// Type definitions specifically for Matter.js as used by Phaser 3 // // Definitions by: Ivane Gegia , // David Asmuth , // Piotr Pietrzak , // Richard Davey declare namespace MatterJS { // -------------------------------------------------------------- // Interfaces // -------------------------------------------------------------- interface IChamfer { radius?: number | Array; quality?: number; qualityMin?: number; qualityMax?: number; } interface IChamferableBodyDefinition extends IBodyDefinition { chamfer?: IChamfer; } interface IBodyDefinition { /** * A `Number` specifying the angle of the body, in radians. * * @property angle * @type number * @default 0 */ angle?: number; /** * 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 `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 `Number` that _measures_ the area of the body's convex hull, calculated at creation by `Body.create`. * * @property area * @type string * @default */ area?: number; /** * 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; /** * 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 `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 `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 } */ force?: Vector; /** * 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 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; /** * 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; /** * 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 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 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 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; /** * An arbitrary `String` name to help the user identify and manage bodies. * * @property label * @type string * @default "Body" */ label?: string; /** * 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 _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 `Vector` that specifies the current world-space position of the body. * * @property position * @type vector */ position?: Vector; /** * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`. * * @property render * @type object */ render?: IBodyRenderOptions; /** * 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 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 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 _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 */ speed?: 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; /** * 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 */ torque?: number; /** * A `String` denoting the type of object. * * @property type * @type string * @default "body" */ type?: string; /** * 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; /** * 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). * 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[] */ vertices?: Array; /** * 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. * * @property parts * @type body[] */ parts?: Array; /** * 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; /** * 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; /** * 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 reference to the Phaser Game Object this body belongs to, if any. * * @property gameObject * @type Phaser.GameObjects.GameObject */ gameObject?: any; /** * 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. * * 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. * * 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. * * 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; } interface IBodyRenderOptions { /** * A flag that indicates if the body should be rendered. * * @property visible * @type boolean * @default true */ visible?: boolean; /** * Sets the opacity. 1.0 is fully opaque. 0.0 is fully translucent. * * @property opacity * @type number * @default 1 */ opacity?: number; /** * An `Object` that defines the sprite properties to use when rendering, if any. * * @property sprite * @type object */ sprite?: IBodyRenderOptionsSprite; /** * A hex color value that defines the fill color to use when rendering the body. * * @property fillColor * @type number */ fillColor?: number; /** * A value that defines the fill opacity to use when rendering the body. * * @property fillOpacity * @type number */ fillOpacity?: number; /** * 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; } interface IBodyRenderOptionsSprite { /** * A `Number` that defines the scaling in the x-axis for the sprite, if any. * * @property xOffset * @type number * @default 0 */ xOffset: number; /** * A `Number` that defines the scaling in the y-axis for the sprite, if any. * * @property yOffset * @type number * @default 0 */ yOffset: number; } interface IBound { min: { x: number, y: number } max: { x: number, y: number } } interface ICompositeDefinition { /** * 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; /** * 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; /** * 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; /** * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`. * * @property id * @type number */ id?: number; /** * 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 arbitrary `String` name to help the user identify and manage composites. * * @property label * @type string * @default "Composite" */ label?: 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 `String` denoting the type of object. * * @property type * @type string * @default "composite" */ type?: string; } interface IConstraintDefinition { /** * The first possible `Body` that this constraint is attached to. * * @property bodyA * @type body * @default null */ bodyA?: IBodyDefinition; /** * The second possible `Body` that this constraint is attached to. * * @property bodyB * @type body * @default null */ bodyB?: IBodyDefinition; /** * 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 `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 */ length?: number; /** * 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.bodyA` if defined, otherwise a world-space position. * * @property pointB * @type vector * @default { x: 0, y: 0 } */ pointB?: Vector; /** * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`. * * @property render * @type object */ render?: IConstraintRenderDefinition; /** * 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; /** * A `Number` that specifies the damping of the constraint, * 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 `String` denoting the type of object. * * @property type * @type string * @default "constraint" */ type?: string; } interface IConstraintRenderDefinition { /** * A flag that indicates if the constraint should be rendered. * * @property visible * @type boolean * @default true */ visible?: boolean; /** * The type of constraint. * * @property type * @type string * @default 'line' */ type?: string; /** * A flag that indicates if the constraint anchors should be rendered. * * @property anchors * @type boolean * @default true */ 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; } interface IEngineDefinition { /** * 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; /** * 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. * * @property velocityIterations * @type number * @default 4 */ velocityIterations?: number; /** * 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. * * @property constraintIterations * @type number * @default 2 */ constraintIterations?: number; /** * 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; /** * An `Object` containing properties regarding the timing systems of the engine. * * @property timing * @type object */ timing?: IEngineTimingOptions; /** * An instance of a broadphase controller. The default value is a `Matter.Grid` instance created by `Engine.create`. * * @property broadphase * @type grid * @default a Matter.Grid instance */ grid?: Grid; /** * A `World` composite object that will contain all simulated bodies and constraints. * * @property world * @type world * @default a Matter.World instance */ world?: World; } interface IEngineTimingOptions { /** * 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. * * @property timing.timeScale * @type number * @default 1 */ timeScale: number; /** * 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. * * @property timing.timestamp * @type number * @default 0 */ timestamp: number; } interface IMouseConstraintDefinition { /** * The `Constraint` object that is used to move the body during interaction. * * @property constraint * @type constraint */ constraint?: ConstraintType; /** * 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. * * @property collisionFilter * @type object */ collisionFilter?: ICollisionFilter; /** * The `Body` that is currently being moved by the user, or `null` if no body. * * @property body * @type body * @default null */ body?: BodyType; /** * A `String` denoting the type of object. * * @property type * @type string * @default "constraint" */ type?: string; } interface IGridDefinition {} interface IPair { 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; } interface ICollisionData { 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; } interface ICollisionPair { id: string; bodyA: Body; bodyB: Body; activeContacts: Vector[]; separation: number; isActive: boolean; confirmedActive: boolean; isSensor: boolean; timeCreated: number; timeUpdated: number; collision: ICollisionData; inverseMass: number; friction: number; frictionStatic: number; restitution: number; slop: number; } interface ICollisionFilter { category: number; mask: number; group: number; } interface IRunnerOptions { /** * 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; } interface IWorldDefinition extends ICompositeDefinition { gravity?: Gravity; bounds?: IBound; } interface Gravity extends Vector { scale: number; } interface IEvent { /** * The name of the event */ name: string; /** * The source object of the event */ source: T; } interface IEventComposite extends IEvent { /** * EventObjects (may be a single body, constraint, composite or a mixed array of these) */ object: any; } interface IEventTimestamped extends IEvent { /** * The engine.timing.timestamp of the event */ timestamp: number; } interface IEventCollision extends IEventTimestamped { /** * The collision pair */ pairs: Array; } // -------------------------------------------------------------- // 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; /** * 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; /** * 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; /** * 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 } */ pointB: Vector; /** * 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 */ 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; /** * A `Number` that specifies the damping of the constraint, * 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; }; type BodyType = { /** * An integer `Number` uniquely identifying number generated in `Body.create` by `Common.nextId`. * * @property id * @type number */ id: number; /** * A `String` denoting the type of object. * * @property type * @type string * @default "body" * @readOnly */ type: string; /** * An arbitrary `String` name to help the user identify and manage bodies. * * @property label * @type string * @default "Body" */ label: string; /** * 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. * * @property parts * @type body[] */ parts: BodyType[]; /** * An object reserved for storing plugin-specific properties. * * @property plugin * @type {} */ plugin: any; /** * A `Number` specifying the angle of the body, in radians. * * @property angle * @type number * @default 0 */ angle: number; /** * 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). * 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[] */ vertices?: Vector[]; /** * A `Vector` that specifies the current world-space position of the body. * * @property position * @type vector * @default { x: 0, y: 0 } */ position: Vector; /** * 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 } */ force: Vector; /** * 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 */ torque: number; /** * A `Vector` that specifies the position impulse. * * @property positionImpulse * @type vector * @default { x: 0, y: 0 } */ positionImpulse: Vector; /** * A `Vector` that specifies the previous position impulse. * * @property previousPositionImpulse * @type vector * @default { x: 0, y: 0 } */ previousPositionImpulse: Vector; /** * A `Vector` that specifies the constraint impulse. * * @property constraintImpulse * @type vector * @default { x: 0, y: 0 } */ constraintImpulse: Vector; /** * The total number of contacts. * * @property totalContacts * @type number * @default 0 */ totalContacts: number; /** * 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 */ speed: number; /** * 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; /** * 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; /** * 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. * * 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. * * 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. * * 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; }; // -------------------------------------------------------------- // 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): Array; /** * Rotates a set of axes by the given angle. * @method rotate * @param {axes} axes * @param {number} angle */ static rotate (axes: Array, 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): Array; /** * Rotates a set of axes by the given angle. * @method rotate * @param {axes} axes * @param {number} angle */ rotate (axes: Array, 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 */ static circle (x: number, y: number, radius: number, options?: IBodyDefinition, maxSides?: number): BodyType; /** * 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 */ static polygon (x: number, y: number, sides: number, radius: number, options?: IChamferableBodyDefinition): BodyType; /** * 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 */ static rectangle (x: number, y: number, width: number, height: number, options?: IChamferableBodyDefinition): BodyType; /** * Creates a new rigid body model with a trapezoid hull. * The `slope` is parameterised as a fraction of `width` and must be < 1 to form a valid trapezoid. * 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 */ static trapezoid (x: number, y: number, width: number, height: number, slope: number, options?: IChamferableBodyDefinition): BodyType; /** * 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} */ static fromVertices (x: number, y: number, vertexSets: Array>, options?: IBodyDefinition, flagInternal?: boolean, removeCollinear?: number, minimumArea?: number): BodyType; /** * 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, maxDistance?: number): Array; } 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 */ circle (x: number, y: number, radius: number, options?: IBodyDefinition, maxSides?: number): BodyType; /** * 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 */ polygon (x: number, y: number, sides: number, radius: number, options?: IChamferableBodyDefinition): BodyType; /** * 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 */ rectangle (x: number, y: number, width: number, height: number, options?: IChamferableBodyDefinition): BodyType; /** * Creates a new rigid body model with a trapezoid hull. * The `slope` is parameterised as a fraction of `width` and must be < 1 to form a valid trapezoid. * 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 */ trapezoid (x: number, y: number, width: number, height: number, slope: number, options?: IChamferableBodyDefinition): BodyType; /** * 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} */ fromVertices (x: number, y: number, vertexSets: Array>, options?: IBodyDefinition, flagInternal?: boolean, removeCollinear?: number, minimumArea?: number): BodyType; /** * 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, maxDistance?: number): Array; } /** * 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). * * @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 */ static applyForce (body: BodyType, position: Vector, force: Vector): void; /** * 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; /** * 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 */ static create (options: IChamferableBodyDefinition): Body; /** * 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 * @param {boolean} [updateVelocity] */ static rotate (body: BodyType, rotation: number, updateVelocity?: boolean): void; /** * 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. */ static set (body: BodyType, settings: any, value?: any): void; /** * 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 */ static setMass (body: BodyType, mass: number): void; /** * Sets the density of the body. Mass is automatically updated to reflect the change. * @method setDensity * @param {body} body * @param {number} density */ static setDensity (body: BodyType, density: number): void; /** * 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 */ static setInertia (body: BodyType, inertia: number): void; /** * 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 */ static setVertices (body: BodyType, vertices: Array): void; /** * 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] */ static setParts (body: BodyType, parts: BodyType[], autoHull?: boolean): void; /** * 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; /** * Sets the position of the body instantly. Velocity, angle, force etc. are unchanged. * @method setPosition * @param {body} body * @param {vector} position * @param {boolean} updateVelocity */ static setPosition (body: BodyType, position: Vector, updateVelocity: boolean): void; /** * Sets the angle of the body instantly. Angular velocity, position, force etc. are unchanged. * @method setAngle * @param {body} body * @param {number} angle * @param {boolean} updateVelocity */ static setAngle (body: BodyType, angle: number, updateVelocity: boolean): void; /** * 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 */ static setVelocity (body: BodyType, velocity: Vector): void; /** * 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 */ static setAngularVelocity (body: BodyType, velocity: number): void; /** * Sets the body as static, including isStatic flag and setting mass and inertia to Infinity. * @method setStatic * @param {body} body * @param {bool} isStatic */ static setStatic (body: BodyType, isStatic: boolean): void; /** * 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] */ static scale (body: BodyType, scaleX: number, scaleY: number, point?: Vector): void; /** * Moves a body by a given vector relative to its current position, without imparting any velocity. * @method translate * @param {body} body * @param {vector} translation * @param {boolean} [updateVelocity] */ static translate (body: BodyType, translation: Vector, updateVelocity?: boolean): void; /** * Performs a simulation step for the given `body`, including updating position and angle using Verlet integration. * @method update * @param {body} body * @param {number} deltaTime */ 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; /** * 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; } 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 */ applyForce (body: BodyType, position: Vector, force: Vector): void; /** * 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; /** * 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 */ create (options: IChamferableBodyDefinition): BodyType; /** * 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 * @param {boolean} [updateVelocity] */ rotate (body: BodyType, rotation: number, updateVelocity?: boolean): void; /** * 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. */ set (body: BodyType, settings: any, value?: any): void; /** * 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 */ setMass (body: BodyType, mass: number): void; /** * Sets the density of the body. Mass is automatically updated to reflect the change. * @method setDensity * @param {body} body * @param {number} density */ setDensity (body: BodyType, density: number): void; /** * 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 */ setInertia (body: BodyType, inertia: number): void; /** * 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 */ setVertices (body: BodyType, vertices: Array): void; /** * 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] */ setParts (body: BodyType, parts: BodyType[], autoHull?: boolean): void; /** * 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; /** * Sets the position of the body instantly. Velocity, angle, force etc. are unchanged. * @method setPosition * @param {body} body * @param {vector} position * @param {boolean} updateVelocity */ setPosition (body: BodyType, position: Vector, updateVelocity: boolean): void; /** * Sets the angle of the body instantly. Angular velocity, position, force etc. are unchanged. * @method setAngle * @param {body} body * @param {number} angle * @param {boolean} updateVelocity */ setAngle (body: BodyType, angle: number, updateVelocity: boolean): void; /** * 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 */ setVelocity (body: BodyType, velocity: Vector): void; /** * Gets the current linear velocity of the body. * @method setVelocity * @param {body} body * @return {vector} velocity */ getVelocity (body: BodyType): Vector; /** * 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 */ setAngularVelocity (body: BodyType, velocity: number): void; /** * Sets the body as static, including isStatic flag and setting mass and inertia to Infinity. * @method setStatic * @param {body} body * @param {bool} isStatic */ setStatic (body: BodyType, isStatic: boolean): void; /** * 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] */ scale (body: BodyType, scaleX: number, scaleY: number, point?: Vector): void; /** * Moves a body by a given vector relative to its current position, without imparting any velocity. * @method translate * @param {body} body * @param {vector} translation * @param {boolean} [updateVelocity] */ translate (body: BodyType, translation: Vector, updateVelocity?: boolean): void; /** * Performs a simulation step for the given `body`, including updating position and angle using Verlet integration. * @method update * @param {body} body * @param {number} deltaTime */ 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 */ 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; } /** * The `Matter.Bounds` module contains methods for creating and manipulating axis-aligned bounding boxes (AABB). * * @class Bounds */ class Bounds { /** * Creates a new axis-aligned bounding box (AABB) for the given vertices. * @method create * @param {vertices} vertices * @return {IBound} A new bounds object */ static 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 */ static 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 */ static 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 */ static overlaps (boundsA: IBound, boundsB: IBound): boolean; /** * Translates the bounds by the given vector. * @method translate * @param {IBound} bounds * @param {vector} vector */ static translate (bounds: IBound, vector: Vector): void; /** * Shifts the bounds to the given position. * @method shift * @param {IBound} bounds * @param {vector} position */ static shift (bounds: IBound, position: Vector): void; } 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; } /** * 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 */ 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 */ static add (composite: CompositeType, object: BodyType | CompositeType | ConstraintType): CompositeType; /** * Returns all bodies in the given composite, including all bodies in its children, recursively. * @method allBodies * @param {composite} composite * @return {body[]} All the bodies */ static allBodies (composite: CompositeType): Array; /** * Returns all composites in the given composite, including all composites in its children, recursively. * @method allComposites * @param {composite} composite * @return {composite[]} All the composites */ static allComposites (composite: CompositeType): Array; /** * Returns all constraints in the given composite, including all constraints in its children, recursively. * @method allConstraints * @param {composite} composite * @return {constraint[]} All the constraints */ static allConstraints (composite: CompositeType): Array; /** * 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] */ static clear (composite: CompositeType, keepStatic: boolean, deep?: boolean): void; /** * 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 */ static create (options?: ICompositeDefinition): CompositeType; /** * 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 */ static get (composite: CompositeType, id: number, type: string): BodyType | CompositeType | ConstraintType; /** * 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 */ static move (compositeA: CompositeType, objects: Array, compositeB: CompositeType): CompositeType; /** * Assigns new ids for all objects in the composite, recursively. * @method rebase * @param {composite} composite * @return {composite} Returns composite */ static rebase (composite: CompositeType): CompositeType; /** * 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 */ static remove (composite: CompositeType, object: BodyType | CompositeType | ConstraintType, deep?: boolean): CompositeType; /** * 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] */ static setModified (composite: CompositeType, isModified: boolean, updateParents?: boolean, updateChildren?: boolean): void; /** * 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] */ static translate (composite: CompositeType, translation: Vector, recursive?: boolean): void; /** * 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] */ static rotate (composite: CompositeType, rotation: number, point: Vector, recursive?: boolean): void; /** * 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] */ static scale (composite: CompositeType, scaleX: number, scaleY: number, point: Vector, recursive?: boolean): void; } class CompositeFactory { /** * 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 */ add (composite: CompositeType, object: BodyType | CompositeType | ConstraintType): CompositeType; /** * Returns all bodies in the given composite, including all bodies in its children, recursively. * @method allBodies * @param {composite} composite * @return {body[]} All the bodies */ allBodies (composite: CompositeType): Array; /** * Returns all composites in the given composite, including all composites in its children, recursively. * @method allComposites * @param {composite} composite * @return {composite[]} All the composites */ allComposites (composite: CompositeType): Array; /** * Returns all constraints in the given composite, including all constraints in its children, recursively. * @method allConstraints * @param {composite} composite * @return {constraint[]} All the constraints */ allConstraints (composite: CompositeType): Array; /** * 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] */ clear (composite: CompositeType, keepStatic: boolean, deep?: boolean): void; /** * 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 */ create (options?: ICompositeDefinition): CompositeType; /** * 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 */ get (composite: CompositeType, id: number, type: string): BodyType | CompositeType | ConstraintType; /** * 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 */ move (compositeA: CompositeType, objects: Array, compositeB: CompositeType): CompositeType; /** * Assigns new ids for all objects in the composite, recursively. * @method rebase * @param {composite} composite * @return {composite} Returns composite */ rebase (composite: CompositeType): CompositeType; /** * 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 */ remove (composite: CompositeType, object: BodyType | CompositeType | ConstraintType, deep?: boolean): CompositeType; /** * 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] */ setModified (composite: CompositeType, isModified: boolean, updateParents?: boolean, updateChildren?: boolean): void; /** * 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] */ translate (composite: CompositeType, translation: Vector, recursive?: boolean): void; /** * 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] */ rotate (composite: CompositeType, rotation: number, point: Vector, recursive?: boolean): void; /** * 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] */ scale (composite: CompositeType, scaleX: number, scaleY: number, point: Vector, recursive?: boolean): void; } /** * 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 */ class Composites { /** * Creates a composite with simple car setup of bodies and constraints. * @method car * @param {number} x * @param {number} y * @param {number} width * @param {number} height * @param {number} wheelSize * @return {composite} A new composite car body */ static car (x: number, y: number, width: number, height: number, wheelSize: number): CompositeType; /** * 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 */ static chain (composite: CompositeType, xOffsetA: number, yOffsetA: number, xOffsetB: number, yOffsetB: number, options: any): CompositeType; /** * 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 */ static mesh (composite: CompositeType, columns: number, rows: number, crossBrace: boolean, options: any): CompositeType; /** * Creates a composite with a Newton's Cradle setup of bodies and constraints. * @method newtonsCradle * @param {number} x * @param {number} y * @param {number} number * @param {number} size * @param {number} length * @return {composite} A new composite newtonsCradle body */ static newtonsCradle (x: number, y: number, number: number, size: number, length: number): CompositeType; /** * 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 * @param {number} x * @param {number} y * @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 */ static pyramid (x: number, y: number, columns: number, rows: number, columnGap: number, rowGap: number, callback: Function): CompositeType; /** * Creates a simple soft body like object. * @method softBody * @param {number} x * @param {number} y * @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 */ static softBody (x: number, y: number, columns: number, rows: number, columnGap: number, rowGap: number, crossBrace: boolean, particleRadius: number, particleOptions: any, constraintOptions: any): CompositeType; /** * 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 * @param {number} x Starting position in X. * @param {number} y Starting position in Y. * @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 */ static stack (x: number, y: number, columns: number, rows: number, columnGap: number, rowGap: number, callback: Function): CompositeType; } class CompositesFactory { /** * Creates a composite with simple car setup of bodies and constraints. * @method car * @param {number} x * @param {number} y * @param {number} width * @param {number} height * @param {number} wheelSize * @return {composite} A new composite car body */ car (x: number, y: number, width: number, height: number, wheelSize: number): CompositeType; /** * 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 */ chain (composite: CompositeType, xOffsetA: number, yOffsetA: number, xOffsetB: number, yOffsetB: number, options: any): CompositeType; /** * 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 */ mesh (composite: CompositeType, columns: number, rows: number, crossBrace: boolean, options: any): CompositeType; /** * Creates a composite with a Newton's Cradle setup of bodies and constraints. * @method newtonsCradle * @param {number} x * @param {number} y * @param {number} number * @param {number} size * @param {number} length * @return {composite} A new composite newtonsCradle body */ newtonsCradle (x: number, y: number, number: number, size: number, length: number): CompositeType; /** * 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 * @param {number} x * @param {number} y * @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 */ pyramid (x: number, y: number, columns: number, rows: number, columnGap: number, rowGap: number, callback: Function): CompositeType; /** * Creates a simple soft body like object. * @method softBody * @param {number} x * @param {number} y * @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 */ softBody (x: number, y: number, columns: number, rows: number, columnGap: number, rowGap: number, crossBrace: boolean, particleRadius: number, particleOptions: any, constraintOptions: any): CompositeType; /** * 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 * @param {number} x * @param {number} y * @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 */ stack (x: number, y: number, columns: number, rows: number, columnGap: number, rowGap: number, callback: Function): CompositeType; } /** * 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 */ class Constraint { /** * 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 */ static create (options: IConstraintDefinition): ConstraintType; /** * 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; } 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 */ create (options: IConstraintDefinition): ConstraintType; /** * 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; } /** * 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 */ class Engine { /** * Clears the engine including the world, pairs and broadphase. * @method clear * @param {engine} engine */ static clear (engine: Engine): void; /** * 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 */ static create (element?: HTMLElement | IEngineDefinition, options?: IEngineDefinition): Engine; /** * 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 */ static create (options?: IEngineDefinition): Engine; /** * 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 */ static merge (engineA: Engine, engineB: Engine): void; /** * 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] */ static update (engine: Engine, delta?: number): Engine; /** * An alias for `Runner.run`, see `Matter.Runner` for more information. * @method run * @param {engine} engine */ static run (engine: Engine): void; /** * An instance of a broadphase controller. The default value is a `Matter.Grid` instance created by `Engine.create`. * * @property broadphase * @type grid * @default a Matter.Grid instance */ broadphase: Grid; /** * 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. * * @property constraintIterations * @type number * @default 2 */ 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. * * @property positionIterations * @type number * @default 6 */ positionIterations: number; /** * An `Object` containing properties regarding the timing systems of the engine. * * @property timing * @type object */ 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. * * @property velocityIterations * @type number * @default 4 */ velocityIterations: number; /** * A `World` composite object that will contain all simulated bodies and constraints. * * @property world * @type world * @default a Matter.World instance */ world: World; } /** * The `Matter.Grid` module contains methods for creating and manipulating collision broadphase grid structures. * * @class Grid */ class Grid { /** * Creates a new grid. * @method create * @param {} options * @return {grid} A new grid */ static create (options?: IGridDefinition): Grid; /** * Updates the grid. * @method update * @param {grid} grid * @param {body[]} bodies * @param {engine} engine * @param {boolean} forceUpdate */ static update (grid: Grid, bodies: Array, engine: Engine, forceUpdate: boolean): void; /** * Clears the grid. * @method clear * @param {grid} grid */ static clear (grid: Grid): void; } 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 */ update (grid: Grid, bodies: Array, engine: Engine, forceUpdate: boolean): void; /** * Clears the grid. * @method clear * @param {grid} grid */ clear (grid: Grid): void; } /** * 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 */ class MouseConstraint { /** * 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 */ static create (engine: Engine, options?: IMouseConstraintDefinition): MouseConstraint; /** * The `Constraint` object that is used to move the body during interaction. * * @property constraint * @type constraint */ constraint: ConstraintType; /** * 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. * * @property collisionFilter * @type object */ collisionFilter: ICollisionFilter; /** * The `Body` that is currently being moved by the user, or `null` if no body. * * @property body * @type body * @default null */ body: BodyType; /** * A `String` denoting the type of object. * * @property type * @type string * @default "constraint" */ type: string; } /** * The `Matter.Pairs` module contains methods for creating and manipulating collision pair sets. * * @class Pairs */ class Pairs { /** * Clears the given pairs structure. * @method clear * @param {pairs} pairs * @return {pairs} pairs */ static clear (pairs: any): any; } class PairsFactory { /** * Clears the given pairs structure. * @method clear * @param {pairs} pairs * @return {pairs} pairs */ clear (pairs: any): any; } /** * The `Matter.Pair` module contains methods for creating and manipulating collision pairs. * * @class Pair */ class Pair { /** * Creates a pair. * @method create * @param {ICollisionData} collision * @param {number} timestamp * @return {IPair} A new pair */ static create (collision: ICollisionData, timestamp: number): IPair; /** * Updates a pair given a collision. * @method update * @param {IPair} pair * @param {ICollisionData} collision * @param {number} timestamp */ static 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 */ static 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 */ static id (bodyA: BodyType, bodyB: BodyType): string; } 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 */ id (bodyA: BodyType, bodyB: BodyType): string; } /** * The `Matter.Detector` module contains methods for detecting collisions given a set of pairs. * * @class Detector */ class Detector { /** * 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[]; /** * 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 */ static canCollide (filterA: ICollisionFilter, filterB: ICollisionFilter): boolean; } 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; } /** * The `Matter.Resolver` module contains methods for resolving collision pairs. * * @class Resolver */ class Resolver { /** * Prepare pairs for position solving. * @method preSolvePosition * @param {pair[]} pairs */ static preSolvePosition (pairs: IPair[]): void; /** * Find a solution for pair positions. * @method solvePosition * @param {pair[]} pairs * @param {number} delta * @param {number} [damping=1] */ static solvePosition (pairs: IPair[], delta: number, damping?: number): void; /** * Apply position resolution. * @method postSolvePosition * @param {body[]} bodies */ static postSolvePosition (bodies: BodyType[]): void; /** * 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 * @param {number} delta */ static solveVelocity (pairs: IPair[], delta: number): void; } 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 * @param {number} delta * @param {number} [damping=1] */ solvePosition (pairs: IPair[], delta: number, damping?: number): void; /** * Apply position resolution. * @method postSolvePosition * @param {body[]} bodies */ postSolvePosition (bodies: BodyType[]): void; /** * Prepare pairs for velocity solving. * @method preSolveVelocity * @param {pair[]} pairs */ preSolveVelocity (pairs: IPair[]): void; /** * Find a solution for pair velocities. * @method solveVelocity * @param {pair[]} pairs * @param {number} delta */ solveVelocity (pairs: IPair[], delta: number): void; } /** * The `Matter.SAT` module contains methods for detecting collisions using the Separating Axis Theorem. * * @class SAT */ class SAT { /** * Detect collision between two bodies using the Separating Axis Theorem. * @method collides * @param {body} bodyA * @param {body} bodyB * @param {ICollisionData} previousCollision * @return {ICollisionData} collision */ static collides (bodyA: BodyType, bodyB: BodyType, previousCollision: ICollisionData): ICollisionData; } 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 */ collides (bodyA: BodyType, bodyB: BodyType, previousCollision: ICollisionData): ICollisionData; } /** * 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 */ class Query { /** * 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 */ static ray (bodies: Array, startPoint: Vector, endPoint: Vector, rayWidth?: number): Array; /** * 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 */ static region (bodies: Array, bounds: Bounds, outside?: boolean): Array; /** * 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 */ static point (bodies: Array, point: Vector): Array; } 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 */ ray (bodies: Array, startPoint: Vector, endPoint: Vector, rayWidth?: number): Array; /** * 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 */ region (bodies: Array, bounds: Bounds, outside?: boolean): Array; /** * 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 */ point (bodies: Array, point: Vector): Array; } /** * 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 */ class Runner { /** * Creates a new Runner. The options parameter is an object that specifies any properties you wish to override the defaults. * @method create * @param {} options */ static create (options: IRunnerOptions): Runner; /** * Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event. * @method run * @param {engine} engine */ static run (runner: Runner, engine: Engine): Runner; /** * Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event. * @method run * @param {engine} engine */ static run (engine: Engine): Runner; /** * 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 */ 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 { /** * Set a body as sleeping or awake. * @method set * @param {body} body * @param {boolean} isSleeping */ static set (body: BodyType, isSleeping: boolean): void; /** * Puts bodies to sleep or wakes them up depending on their motion. * @method update * @param {body[]} bodies * @param {number} delta */ static update (bodies: Array, delta: number): void; /** * Given a set of colliding pairs, wakes the sleeping bodies involved. * @method afterCollisions * @param {pair[]} pairs */ static afterCollisions (pairs: Array): void; } class SleepingFactory { /** * Set a body as sleeping or awake. * @method set * @param {body} body * @param {boolean} isSleeping */ set (body: BodyType, isSleeping: boolean): void; /** * Puts bodies to sleep or wakes them up depending on their motion. * @method update * @param {body[]} bodies * @param {number} delta */ update (bodies: Array, delta: number): void; /** * Given a set of colliding pairs, wakes the sleeping bodies involved. * @method afterCollisions * @param {pair[]} pairs */ afterCollisions (pairs: Array): void; } /** * 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; } 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; } /** * 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 */ static create (x?: number, y?: number): Vector; /** * Returns a new vector with `x` and `y` copied from the given `vector`. * @method clone * @param {vector} vector * @return {vector} A new cloned vector */ static clone (vector: Vector): Vector; /** * 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 */ static cross3 (vectorA: Vector, vectorB: Vector, vectorC: Vector): number; /** * 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 */ static add (vectorA: Vector, vectorB: Vector, output?: Vector): Vector; /** * 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 */ static angle (vectorA: Vector, vectorB: Vector): number; /** * Returns the cross-product of two vectors. * @method cross * @param {vector} vectorA * @param {vector} vectorB * @return {number} The cross product of the two vectors */ static cross (vectorA: Vector, vectorB: Vector): number; /** * Divides a vector and a scalar. * @method div * @param {vector} vector * @param {number} scalar * @return {vector} A new vector divided by scalar */ static div (vector: Vector, scalar: number): Vector; /** * Returns the dot-product of two vectors. * @method dot * @param {vector} vectorA * @param {vector} vectorB * @return {number} The dot product of the two vectors */ static dot (vectorA: Vector, vectorB: Vector): Number; /** * Returns the magnitude (length) of a vector. * @method magnitude * @param {vector} vector * @return {number} The magnitude of the vector */ static magnitude (vector: Vector): number; /** * 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 */ static magnitudeSquared (vector: Vector): number; /** * Multiplies a vector and a scalar. * @method mult * @param {vector} vector * @param {number} scalar * @return {vector} A new vector multiplied by scalar */ static mult (vector: Vector, scalar: number): Vector; /** * Negates both components of a vector such that it points in the opposite direction. * @method neg * @param {vector} vector * @return {vector} The negated vector */ static neg (vector: Vector): Vector; /** * Normalises a vector (such that its magnitude is `1`). * @method normalise * @param {vector} vector * @return {vector} A new vector normalised */ static normalise (vector: Vector): Vector; /** * 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 */ static perp (vector: Vector, negate?: boolean): Vector; /** * 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) */ static rotate (vector: Vector, angle: number): Vector; /** * 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 */ static rotateAbout (vector: Vector, angle: number, point: Vector, output?: Vector): Vector; /** * 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 */ static sub (vectorA: Vector, vectorB: Vector, optional?: Vector): Vector; } class VectorFactory { /** * Creates a new vector. * @method create * @param {number} x * @param {number} y * @return {vector} A new vector */ create (x?: number, y?: number): Vector; /** * Returns a new vector with `x` and `y` copied from the given `vector`. * @method clone * @param {vector} vector * @return {vector} A new cloned vector */ clone (vector: Vector): Vector; /** * 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 */ cross3 (vectorA: Vector, vectorB: Vector, vectorC: Vector): number; /** * 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 */ add (vectorA: Vector, vectorB: Vector, output?: Vector): Vector; /** * 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 */ angle (vectorA: Vector, vectorB: Vector): number; /** * Returns the cross-product of two vectors. * @method cross * @param {vector} vectorA * @param {vector} vectorB * @return {number} The cross product of the two vectors */ cross (vectorA: Vector, vectorB: Vector): number; /** * Divides a vector and a scalar. * @method div * @param {vector} vector * @param {number} scalar * @return {vector} A new vector divided by scalar */ div (vector: Vector, scalar: number): Vector; /** * Returns the dot-product of two vectors. * @method dot * @param {vector} vectorA * @param {vector} vectorB * @return {number} The dot product of the two vectors */ dot (vectorA: Vector, vectorB: Vector): number; /** * Returns the magnitude (length) of a vector. * @method magnitude * @param {vector} vector * @return {number} The magnitude of the vector */ magnitude (vector: Vector): number; /** * 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 */ magnitudeSquared (vector: Vector): number; /** * Multiplies a vector and a scalar. * @method mult * @param {vector} vector * @param {number} scalar * @return {vector} A new vector multiplied by scalar */ mult (vector: Vector, scalar: number): Vector; /** * Negates both components of a vector such that it points in the opposite direction. * @method neg * @param {vector} vector * @return {vector} The negated vector */ neg (vector: Vector): Vector; /** * Normalises a vector (such that its magnitude is `1`). * @method normalise * @param {vector} vector * @return {vector} A new vector normalised */ normalise (vector: Vector): Vector; /** * 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 */ perp (vector: Vector, negate?: boolean): Vector; /** * 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) */ rotate (vector: Vector, angle: number): Vector; /** * 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 */ rotateAbout (vector: Vector, angle: number, point: Vector, output?: Vector): Vector; /** * 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 */ sub (vectorA: Vector, vectorB: Vector, optional?: Vector): Vector; } /** * 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 */ 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): Array; /** * Sorts the input vertices into clockwise order in place. * @method clockwiseSort * @param {vertices} vertices * @return {vertices} vertices */ static clockwiseSort (vertices: Array): Array; /** * 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): 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): Array; /** * Returns the area of the set of vertices. * @method area * @param {vertices} vertices * @param {bool} signed * @return {number} The area */ static area (vertices: Array, 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; /** * 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, radius: number | Array, 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, 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 */ static create (points: Array, body: BodyType): Array; /** * 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 */ static fromPath (path: string, body: BodyType): Array; /** * 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, 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, 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, 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, scalar: number): void; } class VerticesFactory { /** * Returns the average (mean) of the set of vertices. * @method mean * @param {vertices} vertices * @return {vector} The average point */ mean (vertices: Array): Array; /** * Sorts the input vertices into clockwise order in place. * @method clockwiseSort * @param {vertices} vertices * @return {vertices} vertices */ clockwiseSort (vertices: Array): Array; /** * 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). */ isConvex (vertices: Array): boolean; /** * Returns the convex hull of the input vertices as a new array of points. * @method hull * @param {vertices} vertices * @return [vertex] vertices */ hull (vertices: Array): Array; /** * Returns the area of the set of vertices. * @method area * @param {vertices} vertices * @param {bool} signed * @return {number} The area */ area (vertices: Array, signed: boolean): number; /** * Returns the centre (centroid) of the set of vertices. * @method centre * @param {vertices} vertices * @return {vector} The centre point */ centre (vertices: Array): 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 */ chamfer (vertices: Array, radius: number | Array, 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 */ contains (vertices: Array, 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 */ create (points: Array, body: BodyType): Array; /** * 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 */ fromPath (path: string, body: BodyType): Array; /** * 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 */ inertia (vertices: Array, mass: number): number; /** * Rotates the set of vertices in-place. * @method rotate * @param {vertices} vertices * @param {number} angle * @param {vector} point */ rotate (vertices: Array, 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 */ scale (vertices: Array, 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 */ translate (vertices: Array, vector: Vector, scalar: number): void; } /** * 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 */ class World { /** * Add objects or arrays of objects of types: Body, Constraint, Composite * @param world * @param body * @returns world */ static add (world: World, body: BodyType | Array | CompositeType | Array | ConstraintType | Array | MouseConstraint): World; /** * 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 */ static addBody (world: World, body: BodyType): World; /** * 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 */ static addComposite (world: World, composite: CompositeType): World; /** * 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 */ static addConstraint (world: World, constraint: ConstraintType): World; /** * An alias for Composite.clear since World is also a Composite * @method clear * @param {world} world * @param {boolean} keepStatic */ static clear (world: World, keepStatic: boolean): void; /** * 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 */ static create (options: IWorldDefinition): World; gravity: Gravity; bounds: Bounds; } class Events { /** * 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 */ static on (obj: BodyType, name: "sleepStart", callback: (e: IEvent) => void): void; /** * 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 */ static on (obj: BodyType, name: "sleepEnd", callback: (e: IEvent) => void): void; /** * 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 */ static on (obj: Engine, name: "beforeAdd", callback: (e: IEventComposite) => void): void; /** * 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 */ static on (obj: Engine, name: "afterAdd", callback: (e: IEventComposite) => void): void; /** * Fired when a call to `Composite.remove` is made, before objects have been removed. * * @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 */ static on (obj: Engine, name: "beforeRemove", callback: (e: IEventComposite) => void): void; /** * 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 */ static on (obj: Engine, name: "afterRemove", callback: (e: IEventComposite) => void): void; /** * 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) => void): void; /** * 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) => void): void; /** * 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) => void): void; /** * 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) => void): void; /** * 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) => void): void; /** * 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) => void): void; /** * Fired after engine timing updated, but just before update * * @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) => void): void; /** * 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) => void): void; /** * 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) => void): void; /** * 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) => void): void; static on (obj: any, name: string, callback: (e: any) => void): void; /** * Removes the given event callback. If no callback, clears all callbacks in eventNames. If no eventNames, clears all events. * * @param obj * @param eventName * @param callback */ 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. * * @param object * @param eventNames * @param event */ static trigger(object: any, eventNames: string, event?: (e: any) => void): void; } type Dependency = {name: string, range: string} | {name: string, version: string} | string; class Plugin { name: string; version: string; install: () => void; for?: string; /** * Registers a plugin object so it can be resolved later by name. * @method register * @param plugin {} The plugin to register. * @return {object} The plugin. */ static register (plugin: Plugin): Plugin; /** * Resolves a dependency to a plugin object from the registry if it exists. * 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`. */ static resolve (dependency: string): Plugin | undefined; /** * 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`. */ static isPlugin (obj: {}): boolean; /** * Returns a pretty printed plugin name and version. * @method toString * @param plugin {} The plugin. * @return {string} Pretty printed plugin name and version. */ static toString (plugin: string | Plugin): string; /** * 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`. */ static isFor (plugin: Plugin, module: {name?: string, [_: string]: any}): boolean; /** * 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`). */ static use (module: {uses?: (Plugin | string)[]; [_: string]: any}, plugins: (Plugin | string)[]): void; /** * 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. */ static dependencies (module: Dependency, tracked?: {[_: string]: string[]}): {[_: string]: string[]} | string | undefined; /** * 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. */ static dependencyParse (dependency: Dependency) : {name: string, range: string}; /** * 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. */ static versionParse (range: string) : { 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`. */ static versionSatisfies (version: string, range: string): boolean; } // 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; } } declare module 'matter' { export = MatterJS; }