* @return { axes } A new axes from the given vertices
* /
static fromVertices ( vertices : Array < Vector > ) : Array < Vector > ;
/ * *
* Rotates a set of axes by the given angle .
* @method rotate
* @param { axes } axes
* @param { number } angle
* /
static rotate ( axes : Array < Vector > , angle : number ) : void ;
}
class AxesFactory {
/ * *
* Creates a new set of axes from the given vertices .
* @method fromVertices
* @param { vertices } vertices
* @return { axes } A new axes from the given vertices
* /
fromVertices ( vertices : Array < Vector > ) : Array < Vector > ;
/ * *
* Rotates a set of axes by the given angle .
* @method rotate
* @param { axes } axes
* @param { number } angle
* /
rotate ( axes : Array < Vector > , angle : number ) : void ;
}
/ * *
* The ` Matter.Bodies ` module contains factory methods for creating rigid body models
* with commonly used body configurations ( such as rectangles , circles and other polygons ) .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
* /
class Bodies {
/ * *
* Creates a new rigid body model with a circle hull .
* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method circle
* @param { number } x
* @param { number } y
* @param { number } radius
* @param { object } [ options ]
* @param { number } [ maxSides ]
* @return { body } A new circle body
* /
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static circle ( x : number , y : number , radius : number , options? : IBodyDefinition , maxSides? : number ) : BodyType ;
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/ * *
* Creates a new rigid body model with a regular polygon hull with the given number of sides .
* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method polygon
* @param { number } x
* @param { number } y
* @param { number } sides
* @param { number } radius
* @param { object } [ options ]
* @return { body } A new regular polygon body
* /
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static polygon ( x : number , y : number , sides : number , radius : number , options? : IChamferableBodyDefinition ) : BodyType ;
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/ * *
* Creates a new rigid body model with a rectangle hull .
* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method rectangle
* @param { number } x
* @param { number } y
* @param { number } width
* @param { number } height
* @param { object } [ options ]
* @return { body } A new rectangle body
* /
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static rectangle ( x : number , y : number , width : number , height : number , options? : IChamferableBodyDefinition ) : BodyType ;
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/ * *
* Creates a new rigid body model with a trapezoid hull .
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* The ` slope ` is parameterised as a fraction of ` width ` and must be < 1 to form a valid trapezoid .
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* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method trapezoid
* @param { number } x
* @param { number } y
* @param { number } width
* @param { number } height
* @param { number } slope
* @param { object } [ options ]
* @return { body } A new trapezoid body
* /
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static trapezoid ( x : number , y : number , width : number , height : number , slope : number , options? : IChamferableBodyDefinition ) : BodyType ;
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/ * *
* Creates a body using the supplied vertices ( or an array containing multiple sets of vertices ) .
* If the vertices are convex , they will pass through as supplied .
* Otherwise if the vertices are concave , they will be decomposed if [ poly - decomp . js ] ( https : //github.com/schteppe/poly-decomp.js) is available.
* Note that this process is not guaranteed to support complex sets of vertices ( e . g . those with holes may fail ) .
* By default the decomposition will discard collinear edges ( to improve performance ) .
* It can also optionally discard any parts that have an area less than ` minimumArea ` .
* If the vertices can not be decomposed , the result will fall back to using the convex hull .
* The options parameter is an object that specifies any ` Matter.Body ` properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method fromVertices
* @param { number } x
* @param { number } y
* @param [ [ vector ] ] vertexSets
* @param { object } [ options ]
* @param { bool } [ flagInternal = false ]
* @param { number } [ removeCollinear = 0.01 ]
* @param { number } [ minimumArea = 10 ]
* @return { body }
* /
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static fromVertices ( x : number , y : number , vertexSets : Array < Array < Vector > > , options? : IBodyDefinition , flagInternal? : boolean , removeCollinear? : number , minimumArea? : number ) : BodyType ;
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/ * *
* Takes an array of Body objects and flags all internal edges ( coincident parts ) based on the maxDistance
* value . The array is changed in - place and returned , so you can pass this function a ` Body.parts ` property .
*
* @method flagCoincidentParts
* @param { body [ ] } parts - The Body parts , or array of bodies , to flag .
* @param { number } [ maxDistance = 5 ]
* @return { body [ ] } The modified ` parts ` parameter .
* /
static flagCoincidentParts ( parts : Array < BodyType > , maxDistance? : number ) : Array < BodyType > ;
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}
class BodiesFactory {
/ * *
* Creates a new rigid body model with a circle hull .
* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method circle
* @param { number } x
* @param { number } y
* @param { number } radius
* @param { object } [ options ]
* @param { number } [ maxSides ]
* @return { body } A new circle body
* /
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circle ( x : number , y : number , radius : number , options? : IBodyDefinition , maxSides? : number ) : BodyType ;
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/ * *
* Creates a new rigid body model with a regular polygon hull with the given number of sides .
* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method polygon
* @param { number } x
* @param { number } y
* @param { number } sides
* @param { number } radius
* @param { object } [ options ]
* @return { body } A new regular polygon body
* /
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polygon ( x : number , y : number , sides : number , radius : number , options? : IChamferableBodyDefinition ) : BodyType ;
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/ * *
* Creates a new rigid body model with a rectangle hull .
* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method rectangle
* @param { number } x
* @param { number } y
* @param { number } width
* @param { number } height
* @param { object } [ options ]
* @return { body } A new rectangle body
* /
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rectangle ( x : number , y : number , width : number , height : number , options? : IChamferableBodyDefinition ) : BodyType ;
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/ * *
* Creates a new rigid body model with a trapezoid hull .
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* The ` slope ` is parameterised as a fraction of ` width ` and must be < 1 to form a valid trapezoid .
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* The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method trapezoid
* @param { number } x
* @param { number } y
* @param { number } width
* @param { number } height
* @param { number } slope
* @param { object } [ options ]
* @return { body } A new trapezoid body
* /
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trapezoid ( x : number , y : number , width : number , height : number , slope : number , options? : IChamferableBodyDefinition ) : BodyType ;
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/ * *
* Creates a body using the supplied vertices ( or an array containing multiple sets of vertices ) .
* If the vertices are convex , they will pass through as supplied .
* Otherwise if the vertices are concave , they will be decomposed if [ poly - decomp . js ] ( https : //github.com/schteppe/poly-decomp.js) is available.
* Note that this process is not guaranteed to support complex sets of vertices ( e . g . those with holes may fail ) .
* By default the decomposition will discard collinear edges ( to improve performance ) .
* It can also optionally discard any parts that have an area less than ` minimumArea ` .
* If the vertices can not be decomposed , the result will fall back to using the convex hull .
* The options parameter is an object that specifies any ` Matter.Body ` properties you wish to override the defaults .
* See the properties section of the ` Matter.Body ` module for detailed information on what you can pass via the ` options ` object .
* @method fromVertices
* @param { number } x
* @param { number } y
* @param [ [ vector ] ] vertexSets
* @param { object } [ options ]
* @param { bool } [ flagInternal = false ]
* @param { number } [ removeCollinear = 0.01 ]
* @param { number } [ minimumArea = 10 ]
* @return { body }
* /
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fromVertices ( x : number , y : number , vertexSets : Array < Array < Vector > > , options? : IBodyDefinition , flagInternal? : boolean , removeCollinear? : number , minimumArea? : number ) : BodyType ;
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/ * *
* Takes an array of Body objects and flags all internal edges ( coincident parts ) based on the maxDistance
* value . The array is changed in - place and returned , so you can pass this function a ` Body.parts ` property .
*
* @method flagCoincidentParts
* @param { body [ ] } parts - The Body parts , or array of bodies , to flag .
* @param { number } [ maxDistance = 5 ]
* @return { body [ ] } The modified ` parts ` parameter .
* /
flagCoincidentParts ( parts : Array < BodyType > , maxDistance? : number ) : Array < BodyType > ;
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}
/ * *
* The ` Matter.Body ` module contains methods for creating and manipulating body models .
* A ` Matter.Body ` is a rigid body that can be simulated by a ` Matter.Engine ` .
* Factories for commonly used body configurations ( such as rectangles , circles and other polygons ) can be found in the module ` Matter.Bodies ` .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
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*
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* @class Body
* /
class Body {
/ * *
* Applies a force to a body from a given world - space position , including resulting torque .
* @method applyForce
* @param { body } body
* @param { vector } position
* @param { vector } force
* /
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static applyForce ( body : BodyType , position : Vector , force : Vector ) : void ;
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/ * *
* Updates properties ` body.velocity ` , ` body.speed ` , ` body.angularVelocity ` and ` body.angularSpeed ` which are normalised in relation to ` Body._baseDelta ` .
* @method updateVelocities
* @param { body } body
* /
static updateVelocities ( body : BodyType ) : void ;
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/ * *
* Creates a new rigid body model . The options parameter is an object that specifies any properties you wish to override the defaults .
* All properties have default values , and many are pre - calculated automatically based on other properties .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { } options
* @return { body } body
* /
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static create ( options : IChamferableBodyDefinition ) : Body ;
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/ * *
* Rotates a body by a given angle relative to its current angle , without imparting any angular velocity .
* @method rotate
* @param { body } body
* @param { number } rotation
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* @param { boolean } [ updateVelocity ]
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* /
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static rotate ( body : BodyType , rotation : number , updateVelocity? : boolean ) : void ;
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/ * *
* Returns the next unique group index for which bodies will collide .
* If ` isNonColliding ` is ` true ` , returns the next unique group index for which bodies will _not_ collide .
* See ` body.collisionFilter ` for more information .
* @method nextGroup
* @param { bool } [ isNonColliding = false ]
* @return { Number } Unique group index
* /
static nextGroup ( isNonColliding : boolean ) : number ;
/ * *
* Returns the next unique category bitfield ( starting after the initial default category ` 0x0001 ` ) .
* There are 32 available . See ` body.collisionFilter ` for more information .
* @method nextCategory
* @return { Number } Unique category bitfield
* /
static nextCategory ( ) : number ;
/ * *
* Given a property and a value ( or map of ) , sets the property ( s ) on the body , using the appropriate setter functions if they exist .
* Prefer to use the actual setter functions in performance critical situations .
* @method set
* @param { body } body
* @param { } settings A property name ( or map of properties and values ) to set on the body .
* @param { } value The value to set if ` settings ` is a single property name .
* /
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static set ( body : BodyType , settings : any , value? : any ) : void ;
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/ * *
* Sets the mass of the body . Inverse mass and density are automatically updated to reflect the change .
* @method setMass
* @param { body } body
* @param { number } mass
* /
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static setMass ( body : BodyType , mass : number ) : void ;
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/ * *
* Sets the density of the body . Mass is automatically updated to reflect the change .
* @method setDensity
* @param { body } body
* @param { number } density
* /
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static setDensity ( body : BodyType , density : number ) : void ;
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/ * *
* Sets the moment of inertia ( i . e . second moment of area ) of the body of the body .
* Inverse inertia is automatically updated to reflect the change . Mass is not changed .
* @method setInertia
* @param { body } body
* @param { number } inertia
* /
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static setInertia ( body : BodyType , inertia : number ) : void ;
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/ * *
* Sets the body ' s vertices and updates body properties accordingly , including inertia , area and mass ( with respect to ` body.density ` ) .
* Vertices will be automatically transformed to be orientated around their centre of mass as the origin .
* They are then automatically translated to world space based on ` body.position ` .
*
* The ` vertices ` argument should be passed as an array of ` Matter.Vector ` points ( or a ` Matter.Vertices ` array ) .
* Vertices must form a convex hull , concave hulls are not supported .
*
* @method setVertices
* @param { body } body
* @param { vector [ ] } vertices
* /
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static setVertices ( body : BodyType , vertices : Array < Vector > ) : void ;
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/ * *
* Sets the parts of the ` body ` and updates mass , inertia and centroid .
* Each part will have its parent set to ` body ` .
* By default the convex hull will be automatically computed and set on ` body ` , unless ` autoHull ` is set to ` false. `
* Note that this method will ensure that the first part in ` body.parts ` will always be the ` body ` .
* @method setParts
* @param { body } body
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* @param { body [ ] } parts
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* @param { bool } [ autoHull = true ]
* /
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static setParts ( body : BodyType , parts : BodyType [ ] , autoHull? : boolean ) : void ;
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/ * *
* Set the centre of mass of the body .
* The ` centre ` is a vector in world - space unless ` relative ` is set , in which case it is a translation .
* The centre of mass is the point the body rotates about and can be used to simulate non - uniform density .
* This is equal to moving ` body.position ` but not the ` body.vertices ` .
* Invalid if the ` centre ` falls outside the body ' s convex hull .
* @method setCentre
* @param { body } body
* @param { vector } centre
* @param { bool } relative
* /
static setCentre ( body : BodyType , centre : Vector , relative : boolean ) : void ;
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/ * *
* Sets the position of the body instantly . Velocity , angle , force etc . are unchanged .
* @method setPosition
* @param { body } body
* @param { vector } position
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* @param { boolean } updateVelocity
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* /
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static setPosition ( body : BodyType , position : Vector , updateVelocity : boolean ) : void ;
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/ * *
* Sets the angle of the body instantly . Angular velocity , position , force etc . are unchanged .
* @method setAngle
* @param { body } body
* @param { number } angle
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* @param { boolean } updateVelocity
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* /
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static setAngle ( body : BodyType , angle : number , updateVelocity : boolean ) : void ;
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/ * *
* Sets the linear velocity of the body instantly . Position , angle , force etc . are unchanged . See also ` Body.applyForce ` .
* @method setVelocity
* @param { body } body
* @param { vector } velocity
* /
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static setVelocity ( body : BodyType , velocity : Vector ) : void ;
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/ * *
* Sets the angular velocity of the body instantly . Position , angle , force etc . are unchanged . See also ` Body.applyForce ` .
* @method setAngularVelocity
* @param { body } body
* @param { number } velocity
* /
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static setAngularVelocity ( body : BodyType , velocity : number ) : void ;
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/ * *
* Sets the body as static , including isStatic flag and setting mass and inertia to Infinity .
* @method setStatic
* @param { body } body
* @param { bool } isStatic
* /
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static setStatic ( body : BodyType , isStatic : boolean ) : void ;
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/ * *
* Scales the body , including updating physical properties ( mass , area , axes , inertia ) , from a world - space point ( default is body centre ) .
* @method scale
* @param { body } body
* @param { number } scaleX
* @param { number } scaleY
* @param { vector } [ point ]
* /
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static scale ( body : BodyType , scaleX : number , scaleY : number , point? : Vector ) : void ;
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/ * *
* Moves a body by a given vector relative to its current position , without imparting any velocity .
* @method translate
* @param { body } body
* @param { vector } translation
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* @param { boolean } [ updateVelocity ]
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* /
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static translate ( body : BodyType , translation : Vector , updateVelocity? : boolean ) : void ;
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/ * *
* Performs a simulation step for the given ` body ` , including updating position and angle using Verlet integration .
* @method update
* @param { body } body
* @param { number } deltaTime
* /
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static update ( body : BodyType , deltaTime : number ) : void ;
/ * *
* Gets the current linear speed of the body .
* Equivalent to the magnitude of its velocity .
* @method getSpeed
* @param { body } body
* @return { number } speed
* /
static getSpeed ( body : BodyType ) : number ;
/ * *
* Sets the current linear speed of the body .
* Direction is maintained . Affects body velocity .
* @method setSpeed
* @param { body } body
* @param { number } speed
* /
static setSpeed ( body : BodyType , speed : number ) : void ;
/ * *
* Gets the current rotational velocity of the body .
* @method getAngularVelocity
* @param { body } body
* @return { number } angular velocity
* /
static getAngularVelocity ( body : BodyType ) : number ;
/ * *
* Gets the current rotational velocity of the body .
* @method getAngularSpeed
* @param { body } body
* @return { number } angular velocity
* /
static getAngularSpeed ( body : BodyType ) : number ;
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/ * *
* Sets the angular velocity of the body instantly . Position , angle , force etc . are unchanged . See also ` Body.applyForce ` .
* @method setAngularSpeed
* @param { body } body
* @param { number } velocity
* /
static setAngularSpeed ( body : BodyType , velocity : number ) : void ;
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}
class BodyFactory {
/ * *
* Applies a force to a body from a given world - space position , including resulting torque .
* @method applyForce
* @param { body } body
* @param { vector } position
* @param { vector } force
* /
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applyForce ( body : BodyType , position : Vector , force : Vector ) : void ;
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/ * *
* Updates properties ` body.velocity ` , ` body.speed ` , ` body.angularVelocity ` and ` body.angularSpeed ` which are normalised in relation to ` Body._baseDelta ` .
* @method updateVelocities
* @param { body } body
* /
updateVelocities ( body : BodyType ) : void ;
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/ * *
* Creates a new rigid body model . The options parameter is an object that specifies any properties you wish to override the defaults .
* All properties have default values , and many are pre - calculated automatically based on other properties .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { } options
* @return { body } body
* /
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create ( options : IChamferableBodyDefinition ) : BodyType ;
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/ * *
* Rotates a body by a given angle relative to its current angle , without imparting any angular velocity .
* @method rotate
* @param { body } body
* @param { number } rotation
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* @param { boolean } [ updateVelocity ]
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* /
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rotate ( body : BodyType , rotation : number , updateVelocity? : boolean ) : void ;
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/ * *
* Returns the next unique group index for which bodies will collide .
* If ` isNonColliding ` is ` true ` , returns the next unique group index for which bodies will _not_ collide .
* See ` body.collisionFilter ` for more information .
* @method nextGroup
* @param { bool } [ isNonColliding = false ]
* @return { Number } Unique group index
* /
nextGroup ( isNonColliding : boolean ) : number ;
/ * *
* Returns the next unique category bitfield ( starting after the initial default category ` 0x0001 ` ) .
* There are 32 available . See ` body.collisionFilter ` for more information .
* @method nextCategory
* @return { Number } Unique category bitfield
* /
nextCategory ( ) : number ;
/ * *
* Given a property and a value ( or map of ) , sets the property ( s ) on the body , using the appropriate setter functions if they exist .
* Prefer to use the actual setter functions in performance critical situations .
* @method set
* @param { body } body
* @param { } settings A property name ( or map of properties and values ) to set on the body .
* @param { } value The value to set if ` settings ` is a single property name .
* /
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set ( body : BodyType , settings : any , value? : any ) : void ;
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/ * *
* Sets the mass of the body . Inverse mass and density are automatically updated to reflect the change .
* @method setMass
* @param { body } body
* @param { number } mass
* /
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setMass ( body : BodyType , mass : number ) : void ;
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/ * *
* Sets the density of the body . Mass is automatically updated to reflect the change .
* @method setDensity
* @param { body } body
* @param { number } density
* /
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setDensity ( body : BodyType , density : number ) : void ;
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/ * *
* Sets the moment of inertia ( i . e . second moment of area ) of the body of the body .
* Inverse inertia is automatically updated to reflect the change . Mass is not changed .
* @method setInertia
* @param { body } body
* @param { number } inertia
* /
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setInertia ( body : BodyType , inertia : number ) : void ;
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/ * *
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* Sets the body ' s vertices and updates body properties accordingly , including inertia , area and mass ( with respect to ` body.density ` ) .
* Vertices will be automatically transformed to be orientated around their centre of mass as the origin .
* They are then automatically translated to world space based on ` body.position ` .
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*
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* The ` vertices ` argument should be passed as an array of ` Matter.Vector ` points ( or a ` Matter.Vertices ` array ) .
* Vertices must form a convex hull , concave hulls are not supported .
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*
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* @method setVertices
* @param { body } body
* @param { vector [ ] } vertices
* /
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setVertices ( body : BodyType , vertices : Array < Vector > ) : void ;
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/ * *
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* Sets the parts of the ` body ` and updates mass , inertia and centroid .
* Each part will have its parent set to ` body ` .
* By default the convex hull will be automatically computed and set on ` body ` , unless ` autoHull ` is set to ` false. `
* Note that this method will ensure that the first part in ` body.parts ` will always be the ` body ` .
* @method setParts
* @param { body } body
* @param [ body ] parts
* @param { bool } [ autoHull = true ]
* /
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setParts ( body : BodyType , parts : BodyType [ ] , autoHull? : boolean ) : void ;
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/ * *
* Set the centre of mass of the body .
* The ` centre ` is a vector in world - space unless ` relative ` is set , in which case it is a translation .
* The centre of mass is the point the body rotates about and can be used to simulate non - uniform density .
* This is equal to moving ` body.position ` but not the ` body.vertices ` .
* Invalid if the ` centre ` falls outside the body ' s convex hull .
* @method setCentre
* @param { body } body
* @param { vector } centre
* @param { bool } relative
* /
setCentre ( body : BodyType , centre : Vector , relative : boolean ) : void ;
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/ * *
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* Sets the position of the body instantly . Velocity , angle , force etc . are unchanged .
* @method setPosition
* @param { body } body
* @param { vector } position
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* @param { boolean } updateVelocity
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* /
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setPosition ( body : BodyType , position : Vector , updateVelocity : boolean ) : void ;
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/ * *
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* Sets the angle of the body instantly . Angular velocity , position , force etc . are unchanged .
* @method setAngle
* @param { body } body
* @param { number } angle
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* @param { boolean } updateVelocity
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* /
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setAngle ( body : BodyType , angle : number , updateVelocity : boolean ) : void ;
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/ * *
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* Sets the linear velocity of the body instantly . Position , angle , force etc . are unchanged . See also ` Body.applyForce ` .
* @method setVelocity
* @param { body } body
* @param { vector } velocity
* /
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setVelocity ( body : BodyType , velocity : Vector ) : void ;
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/ * *
* Gets the current linear velocity of the body .
* @method setVelocity
* @param { body } body
* @return { vector } velocity
* /
getVelocity ( body : BodyType ) : Vector ;
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/ * *
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* Sets the angular velocity of the body instantly . Position , angle , force etc . are unchanged . See also ` Body.applyForce ` .
* @method setAngularVelocity
* @param { body } body
* @param { number } velocity
* /
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setAngularVelocity ( body : BodyType , velocity : number ) : void ;
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/ * *
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* Sets the body as static , including isStatic flag and setting mass and inertia to Infinity .
* @method setStatic
* @param { body } body
* @param { bool } isStatic
* /
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setStatic ( body : BodyType , isStatic : boolean ) : void ;
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/ * *
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* Scales the body , including updating physical properties ( mass , area , axes , inertia ) , from a world - space point ( default is body centre ) .
* @method scale
* @param { body } body
* @param { number } scaleX
* @param { number } scaleY
* @param { vector } [ point ]
* /
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scale ( body : BodyType , scaleX : number , scaleY : number , point? : Vector ) : void ;
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/ * *
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* Moves a body by a given vector relative to its current position , without imparting any velocity .
* @method translate
* @param { body } body
* @param { vector } translation
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* @param { boolean } [ updateVelocity ]
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* /
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translate ( body : BodyType , translation : Vector , updateVelocity? : boolean ) : void ;
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/ * *
* Performs a simulation step for the given ` body ` , including updating position and angle using Verlet integration .
* @method update
* @param { body } body
* @param { number } deltaTime
* /
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update ( body : BodyType , deltaTime : number ) : void ;
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/ * *
* Gets the current linear speed of the body .
* Equivalent to the magnitude of its velocity .
* @method getSpeed
* @param { body } body
* @return { number } speed
* /
getSpeed ( body : BodyType ) : number ;
/ * *
* Sets the current linear speed of the body .
* Direction is maintained . Affects body velocity .
* @method setSpeed
* @param { body } body
* @param { number } speed
* /
setSpeed ( body : BodyType , speed : number ) : void ;
/ * *
* Gets the current rotational velocity of the body .
* @method getAngularVelocity
* @param { body } body
* @return { number } angular velocity
* /
getAngularVelocity ( body : BodyType ) : number ;
/ * *
* Gets the current rotational velocity of the body .
* @method getAngularSpeed
* @param { body } body
* @return { number } angular velocity
* /
getAngularSpeed ( body : BodyType ) : number ;
/ * *
* Sets the angular velocity of the body instantly . Position , angle , force etc . are unchanged . See also ` Body.applyForce ` .
* @method setAngularSpeed
* @param { body } body
* @param { number } velocity
* /
setAngularSpeed ( body : BodyType , velocity : number ) : void ;
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}
/ * *
* The ` Matter.Bounds ` module contains methods for creating and manipulating axis - aligned bounding boxes ( AABB ) .
*
* @class Bounds
* /
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class Bounds {
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/ * *
* Creates a new axis - aligned bounding box ( AABB ) for the given vertices .
* @method create
* @param { vertices } vertices
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* @return { IBound } A new bounds object
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* /
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static create ( vertices : Vertices ) : IBound ;
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/ * *
* Updates bounds using the given vertices and extends the bounds given a velocity .
* @method update
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* @param { IBound } bounds
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* @param { vertices } vertices
* @param { vector } velocity
* /
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static update ( bounds : IBound , vertices : Vertices , velocity : Vector ) : void ;
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/ * *
* Returns true if the bounds contains the given point .
* @method contains
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* @param { IBound } bounds
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* @param { vector } point
* @return { boolean } True if the bounds contain the point , otherwise false
* /
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static contains ( bounds : IBound , point : Vector ) : boolean ;
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/ * *
* Returns true if the two bounds intersect .
* @method overlaps
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* @param { IBound } boundsA
* @param { IBound } boundsB
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* @return { boolean } True if the bounds overlap , otherwise false
* /
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static overlaps ( boundsA : IBound , boundsB : IBound ) : boolean ;
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/ * *
* Translates the bounds by the given vector .
* @method translate
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* @param { IBound } bounds
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* @param { vector } vector
* /
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static translate ( bounds : IBound , vector : Vector ) : void ;
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/ * *
* Shifts the bounds to the given position .
* @method shift
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* @param { IBound } bounds
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* @param { vector } position
* /
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static shift ( bounds : IBound , position : Vector ) : void ;
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}
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class BoundsFactory {
/ * *
* Creates a new axis - aligned bounding box ( AABB ) for the given vertices .
* @method create
* @param { vertices } vertices
* @return { IBound } A new bounds object
* /
create ( vertices : Vertices ) : IBound ;
/ * *
* Updates bounds using the given vertices and extends the bounds given a velocity .
* @method update
* @param { IBound } bounds
* @param { vertices } vertices
* @param { vector } velocity
* /
update ( bounds : IBound , vertices : Vertices , velocity : Vector ) : void ;
/ * *
* Returns true if the bounds contains the given point .
* @method contains
* @param { IBound } bounds
* @param { vector } point
* @return { boolean } True if the bounds contain the point , otherwise false
* /
contains ( bounds : IBound , point : Vector ) : boolean ;
/ * *
* Returns true if the two bounds intersect .
* @method overlaps
* @param { IBound } boundsA
* @param { IBound } boundsB
* @return { boolean } True if the bounds overlap , otherwise false
* /
overlaps ( boundsA : IBound , boundsB : IBound ) : boolean ;
/ * *
* Translates the bounds by the given vector .
* @method translate
* @param { IBound } bounds
* @param { vector } vector
* /
translate ( bounds : IBound , vector : Vector ) : void ;
/ * *
* Shifts the bounds to the given position .
* @method shift
* @param { IBound } bounds
* @param { vector } position
* /
shift ( bounds : IBound , position : Vector ) : void ;
}
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/ * *
* The ` Matter.Composite ` module contains methods for creating and manipulating composite bodies .
* A composite body is a collection of ` Matter.Body ` , ` Matter.Constraint ` and other ` Matter.Composite ` , therefore composites form a tree structure .
* It is important to use the functions in this module to modify composites , rather than directly modifying their properties .
* Note that the ` Matter.World ` object is also a type of ` Matter.Composite ` and as such all composite methods here can also operate on a ` Matter.World ` .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Composite
* /
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class Composite {
/ * *
* Generic add function . Adds one or many body ( s ) , constraint ( s ) or a composite ( s ) to the given composite .
* Triggers ` beforeAdd ` and ` afterAdd ` events on the ` composite ` .
* @method add
* @param { ICompositeDefinition } composite
* @param { } object
* @return { composite } The original composite with the objects added
* /
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static add ( composite : CompositeType , object : BodyType | CompositeType | ConstraintType ) : CompositeType ;
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/ * *
* Returns all bodies in the given composite , including all bodies in its children , recursively .
* @method allBodies
* @param { composite } composite
* @return { body [ ] } All the bodies
* /
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static allBodies ( composite : CompositeType ) : Array < BodyType > ;
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/ * *
* Returns all composites in the given composite , including all composites in its children , recursively .
* @method allComposites
* @param { composite } composite
* @return { composite [ ] } All the composites
* /
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static allComposites ( composite : CompositeType ) : Array < CompositeType > ;
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/ * *
* Returns all constraints in the given composite , including all constraints in its children , recursively .
* @method allConstraints
* @param { composite } composite
* @return { constraint [ ] } All the constraints
* /
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static allConstraints ( composite : CompositeType ) : Array < ConstraintType > ;
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/ * *
* Removes all bodies , constraints and composites from the given composite .
* Optionally clearing its children recursively .
* @method clear
* @param { composite } composite
* @param { boolean } keepStatic
* @param { boolean } [ deep = false ]
* /
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static clear ( composite : CompositeType , keepStatic : boolean , deep? : boolean ) : void ;
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/ * *
* Creates a new composite . The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properites section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { } [ options ]
* @return { composite } A new composite
* /
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static create ( options? : ICompositeDefinition ) : CompositeType ;
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/ * *
* Searches the composite recursively for an object matching the type and id supplied , null if not found .
* @method get
* @param { composite } composite
* @param { number } id
* @param { string } type
* @return { object } The requested object , if found
* /
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static get ( composite : CompositeType , id : number , type : string ) : BodyType | CompositeType | ConstraintType ;
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/ * *
* Moves the given object ( s ) from compositeA to compositeB ( equal to a remove followed by an add ) .
* @method move
* @param { compositeA } compositeA
* @param { object [ ] } objects
* @param { compositeB } compositeB
* @return { composite } Returns compositeA
* /
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static move ( compositeA : CompositeType , objects : Array < BodyType | CompositeType | ConstraintType > , compositeB : CompositeType ) : CompositeType ;
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/ * *
* Assigns new ids for all objects in the composite , recursively .
* @method rebase
* @param { composite } composite
* @return { composite } Returns composite
* /
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static rebase ( composite : CompositeType ) : CompositeType ;
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/ * *
* Generic remove function . Removes one or many body ( s ) , constraint ( s ) or a composite ( s ) to the given composite .
* Optionally searching its children recursively .
* Triggers ` beforeRemove ` and ` afterRemove ` events on the ` composite ` .
* @method remove
* @param { composite } composite
* @param { } object
* @param { boolean } [ deep = false ]
* @return { composite } The original composite with the objects removed
* /
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static remove ( composite : CompositeType , object : BodyType | CompositeType | ConstraintType , deep? : boolean ) : CompositeType ;
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/ * *
* Sets the composite ' s ` isModified ` flag .
* If ` updateParents ` is true , all parents will be set ( default : false ) .
* If ` updateChildren ` is true , all children will be set ( default : false ) .
* @method setModified
* @param { composite } composite
* @param { boolean } isModified
* @param { boolean } [ updateParents = false ]
* @param { boolean } [ updateChildren = false ]
* /
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static setModified ( composite : CompositeType , isModified : boolean , updateParents? : boolean , updateChildren? : boolean ) : void ;
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/ * *
* Translates all children in the composite by a given vector relative to their current positions ,
* without imparting any velocity .
* @method translate
* @param { composite } composite
* @param { vector } translation
* @param { bool } [ recursive = true ]
* /
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static translate ( composite : CompositeType , translation : Vector , recursive? : boolean ) : void ;
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/ * *
* Rotates all children in the composite by a given angle about the given point , without imparting any angular velocity .
* @method rotate
* @param { composite } composite
* @param { number } rotation
* @param { vector } point
* @param { bool } [ recursive = true ]
* /
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static rotate ( composite : CompositeType , rotation : number , point : Vector , recursive? : boolean ) : void ;
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/ * *
* Scales all children in the composite , including updating physical properties ( mass , area , axes , inertia ) , from a world - space point .
* @method scale
* @param { composite } composite
* @param { number } scaleX
* @param { number } scaleY
* @param { vector } point
* @param { bool } [ recursive = true ]
* /
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static scale ( composite : CompositeType , scaleX : number , scaleY : number , point : Vector , recursive? : boolean ) : void ;
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}
class CompositeFactory {
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/ * *
* Generic add function . Adds one or many body ( s ) , constraint ( s ) or a composite ( s ) to the given composite .
* Triggers ` beforeAdd ` and ` afterAdd ` events on the ` composite ` .
* @method add
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* @param { ICompositeDefinition } composite
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* @param { } object
* @return { composite } The original composite with the objects added
* /
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add ( composite : CompositeType , object : BodyType | CompositeType | ConstraintType ) : CompositeType ;
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/ * *
* Returns all bodies in the given composite , including all bodies in its children , recursively .
* @method allBodies
* @param { composite } composite
* @return { body [ ] } All the bodies
* /
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allBodies ( composite : CompositeType ) : Array < BodyType > ;
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/ * *
* Returns all composites in the given composite , including all composites in its children , recursively .
* @method allComposites
* @param { composite } composite
* @return { composite [ ] } All the composites
* /
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allComposites ( composite : CompositeType ) : Array < CompositeType > ;
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/ * *
* Returns all constraints in the given composite , including all constraints in its children , recursively .
* @method allConstraints
* @param { composite } composite
* @return { constraint [ ] } All the constraints
* /
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allConstraints ( composite : CompositeType ) : Array < ConstraintType > ;
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/ * *
* Removes all bodies , constraints and composites from the given composite .
* Optionally clearing its children recursively .
* @method clear
* @param { composite } composite
* @param { boolean } keepStatic
* @param { boolean } [ deep = false ]
* /
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clear ( composite : CompositeType , keepStatic : boolean , deep? : boolean ) : void ;
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/ * *
* Creates a new composite . The options parameter is an object that specifies any properties you wish to override the defaults .
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* See the properites section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { } [ options ]
* @return { composite } A new composite
* /
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create ( options? : ICompositeDefinition ) : CompositeType ;
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/ * *
* Searches the composite recursively for an object matching the type and id supplied , null if not found .
* @method get
* @param { composite } composite
* @param { number } id
* @param { string } type
* @return { object } The requested object , if found
* /
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get ( composite : CompositeType , id : number , type : string ) : BodyType | CompositeType | ConstraintType ;
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/ * *
* Moves the given object ( s ) from compositeA to compositeB ( equal to a remove followed by an add ) .
* @method move
* @param { compositeA } compositeA
* @param { object [ ] } objects
* @param { compositeB } compositeB
* @return { composite } Returns compositeA
* /
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move ( compositeA : CompositeType , objects : Array < BodyType | CompositeType | ConstraintType > , compositeB : CompositeType ) : CompositeType ;
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/ * *
* Assigns new ids for all objects in the composite , recursively .
* @method rebase
* @param { composite } composite
* @return { composite } Returns composite
* /
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rebase ( composite : CompositeType ) : CompositeType ;
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/ * *
* Generic remove function . Removes one or many body ( s ) , constraint ( s ) or a composite ( s ) to the given composite .
* Optionally searching its children recursively .
* Triggers ` beforeRemove ` and ` afterRemove ` events on the ` composite ` .
* @method remove
* @param { composite } composite
* @param { } object
* @param { boolean } [ deep = false ]
* @return { composite } The original composite with the objects removed
* /
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remove ( composite : CompositeType , object : BodyType | CompositeType | ConstraintType , deep? : boolean ) : CompositeType ;
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/ * *
* Sets the composite ' s ` isModified ` flag .
* If ` updateParents ` is true , all parents will be set ( default : false ) .
* If ` updateChildren ` is true , all children will be set ( default : false ) .
* @method setModified
* @param { composite } composite
* @param { boolean } isModified
* @param { boolean } [ updateParents = false ]
* @param { boolean } [ updateChildren = false ]
* /
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setModified ( composite : CompositeType , isModified : boolean , updateParents? : boolean , updateChildren? : boolean ) : void ;
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/ * *
* Translates all children in the composite by a given vector relative to their current positions ,
* without imparting any velocity .
* @method translate
* @param { composite } composite
* @param { vector } translation
* @param { bool } [ recursive = true ]
* /
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translate ( composite : CompositeType , translation : Vector , recursive? : boolean ) : void ;
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/ * *
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* Rotates all children in the composite by a given angle about the given point , without imparting any angular velocity .
* @method rotate
* @param { composite } composite
* @param { number } rotation
* @param { vector } point
* @param { bool } [ recursive = true ]
* /
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rotate ( composite : CompositeType , rotation : number , point : Vector , recursive? : boolean ) : void ;
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/ * *
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* Scales all children in the composite , including updating physical properties ( mass , area , axes , inertia ) , from a world - space point .
* @method scale
* @param { composite } composite
* @param { number } scaleX
* @param { number } scaleY
* @param { vector } point
* @param { bool } [ recursive = true ]
* /
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scale ( composite : CompositeType , scaleX : number , scaleY : number , point : Vector , recursive? : boolean ) : void ;
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}
/ * *
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* The ` Matter.Composites ` module contains factory methods for creating composite bodies
* with commonly used configurations ( such as stacks and chains ) .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Composites
* /
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class Composites {
/ * *
* Creates a composite with simple car setup of bodies and constraints .
* @method car
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* @param { number } x
* @param { number } y
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* @param { number } width
* @param { number } height
* @param { number } wheelSize
* @return { composite } A new composite car body
* /
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static car ( x : number , y : number , width : number , height : number , wheelSize : number ) : CompositeType ;
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/ * *
* Chains all bodies in the given composite together using constraints .
* @method chain
* @param { composite } composite
* @param { number } xOffsetA
* @param { number } yOffsetA
* @param { number } xOffsetB
* @param { number } yOffsetB
* @param { object } options
* @return { composite } A new composite containing objects chained together with constraints
* /
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static chain ( composite : CompositeType , xOffsetA : number , yOffsetA : number , xOffsetB : number , yOffsetB : number , options : any ) : CompositeType ;
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/ * *
* Connects bodies in the composite with constraints in a grid pattern , with optional cross braces .
* @method mesh
* @param { composite } composite
* @param { number } columns
* @param { number } rows
* @param { boolean } crossBrace
* @param { object } options
* @return { composite } The composite containing objects meshed together with constraints
* /
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static mesh ( composite : CompositeType , columns : number , rows : number , crossBrace : boolean , options : any ) : CompositeType ;
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/ * *
* Creates a composite with a Newton ' s Cradle setup of bodies and constraints .
* @method newtonsCradle
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* @param { number } x
* @param { number } y
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* @param { number } number
* @param { number } size
* @param { number } length
* @return { composite } A new composite newtonsCradle body
* /
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static newtonsCradle ( x : number , y : number , number : number , size : number , length : number ) : CompositeType ;
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/ * *
* Create a new composite containing bodies created in the callback in a pyramid arrangement .
* This function uses the body ' s bounds to prevent overlaps .
* @method pyramid
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* @param { number } x
* @param { number } y
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* @param { number } columns
* @param { number } rows
* @param { number } columnGap
* @param { number } rowGap
* @param { function } callback
* @return { composite } A new composite containing objects created in the callback
* /
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static pyramid ( x : number , y : number , columns : number , rows : number , columnGap : number , rowGap : number , callback : Function ) : CompositeType ;
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/ * *
* Creates a simple soft body like object .
* @method softBody
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* @param { number } x
* @param { number } y
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* @param { number } columns
* @param { number } rows
* @param { number } columnGap
* @param { number } rowGap
* @param { boolean } crossBrace
* @param { number } particleRadius
* @param { } particleOptions
* @param { } constraintOptions
* @return { composite } A new composite softBody
* /
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static softBody ( x : number , y : number , columns : number , rows : number , columnGap : number , rowGap : number , crossBrace : boolean , particleRadius : number , particleOptions : any , constraintOptions : any ) : CompositeType ;
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/ * *
* Create a new composite containing bodies created in the callback in a grid arrangement .
* This function uses the body ' s bounds to prevent overlaps .
* @method stack
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* @param { number } x Starting position in X .
* @param { number } y Starting position in Y .
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* @param { number } columns
* @param { number } rows
* @param { number } columnGap
* @param { number } rowGap
* @param { function } callback
* @return { composite } A new composite containing objects created in the callback
* /
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static stack ( x : number , y : number , columns : number , rows : number , columnGap : number , rowGap : number , callback : Function ) : CompositeType ;
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}
class CompositesFactory {
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/ * *
* Creates a composite with simple car setup of bodies and constraints .
* @method car
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* @param { number } x
* @param { number } y
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* @param { number } width
* @param { number } height
* @param { number } wheelSize
* @return { composite } A new composite car body
* /
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car ( x : number , y : number , width : number , height : number , wheelSize : number ) : CompositeType ;
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/ * *
* Chains all bodies in the given composite together using constraints .
* @method chain
* @param { composite } composite
* @param { number } xOffsetA
* @param { number } yOffsetA
* @param { number } xOffsetB
* @param { number } yOffsetB
* @param { object } options
* @return { composite } A new composite containing objects chained together with constraints
* /
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chain ( composite : CompositeType , xOffsetA : number , yOffsetA : number , xOffsetB : number , yOffsetB : number , options : any ) : CompositeType ;
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/ * *
* Connects bodies in the composite with constraints in a grid pattern , with optional cross braces .
* @method mesh
* @param { composite } composite
* @param { number } columns
* @param { number } rows
* @param { boolean } crossBrace
* @param { object } options
* @return { composite } The composite containing objects meshed together with constraints
* /
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mesh ( composite : CompositeType , columns : number , rows : number , crossBrace : boolean , options : any ) : CompositeType ;
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/ * *
* Creates a composite with a Newton ' s Cradle setup of bodies and constraints .
* @method newtonsCradle
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* @param { number } x
* @param { number } y
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* @param { number } number
* @param { number } size
* @param { number } length
* @return { composite } A new composite newtonsCradle body
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* /
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newtonsCradle ( x : number , y : number , number : number , size : number , length : number ) : CompositeType ;
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/ * *
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* Create a new composite containing bodies created in the callback in a pyramid arrangement .
* This function uses the body ' s bounds to prevent overlaps .
* @method pyramid
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* @param { number } x
* @param { number } y
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* @param { number } columns
* @param { number } rows
* @param { number } columnGap
* @param { number } rowGap
* @param { function } callback
* @return { composite } A new composite containing objects created in the callback
* /
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pyramid ( x : number , y : number , columns : number , rows : number , columnGap : number , rowGap : number , callback : Function ) : CompositeType ;
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/ * *
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* Creates a simple soft body like object .
* @method softBody
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* @param { number } x
* @param { number } y
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* @param { number } columns
* @param { number } rows
* @param { number } columnGap
* @param { number } rowGap
* @param { boolean } crossBrace
* @param { number } particleRadius
* @param { } particleOptions
* @param { } constraintOptions
* @return { composite } A new composite softBody
* /
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softBody ( x : number , y : number , columns : number , rows : number , columnGap : number , rowGap : number , crossBrace : boolean , particleRadius : number , particleOptions : any , constraintOptions : any ) : CompositeType ;
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/ * *
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* Create a new composite containing bodies created in the callback in a grid arrangement .
* This function uses the body ' s bounds to prevent overlaps .
* @method stack
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* @param { number } x
* @param { number } y
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* @param { number } columns
* @param { number } rows
* @param { number } columnGap
* @param { number } rowGap
* @param { function } callback
* @return { composite } A new composite containing objects created in the callback
* /
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stack ( x : number , y : number , columns : number , rows : number , columnGap : number , rowGap : number , callback : Function ) : CompositeType ;
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}
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/ * *
* The ` Matter.Constraint ` module contains methods for creating and manipulating constraints .
* Constraints are used for specifying that a fixed distance must be maintained between two bodies ( or a body and a fixed world - space position ) .
* The stiffness of constraints can be modified to create springs or elastic .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Constraint
* /
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class Constraint {
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/ * *
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* Creates a new constraint .
* All properties have default values , and many are pre - calculated automatically based on other properties .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { } options
* @return { constraint } constraint
* /
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static create ( options : IConstraintDefinition ) : ConstraintType ;
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/ * *
* Returns the current length of the constraint .
* This is the distance between both of the constraint ' s end points .
* See ` constraint.length ` for the target rest length .
* @method currentLength
* @param { constraint } ConstraintType
* @return { number } the current length
* /
static currentLength ( constraint : ConstraintType ) : number ;
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}
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class ConstraintFactory {
/ * *
* Creates a new constraint .
* All properties have default values , and many are pre - calculated automatically based on other properties .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { } options
* @return { constraint } constraint
* /
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create ( options : IConstraintDefinition ) : ConstraintType ;
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/ * *
* Returns the current length of the constraint .
* This is the distance between both of the constraint ' s end points .
* See ` constraint.length ` for the target rest length .
* @method currentLength
* @param { constraint } ConstraintType
* @return { number } the current length
* /
currentLength ( constraint : ConstraintType ) : number ;
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}
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/ * *
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* The ` Matter.Engine ` module contains methods for creating and manipulating engines .
* An engine is a controller that manages updating the simulation of the world .
* See ` Matter.Runner ` for an optional game loop utility .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Engine
* /
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class Engine {
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/ * *
* Clears the engine including the world , pairs and broadphase .
* @method clear
* @param { engine } engine
* /
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static clear ( engine : Engine ) : void ;
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/ * *
* Creates a new engine . The options parameter is an object that specifies any properties you wish to override the defaults .
* All properties have default values , and many are pre - calculated automatically based on other properties .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { HTMLElement } element
* @param { object } [ options ]
* @return { engine } engine
* @deprecated
* /
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static create ( element? : HTMLElement | IEngineDefinition , options? : IEngineDefinition ) : Engine ;
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/ * *
* Creates a new engine . The options parameter is an object that specifies any properties you wish to override the defaults .
* All properties have default values , and many are pre - calculated automatically based on other properties .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { object } [ options ]
* @return { engine } engine
* @deprecated
* /
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static create ( options? : IEngineDefinition ) : Engine ;
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/ * *
* Merges two engines by keeping the configuration of ` engineA ` but replacing the world with the one from ` engineB ` .
* @method merge
* @param { engine } engineA
* @param { engine } engineB
* /
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static merge ( engineA : Engine , engineB : Engine ) : void ;
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/ * *
* Moves the simulation forward in time by ` delta ` ms .
* Triggers ` beforeUpdate ` and ` afterUpdate ` events .
* Triggers ` collisionStart ` , ` collisionActive ` and ` collisionEnd ` events .
* @method update
* @param { engine } engine
* @param { number } [ delta = 16.666 ]
* /
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static update ( engine : Engine , delta? : number ) : Engine ;
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/ * *
* An alias for ` Runner.run ` , see ` Matter.Runner ` for more information .
* @method run
* @param { engine } engine
* /
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static run ( engine : Engine ) : void ;
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/ * *
* An instance of a broadphase controller . The default value is a ` Matter.Grid ` instance created by ` Engine.create ` .
*
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* @property broadphase
* @type grid
* @default a Matter . Grid instance
* /
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broadphase : Grid ;
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/ * *
* An integer ` Number ` that specifies the number of constraint iterations to perform each update .
* The higher the value , the higher quality the simulation will be at the expense of performance .
* The default value of ` 2 ` is usually very adequate .
*
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* @property constraintIterations
* @type number
* @default 2
* /
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constraintIterations : number ;
/ * *
* A flag that specifies whether the engine is running or not .
* /
enabled : boolean ;
/ * *
* A flag that specifies whether the engine should allow sleeping via the ` Matter.Sleeping ` module .
* Sleeping can improve stability and performance , but often at the expense of accuracy .
*
* @property enableSleeping
* @type boolean
* @default false
* /
enableSleeping : boolean ;
/ * *
* Collision pair set for this ` Engine ` .
* /
pairs : any ;
/ * *
* An integer ` Number ` that specifies the number of position iterations to perform each update .
* The higher the value , the higher quality the simulation will be at the expense of performance .
*
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* @property positionIterations
* @type number
* @default 6
* /
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positionIterations : number ;
/ * *
* An ` Object ` containing properties regarding the timing systems of the engine .
*
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* @property timing
* @type object
* /
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timing : IEngineTimingOptions ;
/ * *
* An integer ` Number ` that specifies the number of velocity iterations to perform each update .
* The higher the value , the higher quality the simulation will be at the expense of performance .
*
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* @property velocityIterations
* @type number
* @default 4
* /
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velocityIterations : number ;
/ * *
* A ` World ` composite object that will contain all simulated bodies and constraints .
*
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* @property world
* @type world
* @default a Matter . World instance
* /
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world : World ;
}
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/ * *
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* The ` Matter.Grid ` module contains methods for creating and manipulating collision broadphase grid structures .
*
* @class Grid
* /
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class Grid {
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/ * *
* Creates a new grid .
* @method create
* @param { } options
* @return { grid } A new grid
* /
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static create ( options? : IGridDefinition ) : Grid ;
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/ * *
* Updates the grid .
* @method update
* @param { grid } grid
* @param { body [ ] } bodies
* @param { engine } engine
* @param { boolean } forceUpdate
* /
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static update ( grid : Grid , bodies : Array < BodyType > , engine : Engine , forceUpdate : boolean ) : void ;
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/ * *
* Clears the grid .
* @method clear
* @param { grid } grid
* /
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static clear ( grid : Grid ) : void ;
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}
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class GridFactory {
/ * *
* Creates a new grid .
* @method create
* @param { } options
* @return { grid } A new grid
* /
create ( options? : IGridDefinition ) : Grid ;
/ * *
* Updates the grid .
* @method update
* @param { grid } grid
* @param { body [ ] } bodies
* @param { engine } engine
* @param { boolean } forceUpdate
* /
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update ( grid : Grid , bodies : Array < BodyType > , engine : Engine , forceUpdate : boolean ) : void ;
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/ * *
* Clears the grid .
* @method clear
* @param { grid } grid
* /
clear ( grid : Grid ) : void ;
}
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/ * *
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* The ` Matter.MouseConstraint ` module contains methods for creating mouse constraints .
* Mouse constraints are used for allowing user interaction , providing the ability to move bodies via the mouse or touch .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class MouseConstraint
* /
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class MouseConstraint {
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/ * *
* Creates a new mouse constraint .
* All properties have default values , and many are pre - calculated automatically based on other properties .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @param { engine } engine
* @param { } options
* @return { MouseConstraint } A new MouseConstraint
* /
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static create ( engine : Engine , options? : IMouseConstraintDefinition ) : MouseConstraint ;
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/ * *
* The ` Constraint ` object that is used to move the body during interaction .
*
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* @property constraint
* @type constraint
* /
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constraint : ConstraintType ;
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/ * *
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* An ` Object ` that specifies the collision filter properties .
* The collision filter allows the user to define which types of body this mouse constraint can interact with .
* See ` body.collisionFilter ` for more information .
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*
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* @property collisionFilter
* @type object
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* /
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collisionFilter : ICollisionFilter ;
/ * *
* The ` Body ` that is currently being moved by the user , or ` null ` if no body .
*
* @property body
* @type body
* @default null
* /
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body : BodyType ;
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/ * *
* A ` String ` denoting the type of object .
*
* @property type
* @type string
* @default "constraint"
* /
type : string ;
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}
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/ * *
* The ` Matter.Pairs ` module contains methods for creating and manipulating collision pair sets .
*
* @class Pairs
* /
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class Pairs {
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/ * *
* Clears the given pairs structure .
* @method clear
* @param { pairs } pairs
* @return { pairs } pairs
* /
static clear ( pairs : any ) : any ;
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}
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class PairsFactory {
/ * *
* Clears the given pairs structure .
* @method clear
* @param { pairs } pairs
* @return { pairs } pairs
* /
clear ( pairs : any ) : any ;
}
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/ * *
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* The ` Matter.Pair ` module contains methods for creating and manipulating collision pairs .
*
* @class Pair
* /
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class Pair {
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/ * *
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* Creates a pair .
* @method create
* @param { ICollisionData } collision
* @param { number } timestamp
* @return { IPair } A new pair
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* /
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static create ( collision : ICollisionData , timestamp : number ) : IPair ;
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/ * *
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* Updates a pair given a collision .
* @method update
* @param { IPair } pair
* @param { ICollisionData } collision
* @param { number } timestamp
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* /
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static update ( pair : IPair , collision : ICollisionData , timestamp : number ) : void ;
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/ * *
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* Set a pair as active or inactive .
* @method setActive
* @param { IPair } pair
* @param { boolean } isActive
* @param { number } timestamp
* /
static setActive ( pair : IPair , isActive : boolean , timestamp : number ) : void ;
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/ * *
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* Get the id for the given pair .
* @method id
* @param { Body } bodyA
* @param { Body } bodyB
* @return { string } Unique pairId
* /
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static id ( bodyA : BodyType , bodyB : BodyType ) : string ;
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}
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class PairFactory {
/ * *
* Creates a pair .
* @method create
* @param { ICollisionData } collision
* @param { number } timestamp
* @return { IPair } A new pair
* /
create ( collision : ICollisionData , timestamp : number ) : IPair ;
/ * *
* Updates a pair given a collision .
* @method update
* @param { IPair } pair
* @param { ICollisionData } collision
* @param { number } timestamp
* /
update ( pair : IPair , collision : ICollisionData , timestamp : number ) : void ;
/ * *
* Set a pair as active or inactive .
* @method setActive
* @param { IPair } pair
* @param { boolean } isActive
* @param { number } timestamp
* /
setActive ( pair : IPair , isActive : boolean , timestamp : number ) : void ;
/ * *
* Get the id for the given pair .
* @method id
* @param { Body } bodyA
* @param { Body } bodyB
* @return { string } Unique pairId
* /
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id ( bodyA : BodyType , bodyB : BodyType ) : string ;
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}
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/ * *
* The ` Matter.Detector ` module contains methods for detecting collisions given a set of pairs .
*
* @class Detector
* /
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class Detector {
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/ * *
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* Finds all collisions given a list of pairs .
* @method collisions
* @param { pair [ ] } broadphasePairs
* @param { engine } engine
* @return { ICollisionData [ ] } collisions
* /
static collisions ( broadphasePairs : IPair [ ] , engine : Engine ) : ICollisionData [ ] ;
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/ * *
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* Returns ` true ` if both supplied collision filters will allow a collision to occur .
* See ` body.collisionFilter ` for more information .
* @method canCollide
* @param { } filterA
* @param { } filterB
* @return { bool } ` true ` if collision can occur
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* /
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static canCollide ( filterA : ICollisionFilter , filterB : ICollisionFilter ) : boolean ;
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}
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class DetectorFactory {
/ * *
* Finds all collisions given a list of pairs .
* @method collisions
* @param { pair [ ] } broadphasePairs
* @param { engine } engine
* @return { ICollisionData [ ] } collisions
* /
collisions ( broadphasePairs : IPair [ ] , engine : Engine ) : ICollisionData [ ] ;
/ * *
* Returns ` true ` if both supplied collision filters will allow a collision to occur .
* See ` body.collisionFilter ` for more information .
* @method canCollide
* @param { } filterA
* @param { } filterB
* @return { bool } ` true ` if collision can occur
* /
canCollide ( filterA : ICollisionFilter , filterB : ICollisionFilter ) : boolean ;
}
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/ * *
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* The ` Matter.Resolver ` module contains methods for resolving collision pairs .
*
* @class Resolver
* /
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class Resolver {
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/ * *
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* Prepare pairs for position solving .
* @method preSolvePosition
* @param { pair [ ] } pairs
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* /
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static preSolvePosition ( pairs : IPair [ ] ) : void ;
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/ * *
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* Find a solution for pair positions .
* @method solvePosition
* @param { pair [ ] } pairs
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* @param { number } delta
* @param { number } [ damping = 1 ]
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* /
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static solvePosition ( pairs : IPair [ ] , delta : number , damping? : number ) : void ;
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/ * *
* Apply position resolution .
* @method postSolvePosition
* @param { body [ ] } bodies
* /
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static postSolvePosition ( bodies : BodyType [ ] ) : void ;
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/ * *
* Prepare pairs for velocity solving .
* @method preSolveVelocity
* @param { pair [ ] } pairs
* /
static preSolveVelocity ( pairs : IPair [ ] ) : void ;
/ * *
* Find a solution for pair velocities .
* @method solveVelocity
* @param { pair [ ] } pairs
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* @param { number } delta
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* /
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static solveVelocity ( pairs : IPair [ ] , delta : number ) : void ;
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}
class ResolverFactory {
/ * *
* Prepare pairs for position solving .
* @method preSolvePosition
* @param { pair [ ] } pairs
* /
preSolvePosition ( pairs : IPair [ ] ) : void ;
/ * *
* Find a solution for pair positions .
* @method solvePosition
* @param { pair [ ] } pairs
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* @param { number } delta
* @param { number } [ damping = 1 ]
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* /
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solvePosition ( pairs : IPair [ ] , delta : number , damping? : number ) : void ;
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/ * *
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* Apply position resolution .
* @method postSolvePosition
* @param { body [ ] } bodies
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* /
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postSolvePosition ( bodies : BodyType [ ] ) : void ;
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/ * *
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* Prepare pairs for velocity solving .
* @method preSolveVelocity
* @param { pair [ ] } pairs
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* /
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preSolveVelocity ( pairs : IPair [ ] ) : void ;
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/ * *
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* Find a solution for pair velocities .
* @method solveVelocity
* @param { pair [ ] } pairs
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* @param { number } delta
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* /
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solveVelocity ( pairs : IPair [ ] , delta : number ) : void ;
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}
/ * *
* The ` Matter.SAT ` module contains methods for detecting collisions using the Separating Axis Theorem .
*
* @class SAT
* /
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class SAT {
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/ * *
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* Detect collision between two bodies using the Separating Axis Theorem .
* @method collides
* @param { body } bodyA
* @param { body } bodyB
* @param { ICollisionData } previousCollision
* @return { ICollisionData } collision
* /
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static collides ( bodyA : BodyType , bodyB : BodyType , previousCollision : ICollisionData ) : ICollisionData ;
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}
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class SATFactory {
/ * *
* Detect collision between two bodies using the Separating Axis Theorem .
* @method collides
* @param { body } bodyA
* @param { body } bodyB
* @param { ICollisionData } previousCollision
* @return { ICollisionData } collision
* /
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collides ( bodyA : BodyType , bodyB : BodyType , previousCollision : ICollisionData ) : ICollisionData ;
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}
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/ * *
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* The ` Matter.Query ` module contains methods for performing collision queries .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Query
* /
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class Query {
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/ * *
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* Casts a ray segment against a set of bodies and returns all collisions , ray width is optional . Intersection points are not provided .
* @method ray
* @param { body [ ] } bodies
* @param { vector } startPoint
* @param { vector } endPoint
* @param { number } [ rayWidth ]
* @return { object [ ] } Collisions
* /
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static ray ( bodies : Array < BodyType > , startPoint : Vector , endPoint : Vector , rayWidth? : number ) : Array < ICollisionData > ;
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/ * *
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* Returns all bodies whose bounds are inside ( or outside if set ) the given set of bounds , from the given set of bodies .
* @method region
* @param { body [ ] } bodies
* @param { bounds } bounds
* @param { bool } [ outside = false ]
* @return { body [ ] } The bodies matching the query
* /
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static region ( bodies : Array < BodyType > , bounds : Bounds , outside? : boolean ) : Array < BodyType > ;
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/ * *
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* Returns all bodies whose vertices contain the given point , from the given set of bodies .
* @method point
* @param { body [ ] } bodies
* @param { vector } point
* @return { body [ ] } The bodies matching the query
* /
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static point ( bodies : Array < BodyType > , point : Vector ) : Array < BodyType > ;
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}
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class QueryFactory {
/ * *
* Casts a ray segment against a set of bodies and returns all collisions , ray width is optional . Intersection points are not provided .
* @method ray
* @param { body [ ] } bodies
* @param { vector } startPoint
* @param { vector } endPoint
* @param { number } [ rayWidth ]
* @return { object [ ] } Collisions
* /
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ray ( bodies : Array < BodyType > , startPoint : Vector , endPoint : Vector , rayWidth? : number ) : Array < ICollisionData > ;
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/ * *
* Returns all bodies whose bounds are inside ( or outside if set ) the given set of bounds , from the given set of bodies .
* @method region
* @param { body [ ] } bodies
* @param { bounds } bounds
* @param { bool } [ outside = false ]
* @return { body [ ] } The bodies matching the query
* /
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region ( bodies : Array < BodyType > , bounds : Bounds , outside? : boolean ) : Array < BodyType > ;
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/ * *
* Returns all bodies whose vertices contain the given point , from the given set of bodies .
* @method point
* @param { body [ ] } bodies
* @param { vector } point
* @return { body [ ] } The bodies matching the query
* /
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point ( bodies : Array < BodyType > , point : Vector ) : Array < BodyType > ;
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}
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/ * *
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* The ` Matter.Runner ` module is an optional utility which provides a game loop ,
* that handles updating and rendering a ` Matter.Engine ` for you within a browser .
* It is intended for demo and testing purposes , but may be adequate for simple games .
* If you are using your own game loop instead , then you do not need the ` Matter.Runner ` module .
* Instead just call ` Engine.update(engine, delta) ` in your own loop .
* Note that the method ` Engine.run ` is an alias for ` Runner.run ` .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Runner
* /
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class Runner {
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/ * *
* Creates a new Runner . The options parameter is an object that specifies any properties you wish to override the defaults .
* @method create
* @param { } options
* /
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static create ( options : IRunnerOptions ) : Runner ;
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/ * *
* Continuously ticks a ` Matter.Engine ` by calling ` Runner.tick ` on the ` requestAnimationFrame ` event .
* @method run
* @param { engine } engine
* /
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static run ( runner : Runner , engine : Engine ) : Runner ;
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/ * *
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* Continuously ticks a ` Matter.Engine ` by calling ` Runner.tick ` on the ` requestAnimationFrame ` event .
* @method run
* @param { engine } engine
* /
static run ( engine : Engine ) : Runner ;
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/ * *
* A game loop utility that updates the engine and renderer by one step ( a 'tick' ) .
* Features delta smoothing , time correction and fixed or dynamic timing .
* Triggers ` beforeTick ` , ` tick ` and ` afterTick ` events on the engine .
* Consider just ` Engine.update(engine, delta) ` if you ' re using your own loop .
* @method tick
* @param { runner } runner
* @param { engine } engine
* @param { number } time
* /
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static tick ( runner : Runner , engine : Engine , time : number ) : void ;
/ * *
* Ends execution of ` Runner.run ` on the given ` runner ` , by canceling the animation frame request event loop .
* If you wish to only temporarily pause the engine , see ` engine.enabled ` instead .
* @method stop
* @param { runner } runner
* /
static stop ( runner : Runner ) : void ;
/ * *
* Alias for ` Runner.run ` .
* @method start
* @param { runner } runner
* @param { engine } engine
* /
static start ( runner : Runner , engine : Engine ) : void ;
/ * *
* A flag that specifies whether the runner is running or not .
*
* @property enabled
* @type boolean
* @default true
* /
enabled : boolean ;
/ * *
* A ` Boolean ` that specifies if the runner should use a fixed timestep ( otherwise it is variable ) .
* If timing is fixed , then the apparent simulation speed will change depending on the frame rate ( but behaviour will be deterministic ) .
* If the timing is variable , then the apparent simulation speed will be constant ( approximately , but at the cost of determininism ) .
*
* @property isFixed
* @type boolean
* @default false
* /
isFixed : boolean ;
/ * *
* A ` Number ` that specifies the time step between updates in milliseconds .
* If ` engine.timing.isFixed ` is set to ` true ` , then ` delta ` is fixed .
* If it is ` false ` , then ` delta ` can dynamically change to maintain the correct apparent simulation speed .
*
* @property delta
* @type number
* @default 1000 / 60
* /
delta : number ;
}
/ * *
* The ` Matter.Sleeping ` module contains methods to manage the sleeping state of bodies .
*
* @class Sleeping
* /
class Sleeping {
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/ * *
* Set a body as sleeping or awake .
* @method set
* @param { body } body
* @param { boolean } isSleeping
* /
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static set ( body : BodyType , isSleeping : boolean ) : void ;
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/ * *
* Puts bodies to sleep or wakes them up depending on their motion .
* @method update
* @param { body [ ] } bodies
* @param { number } delta
* /
static update ( bodies : Array < BodyType > , delta : number ) : void ;
/ * *
* Given a set of colliding pairs , wakes the sleeping bodies involved .
* @method afterCollisions
* @param { pair [ ] } pairs
* /
static afterCollisions ( pairs : Array < IPair > ) : void ;
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}
class SleepingFactory {
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/ * *
* Set a body as sleeping or awake .
* @method set
* @param { body } body
* @param { boolean } isSleeping
* /
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set ( body : BodyType , isSleeping : boolean ) : void ;
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/ * *
* Puts bodies to sleep or wakes them up depending on their motion .
* @method update
* @param { body [ ] } bodies
* @param { number } delta
* /
update ( bodies : Array < BodyType > , delta : number ) : void ;
/ * *
* Given a set of colliding pairs , wakes the sleeping bodies involved .
* @method afterCollisions
* @param { pair [ ] } pairs
* /
afterCollisions ( pairs : Array < IPair > ) : void ;
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}
/ * *
* The ` Matter.Svg ` module contains methods for converting SVG images into an array of vector points .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Svg
* /
class Svg {
/ * *
* Converts an SVG path into an array of vector points .
* If the input path forms a concave shape , you must decompose the result into convex parts before use .
* See ` Bodies.fromVertices ` which provides support for this .
* Note that this function is not guaranteed to support complex paths ( such as those with holes ) .
* @method pathToVertices
* @param { SVGPathElement } path
* @param { Number } [ sampleLength = 15 ]
* @return { Vector [ ] } points
* /
static pathToVertices ( path : SVGPathElement , sampleLength : number ) : Array < Vector > ;
}
class SvgFactory {
/ * *
* Converts an SVG path into an array of vector points .
* If the input path forms a concave shape , you must decompose the result into convex parts before use .
* See ` Bodies.fromVertices ` which provides support for this .
* Note that this function is not guaranteed to support complex paths ( such as those with holes ) .
* @method pathToVertices
* @param { SVGPathElement } path
* @param { Number } [ sampleLength = 15 ]
* @return { Vector [ ] } points
* /
pathToVertices ( path : SVGPathElement , sampleLength : number ) : Array < Vector > ;
}
/ * *
* The ` Matter.Vector ` module contains methods for creating and manipulating vectors .
* Vectors are the basis of all the geometry related operations in the engine .
* A ` Matter.Vector ` object is of the form ` { x: 0, y: 0 } ` .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Vector
* /
class Vector {
x : number ;
y : number ;
/ * *
* Creates a new vector .
* @method create
* @param { number } x
* @param { number } y
* @return { vector } A new vector
* /
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static create ( x? : number , y? : number ) : Vector ;
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/ * *
* Returns a new vector with ` x ` and ` y ` copied from the given ` vector ` .
* @method clone
* @param { vector } vector
* @return { vector } A new cloned vector
* /
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static clone ( vector : Vector ) : Vector ;
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/ * *
* Returns the cross - product of three vectors .
* @method cross3
* @param { vector } vectorA
* @param { vector } vectorB
* @param { vector } vectorC
* @return { number } The cross product of the three vectors
* /
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static cross3 ( vectorA : Vector , vectorB : Vector , vectorC : Vector ) : number ;
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/ * *
* Adds the two vectors .
* @method add
* @param { vector } vectorA
* @param { vector } vectorB
* @param { vector } [ output ]
* @return { vector } A new vector of vectorA and vectorB added
* /
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static add ( vectorA : Vector , vectorB : Vector , output? : Vector ) : Vector ;
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/ * *
* Returns the angle in radians between the two vectors relative to the x - axis .
* @method angle
* @param { vector } vectorA
* @param { vector } vectorB
* @return { number } The angle in radians
* /
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static angle ( vectorA : Vector , vectorB : Vector ) : number ;
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/ * *
* Returns the cross - product of two vectors .
* @method cross
* @param { vector } vectorA
* @param { vector } vectorB
* @return { number } The cross product of the two vectors
* /
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static cross ( vectorA : Vector , vectorB : Vector ) : number ;
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/ * *
* Divides a vector and a scalar .
* @method div
* @param { vector } vector
* @param { number } scalar
* @return { vector } A new vector divided by scalar
* /
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static div ( vector : Vector , scalar : number ) : Vector ;
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/ * *
* Returns the dot - product of two vectors .
* @method dot
* @param { vector } vectorA
* @param { vector } vectorB
* @return { number } The dot product of the two vectors
* /
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static dot ( vectorA : Vector , vectorB : Vector ) : Number ;
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/ * *
* Returns the magnitude ( length ) of a vector .
* @method magnitude
* @param { vector } vector
* @return { number } The magnitude of the vector
* /
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static magnitude ( vector : Vector ) : number ;
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/ * *
* Returns the magnitude ( length ) of a vector ( therefore saving a ` sqrt ` operation ) .
* @method magnitudeSquared
* @param { vector } vector
* @return { number } The squared magnitude of the vector
* /
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static magnitudeSquared ( vector : Vector ) : number ;
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/ * *
* Multiplies a vector and a scalar .
* @method mult
* @param { vector } vector
* @param { number } scalar
* @return { vector } A new vector multiplied by scalar
* /
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static mult ( vector : Vector , scalar : number ) : Vector ;
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/ * *
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* Negates both components of a vector such that it points in the opposite direction .
* @method neg
* @param { vector } vector
* @return { vector } The negated vector
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* /
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static neg ( vector : Vector ) : Vector ;
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/ * *
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* Normalises a vector ( such that its magnitude is ` 1 ` ) .
* @method normalise
* @param { vector } vector
* @return { vector } A new vector normalised
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* /
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static normalise ( vector : Vector ) : Vector ;
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/ * *
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* Returns the perpendicular vector . Set ` negate ` to true for the perpendicular in the opposite direction .
* @method perp
* @param { vector } vector
* @param { bool } [ negate = false ]
* @return { vector } The perpendicular vector
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* /
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static perp ( vector : Vector , negate? : boolean ) : Vector ;
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/ * *
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* Rotates the vector about ( 0 , 0 ) by specified angle .
* @method rotate
* @param { vector } vector
* @param { number } angle
* @return { vector } A new vector rotated about ( 0 , 0 )
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* /
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static rotate ( vector : Vector , angle : number ) : Vector ;
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/ * *
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* Rotates the vector about a specified point by specified angle .
* @method rotateAbout
* @param { vector } vector
* @param { number } angle
* @param { vector } point
* @param { vector } [ output ]
* @return { vector } A new vector rotated about the point
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* /
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static rotateAbout ( vector : Vector , angle : number , point : Vector , output? : Vector ) : Vector ;
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/ * *
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* Subtracts the two vectors .
* @method sub
* @param { vector } vectorA
* @param { vector } vectorB
* @param { vector } [ output ]
* @return { vector } A new vector of vectorA and vectorB subtracted
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* /
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static sub ( vectorA : Vector , vectorB : Vector , optional? : Vector ) : Vector ;
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}
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class VectorFactory {
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/ * *
* Creates a new vector .
* @method create
* @param { number } x
* @param { number } y
* @return { vector } A new vector
* /
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create ( x? : number , y? : number ) : Vector ;
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/ * *
* Returns a new vector with ` x ` and ` y ` copied from the given ` vector ` .
* @method clone
* @param { vector } vector
* @return { vector } A new cloned vector
* /
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clone ( vector : Vector ) : Vector ;
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/ * *
* Returns the cross - product of three vectors .
* @method cross3
* @param { vector } vectorA
* @param { vector } vectorB
* @param { vector } vectorC
* @return { number } The cross product of the three vectors
* /
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cross3 ( vectorA : Vector , vectorB : Vector , vectorC : Vector ) : number ;
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/ * *
* Adds the two vectors .
* @method add
* @param { vector } vectorA
* @param { vector } vectorB
* @param { vector } [ output ]
* @return { vector } A new vector of vectorA and vectorB added
* /
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add ( vectorA : Vector , vectorB : Vector , output? : Vector ) : Vector ;
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/ * *
* Returns the angle in radians between the two vectors relative to the x - axis .
* @method angle
* @param { vector } vectorA
* @param { vector } vectorB
* @return { number } The angle in radians
* /
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angle ( vectorA : Vector , vectorB : Vector ) : number ;
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/ * *
* Returns the cross - product of two vectors .
* @method cross
* @param { vector } vectorA
* @param { vector } vectorB
* @return { number } The cross product of the two vectors
* /
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cross ( vectorA : Vector , vectorB : Vector ) : number ;
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/ * *
* Divides a vector and a scalar .
* @method div
* @param { vector } vector
* @param { number } scalar
* @return { vector } A new vector divided by scalar
* /
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div ( vector : Vector , scalar : number ) : Vector ;
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/ * *
* Returns the dot - product of two vectors .
* @method dot
* @param { vector } vectorA
* @param { vector } vectorB
* @return { number } The dot product of the two vectors
* /
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dot ( vectorA : Vector , vectorB : Vector ) : number ;
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/ * *
* Returns the magnitude ( length ) of a vector .
* @method magnitude
* @param { vector } vector
* @return { number } The magnitude of the vector
* /
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magnitude ( vector : Vector ) : number ;
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/ * *
* Returns the magnitude ( length ) of a vector ( therefore saving a ` sqrt ` operation ) .
* @method magnitudeSquared
* @param { vector } vector
* @return { number } The squared magnitude of the vector
* /
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magnitudeSquared ( vector : Vector ) : number ;
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/ * *
* Multiplies a vector and a scalar .
* @method mult
* @param { vector } vector
* @param { number } scalar
* @return { vector } A new vector multiplied by scalar
* /
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mult ( vector : Vector , scalar : number ) : Vector ;
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/ * *
* Negates both components of a vector such that it points in the opposite direction .
* @method neg
* @param { vector } vector
* @return { vector } The negated vector
* /
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neg ( vector : Vector ) : Vector ;
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/ * *
* Normalises a vector ( such that its magnitude is ` 1 ` ) .
* @method normalise
* @param { vector } vector
* @return { vector } A new vector normalised
* /
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normalise ( vector : Vector ) : Vector ;
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/ * *
* Returns the perpendicular vector . Set ` negate ` to true for the perpendicular in the opposite direction .
* @method perp
* @param { vector } vector
* @param { bool } [ negate = false ]
* @return { vector } The perpendicular vector
* /
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perp ( vector : Vector , negate? : boolean ) : Vector ;
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/ * *
* Rotates the vector about ( 0 , 0 ) by specified angle .
* @method rotate
* @param { vector } vector
* @param { number } angle
* @return { vector } A new vector rotated about ( 0 , 0 )
* /
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rotate ( vector : Vector , angle : number ) : Vector ;
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/ * *
* Rotates the vector about a specified point by specified angle .
* @method rotateAbout
* @param { vector } vector
* @param { number } angle
* @param { vector } point
* @param { vector } [ output ]
* @return { vector } A new vector rotated about the point
* /
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rotateAbout ( vector : Vector , angle : number , point : Vector , output? : Vector ) : Vector ;
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/ * *
* Subtracts the two vectors .
* @method sub
* @param { vector } vectorA
* @param { vector } vectorB
* @param { vector } [ output ]
* @return { vector } A new vector of vectorA and vectorB subtracted
* /
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sub ( vectorA : Vector , vectorB : Vector , optional? : Vector ) : Vector ;
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}
/ * *
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* The ` Matter.Vertices ` module contains methods for creating and manipulating sets of vertices .
* A set of vertices is an array of ` Matter.Vector ` with additional indexing properties inserted by ` Vertices.create ` .
* A ` Matter.Body ` maintains a set of vertices to represent the shape of the object ( its convex hull ) .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class Vertices
* /
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class Vertices {
/ * *
* Returns the average ( mean ) of the set of vertices .
* @method mean
* @param { vertices } vertices
* @return { vector } The average point
* /
static mean ( vertices : Array < Vector > ) : Array < Vector > ;
/ * *
* Sorts the input vertices into clockwise order in place .
* @method clockwiseSort
* @param { vertices } vertices
* @return { vertices } vertices
* /
static clockwiseSort ( vertices : Array < Vector > ) : Array < Vector > ;
/ * *
* Returns true if the vertices form a convex shape ( vertices must be in clockwise order ) .
* @method isConvex
* @param { vertices } vertices
* @return { bool } ` true ` if the ` vertices ` are convex , ` false ` if not ( or ` null ` if not computable ) .
* /
static isConvex ( vertices : Array < Vector > ) : boolean ;
/ * *
* Returns the convex hull of the input vertices as a new array of points .
* @method hull
* @param { vertices } vertices
* @return [ vertex ] vertices
* /
static hull ( vertices : Array < Vector > ) : Array < Vector > ;
/ * *
* Returns the area of the set of vertices .
* @method area
* @param { vertices } vertices
* @param { bool } signed
* @return { number } The area
* /
static area ( vertices : Array < Vector > , signed : boolean ) : number ;
/ * *
* Returns the centre ( centroid ) of the set of vertices .
* @method centre
* @param { vertices } vertices
* @return { vector } The centre point
* /
static centre ( vertices : Array < Vector > ) : Vector ;
/ * *
* Chamfers a set of vertices by giving them rounded corners , returns a new set of vertices .
* The radius parameter is a single number or an array to specify the radius for each vertex .
* @method chamfer
* @param { vertices } vertices
* @param { number [ ] } radius
* @param { number } quality
* @param { number } qualityMin
* @param { number } qualityMax
* /
static chamfer ( vertices : Array < Vector > , radius : number | Array < number > , quality : number , qualityMin : number , qualityMax : number ) : void ;
/ * *
* Returns ` true ` if the ` point ` is inside the set of ` vertices ` .
* @method contains
* @param { vertices } vertices
* @param { vector } point
* @return { boolean } True if the vertices contains point , otherwise false
* /
static contains ( vertices : Array < Vector > , point : Vector ) : boolean ;
/ * *
* Creates a new set of ` Matter.Body ` compatible vertices .
* The ` points ` argument accepts an array of ` Matter.Vector ` points orientated around the origin ` (0, 0) ` , for example :
*
* [ { x : 0 , y : 0 } , { x : 25 , y : 50 } , { x : 50 , y : 0 } ]
*
* The ` Vertices.create ` method returns a new array of vertices , which are similar to Matter . Vector objects ,
* but with some additional references required for efficient collision detection routines .
*
* Note that the ` body ` argument is not optional , a ` Matter.Body ` reference must be provided .
*
* @method create
* @param { vector [ ] } points
* @param { body } body
* /
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static create ( points : Array < Vector > , body : BodyType ) : Array < Vector > ;
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/ * *
* Parses a string containing ordered x y pairs separated by spaces ( and optionally commas ) ,
* into a ` Matter.Vertices ` object for the given ` Matter.Body ` .
* For parsing SVG paths , see ` Svg.pathToVertices ` .
* @method fromPath
* @param { string } path
* @param { body } body
* @return { vertices } vertices
* /
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static fromPath ( path : string , body : BodyType ) : Array < Vector > ;
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/ * *
* Returns the moment of inertia ( second moment of area ) of the set of vertices given the total mass .
* @method inertia
* @param { vertices } vertices
* @param { number } mass
* @return { number } The polygon ' s moment of inertia
* /
static inertia ( vertices : Array < Vector > , mass : number ) : number ;
/ * *
* Rotates the set of vertices in - place .
* @method rotate
* @param { vertices } vertices
* @param { number } angle
* @param { vector } point
* /
static rotate ( vertices : Array < Vector > , angle : number , point : Vector ) : void ;
/ * *
* Scales the vertices from a point ( default is centre ) in - place .
* @method scale
* @param { vertices } vertices
* @param { number } scaleX
* @param { number } scaleY
* @param { vector } point
* /
static scale ( vertices : Array < Vector > , scaleX : number , scaleY : number , point : Vector ) : void ;
/ * *
* Translates the set of vertices in - place .
* @method translate
* @param { vertices } vertices
* @param { vector } vector
* @param { number } scalar
* /
static translate ( vertices : Array < Vector > , vector : Vector , scalar : number ) : void ;
}
class VerticesFactory {
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/ * *
* Returns the average ( mean ) of the set of vertices .
* @method mean
* @param { vertices } vertices
* @return { vector } The average point
* /
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mean ( vertices : Array < Vector > ) : Array < Vector > ;
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/ * *
* Sorts the input vertices into clockwise order in place .
* @method clockwiseSort
* @param { vertices } vertices
* @return { vertices } vertices
* /
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clockwiseSort ( vertices : Array < Vector > ) : Array < Vector > ;
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/ * *
* Returns true if the vertices form a convex shape ( vertices must be in clockwise order ) .
* @method isConvex
* @param { vertices } vertices
* @return { bool } ` true ` if the ` vertices ` are convex , ` false ` if not ( or ` null ` if not computable ) .
* /
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isConvex ( vertices : Array < Vector > ) : boolean ;
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/ * *
* Returns the convex hull of the input vertices as a new array of points .
* @method hull
* @param { vertices } vertices
* @return [ vertex ] vertices
* /
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hull ( vertices : Array < Vector > ) : Array < Vector > ;
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/ * *
* Returns the area of the set of vertices .
* @method area
* @param { vertices } vertices
* @param { bool } signed
* @return { number } The area
* /
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area ( vertices : Array < Vector > , signed : boolean ) : number ;
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/ * *
* Returns the centre ( centroid ) of the set of vertices .
* @method centre
* @param { vertices } vertices
* @return { vector } The centre point
* /
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centre ( vertices : Array < Vector > ) : Vector ;
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/ * *
* Chamfers a set of vertices by giving them rounded corners , returns a new set of vertices .
* The radius parameter is a single number or an array to specify the radius for each vertex .
* @method chamfer
* @param { vertices } vertices
* @param { number [ ] } radius
* @param { number } quality
* @param { number } qualityMin
* @param { number } qualityMax
* /
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chamfer ( vertices : Array < Vector > , radius : number | Array < number > , quality : number , qualityMin : number , qualityMax : number ) : void ;
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/ * *
* Returns ` true ` if the ` point ` is inside the set of ` vertices ` .
* @method contains
* @param { vertices } vertices
* @param { vector } point
* @return { boolean } True if the vertices contains point , otherwise false
* /
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contains ( vertices : Array < Vector > , point : Vector ) : boolean ;
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/ * *
* Creates a new set of ` Matter.Body ` compatible vertices .
* The ` points ` argument accepts an array of ` Matter.Vector ` points orientated around the origin ` (0, 0) ` , for example :
*
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* [ { x : 0 , y : 0 } , { x : 25 , y : 50 } , { x : 50 , y : 0 } ]
*
* The ` Vertices.create ` method returns a new array of vertices , which are similar to Matter . Vector objects ,
* but with some additional references required for efficient collision detection routines .
*
* Note that the ` body ` argument is not optional , a ` Matter.Body ` reference must be provided .
*
* @method create
* @param { vector [ ] } points
* @param { body } body
* /
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create ( points : Array < Vector > , body : BodyType ) : Array < Vector > ;
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/ * *
* Parses a string containing ordered x y pairs separated by spaces ( and optionally commas ) ,
* into a ` Matter.Vertices ` object for the given ` Matter.Body ` .
* For parsing SVG paths , see ` Svg.pathToVertices ` .
* @method fromPath
* @param { string } path
* @param { body } body
* @return { vertices } vertices
* /
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fromPath ( path : string , body : BodyType ) : Array < Vector > ;
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/ * *
* Returns the moment of inertia ( second moment of area ) of the set of vertices given the total mass .
* @method inertia
* @param { vertices } vertices
* @param { number } mass
* @return { number } The polygon ' s moment of inertia
* /
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inertia ( vertices : Array < Vector > , mass : number ) : number ;
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/ * *
* Rotates the set of vertices in - place .
* @method rotate
* @param { vertices } vertices
* @param { number } angle
* @param { vector } point
* /
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rotate ( vertices : Array < Vector > , angle : number , point : Vector ) : void ;
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/ * *
* Scales the vertices from a point ( default is centre ) in - place .
* @method scale
* @param { vertices } vertices
* @param { number } scaleX
* @param { number } scaleY
* @param { vector } point
* /
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scale ( vertices : Array < Vector > , scaleX : number , scaleY : number , point : Vector ) : void ;
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/ * *
* Translates the set of vertices in - place .
* @method translate
* @param { vertices } vertices
* @param { vector } vector
* @param { number } scalar
* /
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translate ( vertices : Array < Vector > , vector : Vector , scalar : number ) : void ;
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}
/ * *
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* The ` Matter.World ` module contains methods for creating and manipulating the world composite .
* A ` Matter.World ` is a ` Matter.Composite ` body , which is a collection of ` Matter.Body ` , ` Matter.Constraint ` and other ` Matter.Composite ` .
* A ` Matter.World ` has a few additional properties including ` gravity ` and ` bounds ` .
* It is important to use the functions in the ` Matter.Composite ` module to modify the world composite , rather than directly modifying its properties .
* There are also a few methods here that alias those in ` Matter.Composite ` for easier readability .
*
* See the included usage [ examples ] ( https : //github.com/liabru/matter-js/tree/master/examples).
*
* @class World
* @extends Composite
* /
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class World {
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/ * *
* Add objects or arrays of objects of types : Body , Constraint , Composite
* @param world
* @param body
* @returns world
* /
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static add ( world : World , body : BodyType | Array < BodyType > | CompositeType | Array < CompositeType > | ConstraintType | Array < ConstraintType > | MouseConstraint ) : World ;
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/ * *
* An alias for Composite . addBody since World is also a Composite
* @method addBody
* @param { world } world
* @param { body } body
* @return { world } The original world with the body added
* /
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static addBody ( world : World , body : BodyType ) : World ;
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/ * *
* An alias for Composite . add since World is also a Composite
* @method addComposite
* @param { world } world
* @param { composite } composite
* @return { world } The original world with the objects from composite added
* /
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static addComposite ( world : World , composite : CompositeType ) : World ;
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/ * *
* An alias for Composite . addConstraint since World is also a Composite
* @method addConstraint
* @param { world } world
* @param { constraint } constraint
* @return { world } The original world with the constraint added
* /
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static addConstraint ( world : World , constraint : ConstraintType ) : World ;
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/ * *
* An alias for Composite . clear since World is also a Composite
* @method clear
* @param { world } world
* @param { boolean } keepStatic
* /
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static clear ( world : World , keepStatic : boolean ) : void ;
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/ * *
* Creates a new world composite . The options parameter is an object that specifies any properties you wish to override the defaults .
* See the properties section below for detailed information on what you can pass via the ` options ` object .
* @method create
* @constructor
* @param { } options
* @return { world } A new world
* /
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static create ( options : IWorldDefinition ) : World ;
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gravity : Gravity ;
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bounds : Bounds ;
}
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class Events {
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/ * *
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* Fired when a body starts sleeping ( where ` this ` is the body ) .
*
* @event sleepStart
* @this { body } The body that has started sleeping
* @param { } event An event object
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
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* /
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static on ( obj : BodyType , name : "sleepStart" , callback : ( e : IEvent < BodyType > ) = > void ) : void ;
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/ * *
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* Fired when a body ends sleeping ( where ` this ` is the body ) .
*
* @event sleepEnd
* @this { body } The body that has ended sleeping
* @param { } event An event object
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
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* /
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static on ( obj : BodyType , name : "sleepEnd" , callback : ( e : IEvent < BodyType > ) = > void ) : void ;
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/ * *
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* Fired when a call to ` Composite.add ` is made , before objects have been added .
*
* @event beforeAdd
* @param { } event An event object
* @param { } event . object The object ( s ) to be added ( may be a single body , constraint , composite or a mixed array of these )
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
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* /
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static on ( obj : Engine , name : "beforeAdd" , callback : ( e : IEventComposite < CompositeType > ) = > void ) : void ;
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/ * *
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* Fired when a call to ` Composite.add ` is made , after objects have been added .
*
* @event afterAdd
* @param { } event An event object
* @param { } event . object The object ( s ) that have been added ( may be a single body , constraint , composite or a mixed array of these )
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
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* /
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static on ( obj : Engine , name : "afterAdd" , callback : ( e : IEventComposite < CompositeType > ) = > void ) : void ;
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/ * *
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* Fired when a call to ` Composite.remove ` is made , before objects have been removed .
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*
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* @event beforeRemove
* @param { } event An event object
* @param { } event . object The object ( s ) to be removed ( may be a single body , constraint , composite or a mixed array of these )
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
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static on ( obj : Engine , name : "beforeRemove" , callback : ( e : IEventComposite < CompositeType > ) = > void ) : void ;
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/ * *
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* Fired when a call to ` Composite.remove ` is made , after objects have been removed .
*
* @event afterRemove
* @param { } event An event object
* @param { } event . object The object ( s ) that have been removed ( may be a single body , constraint , composite or a mixed array of these )
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
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static on ( obj : Engine , name : "afterRemove" , callback : ( e : IEventComposite < CompositeType > ) = > void ) : void ;
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/ * *
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* Fired after engine update and all collision events
*
* @event afterUpdate
* @param { } event An event object
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "afterUpdate" , callback : ( e : IEventTimestamped < Engine > ) = > void ) : void ;
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/ * *
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* Fired just before an update
*
* @event beforeUpdate
* @param { } event An event object
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "beforeUpdate" , callback : ( e : IEventTimestamped < Engine > ) = > void ) : void ;
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/ * *
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* Fired after engine update , provides a list of all pairs that are colliding in the current tick ( if any )
*
* @event collisionActive
* @param { } event An event object
* @param { } event . pairs List of affected pairs
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "collisionActive" , callback : ( e : IEventCollision < Engine > ) = > void ) : void ;
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/ * *
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* Fired after engine update , provides a list of all pairs that have ended collision in the current tick ( if any )
*
* @event collisionEnd
* @param { } event An event object
* @param { } event . pairs List of affected pairs
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "collisionEnd" , callback : ( e : IEventCollision < Engine > ) = > void ) : void ;
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/ * *
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* Fired after engine update , provides a list of all pairs that have started to collide in the current tick ( if any )
*
* @event collisionStart
* @param { } event An event object
* @param { } event . pairs List of affected pairs
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "collisionStart" , callback : ( e : IEventCollision < Engine > ) = > void ) : void ;
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/ * *
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* Fired at the start of a tick , before any updates to the engine or timing
*
* @event beforeTick
* @param { } event An event object
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "beforeTick" , callback : ( e : IEventTimestamped < Runner > ) = > void ) : void ;
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/ * *
* Fired after engine timing updated , but just before update
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*
* @event tick
* @param { } event An event object
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "tick" , callback : ( e : IEventTimestamped < Runner > ) = > void ) : void ;
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/ * *
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* Fired at the end of a tick , after engine update and after rendering
*
* @event afterTick
* @param { } event An event object
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "afterTick" , callback : ( e : IEventTimestamped < Runner > ) = > void ) : void ;
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/ * *
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* Fired before rendering
*
* @event beforeRender
* @param { } event An event object
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "beforeRender" , callback : ( e : IEventTimestamped < Runner > ) = > void ) : void ;
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/ * *
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* Fired after rendering
*
* @event afterRender
* @param { } event An event object
* @param { number } event . timestamp The engine . timing . timestamp of the event
* @param { } event . source The source object of the event
* @param { } event . name The name of the event
* /
static on ( obj : Engine , name : "afterRender" , callback : ( e : IEventTimestamped < Runner > ) = > void ) : void ;
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static on ( obj : any , name : string , callback : ( e : any ) = > void ) : void ;
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/ * *
* Removes the given event callback . If no callback , clears all callbacks in eventNames . If no eventNames , clears all events .
*
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* @param obj
* @param eventName
* @param callback
* /
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static off ( obj : any , eventName : string , callback : ( e : any ) = > void ) : void ;
/ * *
* Fires all the callbacks subscribed to the given object ' s eventName , in the order they subscribed , if any .
*
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* @param object
* @param eventNames
* @param event
* /
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static trigger ( object : any , eventNames : string , event ? : ( e : any ) = > void ) : void ;
}
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type Dependency = { name : string , range : string } | { name : string , version : string } | string ;
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class Plugin {
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name : string ;
version : string ;
install : ( ) = > void ;
for ? : string ;
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/ * *
* Registers a plugin object so it can be resolved later by name .
* @method register
* @param plugin { } The plugin to register .
* @return { object } The plugin .
* /
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static register ( plugin : Plugin ) : Plugin ;
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/ * *
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* Resolves a dependency to a plugin object from the registry if it exists .
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* The ` dependency ` may contain a version , but only the name matters when resolving .
* @method resolve
* @param dependency { string } The dependency .
* @return { object } The plugin if resolved , otherwise ` undefined ` .
* /
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static resolve ( dependency : string ) : Plugin | undefined ;
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/ * *
* Returns ` true ` if the object meets the minimum standard to be considered a plugin .
* This means it must define the following properties :
* - ` name `
* - ` version `
* - ` install `
* @method isPlugin
* @param obj { } The obj to test .
* @return { boolean } ` true ` if the object can be considered a plugin otherwise ` false ` .
* /
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static isPlugin ( obj : { } ) : boolean ;
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/ * *
* Returns a pretty printed plugin name and version .
* @method toString
* @param plugin { } The plugin .
* @return { string } Pretty printed plugin name and version .
* /
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static toString ( plugin : string | Plugin ) : string ;
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/ * *
* Returns ` true ` if ` plugin.for ` is applicable to ` module ` by comparing against ` module.name ` and ` module.version ` .
* If ` plugin.for ` is not specified then it is assumed to be applicable .
* The value of ` plugin.for ` is a string of the format ` 'module-name' ` or ` 'module-name@version' ` .
* @method isFor
* @param plugin { } The plugin .
* @param module { } The module .
* @return { boolean } ` true ` if ` plugin.for ` is applicable to ` module ` , otherwise ` false ` .
* /
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static isFor ( plugin : Plugin , module : { name? : string , [ _ : string ] : any } ) : boolean ;
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/ * *
* Installs the plugins by calling ` plugin.install ` on each plugin specified in ` plugins ` if passed , otherwise ` module.uses ` .
* For installing plugins on ` Matter ` see the convenience function ` Matter.use ` .
* Plugins may be specified either by their name or a reference to the plugin object .
* Plugins themselves may specify further dependencies , but each plugin is installed only once .
* Order is important , a topological sort is performed to find the best resulting order of installation .
* This sorting attempts to satisfy every dependency ' s requested ordering , but may not be exact in all cases .
* This function logs the resulting status of each dependency in the console , along with any warnings .
* - A green tick ✅ indicates a dependency was resolved and installed .
* - An orange diamond 🔶 indicates a dependency was resolved but a warning was thrown for it or one if its dependencies .
* - A red cross ❌ indicates a dependency could not be resolved .
* Avoid calling this function multiple times on the same module unless you intend to manually control installation order .
* @method use
* @param module { } The module install plugins on .
* @param [ plugins = module . uses ] { } The plugins to install on module ( optional , defaults to ` module.uses ` ) .
* /
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static use ( module : { uses ? : ( Plugin | string ) [ ] ; [ _ : string ] : any } , plugins : ( Plugin | string ) [ ] ) : void ;
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/ * *
* Recursively finds all of a module ' s dependencies and returns a flat dependency graph .
* @method dependencies
* @param module { } The module .
* @return { object } A dependency graph .
* /
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static dependencies ( module : Dependency , tracked ? : { [ _ : string ] : string [ ] } ) : { [ _ : string ] : string [ ] } | string | undefined ;
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/ * *
* Parses a dependency string into its components .
* The ` dependency ` is a string of the format ` 'module-name' ` or ` 'module-name@version' ` .
* See documentation for ` Plugin.versionParse ` for a description of the format .
* This function can also handle dependencies that are already resolved ( e . g . a module object ) .
* @method dependencyParse
* @param dependency { string } The dependency of the format ` 'module-name' ` or ` 'module-name@version' ` .
* @return { object } The dependency parsed into its components .
* /
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static dependencyParse ( dependency : Dependency ) : { name : string , range : string } ;
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/ * *
* Parses a version string into its components .
* Versions are strictly of the format ` x.y.z ` ( as in [ semver ] ( http : //semver.org/)).
* Versions may optionally have a prerelease tag in the format ` x.y.z-alpha ` .
* Ranges are a strict subset of [ npm ranges ] ( https : //docs.npmjs.com/misc/semver#advanced-range-syntax).
* Only the following range types are supported :
* - Tilde ranges e . g . ` ~1.2.3 `
* - Caret ranges e . g . ` ^1.2.3 `
* - Exact version e . g . ` 1.2.3 `
* - Any version ` * `
* @method versionParse
* @param range { string } The version string .
* @return { object } The version range parsed into its components .
* /
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static versionParse ( range : string ) : {
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isRange : boolean ,
version : string ,
range : string ,
operator : string
parts : number [ ] ,
prerelease : string ,
number : number
} ;
/ * *
* Returns ` true ` if ` version ` satisfies the given ` range ` .
* See documentation for ` Plugin.versionParse ` for a description of the format .
* If a version or range is not specified , then any version ( ` * ` ) is assumed to satisfy .
* @method versionSatisfies
* @param version { string } The version string .
* @param range { string } The range string .
* @return { boolean } ` true ` if ` version ` satisfies ` range ` , otherwise ` false ` .
* /
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static versionSatisfies ( version : string , range : string ) : boolean ;
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}
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// v0.18 Release Updates
class Collision {
/ * *
* Creates a new collision record .
* @method create
* @param { BodyType } bodyA The first body part represented by the collision record
* @param { BodyType } bodyB The second body part represented by the collision record
* @return { collision } A new collision record
* /
create ( bodyA : BodyType , bodyB : BodyType ) : any ;
/ * *
* Detect collision between two bodies .
* @method collides
* @param { BodyType } bodyA
* @param { BodyType } bodyB
* @param { Pairs } [ pairs ] Optionally reuse collision records from existing pairs .
* @return { collision | null } A collision record if detected , otherwise null
* /
collides ( bodyA : BodyType , bodyB : BodyType , pairs : Pairs ) : any ;
}
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}
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declare module 'matter' {
export = MatterJS ;
}