Static
Protected
_baseStatic
Protected
_inertiaStatic
Protected
_nextStatic
Protected
_nextStatic
Protected
_nextStatic
Protected
_timeStatic
Protected
_initInitialises body properties.
Optional
_original?: null | ({ restitution?: number | undefined; friction?: number | undefined; mass?: number | undefined; inertia?: number | undefined; density?: number | undefined; inverseMass?: number | undefined; inverseInertia?: number | undefined; })Optional
angle?: numberA Number
specifying the angle of the body, in radians.
0
Optional
angleOptional
angularA 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
).
0
Optional
angularA 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).
0
Optional
area?: numberA Number
that measures the area of the body's convex hull, calculated at creation by Body.create
.
Optional
axes?: IAxesAn 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.
Optional
bounds?: { min?: { x?: number | undefined; y?: number | undefined; } | undefined; max?: { x?: number | undefined; y?: number | undefined; } | undefined; }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.
Optional
chamfer?: { radius?: number | number[] | undefined; quality?: number | undefined; qualityMin?: number | undefined; qualityMax?: number | undefined; }Optional
circleOptional
collisionAn Object
that specifies the collision filtering properties of this body.
Collisions between two bodies will obey the following rules:
collisionFilter.group
,
they will always collide if the value is positive, and they will never collide
if the value is negative.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.
Optional
constraintOptional
deltaOptional
density?: numberA 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).
0.001
Optional
events?: { sleepStart?: BodyEventFunction[] | undefined; sleepEnd?: BodyEventFunction[] | undefined; }Optional
force?: { x?: number | undefined; y?: number | undefined; }A Vector
that specifies the force to apply in the current step. It is zeroed after every Body.update
. See also Body.applyForce
.
{ x: 0, y: 0 }
Optional
friction?: numberA 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)
0.1
Optional
frictionA 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.
0.01
Optional
frictionA 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.
0.5
Optional
id?: numberAn integer Number
uniquely identifying number generated in Body.create
by Common.nextId
.
Optional
inertia?: numberA 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
).
Optional
inverseA 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.
Optional
inverseA Number
that defines the inverse mass of the body (1 / mass
).
If you modify this value, you must also modify the body.mass
property.
Optional
isA flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
false
Optional
isA 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.
false
Optional
isA 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.
false
Optional
label?: stringAn arbitrary String
name to help the user identify and manage bodies.
"Body"
Optional
mass?: numberA 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
).
Optional
motion?: numberA 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.
0
Optional
parent?: { angle?: number | undefined; anglePrev?: number | undefined; angularSpeed?: number | undefined; angularVelocity?: number | undefined; area?: number | undefined; axes?: IAxes | undefined; ... 41 more ...; _original?: { ...; } | ... 1 more ... | undefined; }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
.
Optional
parts?: IBody[]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.
Optional
plugin?: ({}) | ({ name?: string | undefined; version?: string | undefined; for?: string | undefined; uses?: string[] | undefined; install?: { apply?: {} | undefined; call?: {} | undefined; bind?: {} | undefined; ... 6 more ...; [Symbol.hasInstance]?: {} | undefined; } | undefined; _warned?: boolean | undefined; })An object reserved for storing plugin-specific properties.
Optional
position?: { x?: number | undefined; y?: number | undefined; }A Vector
that specifies the current world-space position of the body.
{ x: 0, y: 0 }
Optional
positionOptional
positionOptional
region?: { id?: string | undefined; startCol?: number | undefined; endCol?: number | undefined; startRow?: number | undefined; endRow?: number | undefined; }Optional
render?: ({ text?: { content?: string | undefined; font?: string | undefined; align?: CanvasTextAlign | undefined; color?: string | undefined; size?: number | undefined; isBold?: boolean | undefined; isStroke?: boolean | undefined; paddingX?: number | undefined; paddingY?: number | undefined; } | undefined; ... 4 more ...; op...) | ({ visible?: boolean | undefined; fillStyle?: string | undefined; lineWidth?: number | undefined; strokeStyle?: string | undefined; opacity?: number | undefined; }) | ({ sprite?: { texture?: string | undefined; xScale?: number | undefined; yScale?: number | undefined; xOffset?: number | undefined; yOffset?: number | undefined; } | undefined; visible?: boolean | undefined; fillStyle?: string | undefined; lineWidth?: number | undefined; strokeStyle?: string | undefined; opacity?: nu...)An Object
that defines the rendering properties to be consumed by the module Matter.Render
.
Optional
restitution?: numberA 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)
0
Optional
sleepOptional
sleepA 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).
60
Optional
slop?: numberA 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.
0.05
Optional
speed?: numberA 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
).
0
Optional
timeA 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.
1
Optional
torque?: numberA Number
that specifies the torque (turning force) to apply in the current step. It is zeroed after every Body.update
.
0
Optional
totalOptional
type?: "body"A String
denoting the type of object.
Optional
velocity?: { x?: number | undefined; y?: number | undefined; }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).
{ x: 0, y: 0 }
Optional
vertices?: IVertex[]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.
_initProperties
Static
Protected
_setStatic
Private
_totalStatic
applyApplies the force
to the body
from the force origin position
in world-space, over a single timestep, including applying any resulting angular torque.
Forces are useful for effects like gravity, wind or rocket thrust, but can be difficult in practice when precise control is needed. In these cases see Body.setVelocity
and Body.setPosition
as an alternative.
The force from this function is only applied once for the duration of a single timestep, in other words the duration depends directly on the current engine update delta
and the rate of calls to this function.
Therefore to account for time, you should apply the force constantly over as many engine updates as equivalent to the intended duration.
If all or part of the force duration is some fraction of a timestep, first multiply the force by duration / timestep
.
The force origin position
in world-space must also be specified. Passing body.position
will result in zero angular effect as the force origin would be at the centre of mass.
The body
will take time to accelerate under a force, the resulting effect depends on duration of the force, the body mass and other forces on the body including friction combined.
applyForce
Static
createCreates 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.
Vertices must be specified in clockwise order.
See the properties section below for detailed information on what you can pass via the options
object.
Optional
_original?: null | ({ restitution?: number | undefined; friction?: number | undefined; mass?: number | undefined; inertia?: number | undefined; density?: number | undefined; inverseMass?: number | undefined; inverseInertia?: number | undefined; })Optional
angle?: numberA Number
specifying the angle of the body, in radians.
0
Optional
angleOptional
angularA 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
).
0
Optional
angularA 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).
0
Optional
area?: numberA Number
that measures the area of the body's convex hull, calculated at creation by Body.create
.
Optional
axes?: IAxesAn 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.
Optional
bounds?: { min?: { x?: number | undefined; y?: number | undefined; } | undefined; max?: { x?: number | undefined; y?: number | undefined; } | undefined; }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.
Optional
chamfer?: { radius?: number | number[] | undefined; quality?: number | undefined; qualityMin?: number | undefined; qualityMax?: number | undefined; }Optional
circleOptional
collisionAn Object
that specifies the collision filtering properties of this body.
Collisions between two bodies will obey the following rules:
collisionFilter.group
,
they will always collide if the value is positive, and they will never collide
if the value is negative.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.
Optional
constraintOptional
deltaOptional
density?: numberA 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).
0.001
Optional
events?: { sleepStart?: BodyEventFunction[] | undefined; sleepEnd?: BodyEventFunction[] | undefined; }Optional
force?: { x?: number | undefined; y?: number | undefined; }A Vector
that specifies the force to apply in the current step. It is zeroed after every Body.update
. See also Body.applyForce
.
{ x: 0, y: 0 }
Optional
friction?: numberA 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)
0.1
Optional
frictionA 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.
0.01
Optional
frictionA 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.
0.5
Optional
id?: numberAn integer Number
uniquely identifying number generated in Body.create
by Common.nextId
.
Optional
inertia?: numberA 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
).
Optional
inverseA 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.
Optional
inverseA Number
that defines the inverse mass of the body (1 / mass
).
If you modify this value, you must also modify the body.mass
property.
Optional
isA flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
false
Optional
isA 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.
false
Optional
isA 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.
false
Optional
label?: stringAn arbitrary String
name to help the user identify and manage bodies.
"Body"
Optional
mass?: numberA 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
).
Optional
motion?: numberA 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.
0
Optional
parent?: { angle?: number | undefined; anglePrev?: number | undefined; angularSpeed?: number | undefined; angularVelocity?: number | undefined; area?: number | undefined; axes?: IAxes | undefined; ... 41 more ...; _original?: { ...; } | ... 1 more ... | undefined; }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
.
Optional
parts?: IBody[]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.
Optional
plugin?: ({}) | ({ name?: string | undefined; version?: string | undefined; for?: string | undefined; uses?: string[] | undefined; install?: { apply?: {} | undefined; call?: {} | undefined; bind?: {} | undefined; ... 6 more ...; [Symbol.hasInstance]?: {} | undefined; } | undefined; _warned?: boolean | undefined; })An object reserved for storing plugin-specific properties.
Optional
position?: { x?: number | undefined; y?: number | undefined; }A Vector
that specifies the current world-space position of the body.
{ x: 0, y: 0 }
Optional
positionOptional
positionOptional
region?: { id?: string | undefined; startCol?: number | undefined; endCol?: number | undefined; startRow?: number | undefined; endRow?: number | undefined; }Optional
render?: ({ text?: { content?: string | undefined; font?: string | undefined; align?: CanvasTextAlign | undefined; color?: string | undefined; size?: number | undefined; isBold?: boolean | undefined; isStroke?: boolean | undefined; paddingX?: number | undefined; paddingY?: number | undefined; } | undefined; ... 4 more ...; op...) | ({ visible?: boolean | undefined; fillStyle?: string | undefined; lineWidth?: number | undefined; strokeStyle?: string | undefined; opacity?: number | undefined; }) | ({ sprite?: { texture?: string | undefined; xScale?: number | undefined; yScale?: number | undefined; xOffset?: number | undefined; yOffset?: number | undefined; } | undefined; visible?: boolean | undefined; fillStyle?: string | undefined; lineWidth?: number | undefined; strokeStyle?: string | undefined; opacity?: nu...)An Object
that defines the rendering properties to be consumed by the module Matter.Render
.
Optional
restitution?: numberA 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)
0
Optional
sleepOptional
sleepA 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).
60
Optional
slop?: numberA 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.
0.05
Optional
speed?: numberA 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
).
0
Optional
timeA 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.
1
Optional
torque?: numberA Number
that specifies the torque (turning force) to apply in the current step. It is zeroed after every Body.update
.
0
Optional
totalOptional
type?: "body"A String
denoting the type of object.
Optional
velocity?: { x?: number | undefined; y?: number | undefined; }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).
{ x: 0, y: 0 }
Optional
vertices?: IVertex[]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.
body
create
Static
getGets the current rotational speed of the body. Equivalent to the magnitude of its angular velocity.
angular speed
getAngularSpeed
Static
getGets the current rotational velocity of the body.
angular velocity
getAngularVelocity
Static
getGets the current linear speed of the body. Equivalent to the magnitude of its velocity.
speed
getSpeed
Static
getStatic
isReturns true if the render is a IBodySpriteRender, otherwise false.
True if the render is a IBodySpriteRender, otherwise false
isSpriteRender
Static
isReturns true if the render is a IBodyTextRender, otherwise false.
True if the render is a IBodyTextRender, otherwise false
isTextRender
Static
nextStatic
nextReturns 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.
Unique group index
nextGroup
Static
rotateStatic
scaleStatic
setGiven 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.
set
Static
setSets the angle of the body. By default angular velocity is unchanged.
If updateVelocity
is true
then angular velocity is inferred from the change in angle.
setAngle
Static
setSets the current rotational speed of the body. Direction is maintained. Affects body angular velocity.
setAngularSpeed
Static
setSets the current rotational velocity of the body. Affects body angular speed.
setAngularVelocity
Static
setSet 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.
setCentre
Static
setSets the density of the body. Mass and inertia are automatically updated to reflect the change.
setDensity
Static
setSets the moment of inertia of the body. This is the second moment of area in two dimensions. Inverse inertia is automatically updated to reflect the change. Mass is not changed.
setInertia
Static
setSets the mass of the body. Inverse mass, density and inertia are automatically updated to reflect the change.
setMass
Static
setSets the parts of the body
.
See body.parts
for details and requirements on how parts are used.
See Bodies.fromVertices for a related utility.
This function updates body
mass, inertia and centroid based on the parts geometry.
Sets each part.parent
to be this body
.
The convex hull is computed and set on this body
(unless autoHull
is false
).
Automatically ensures that the first part in body.parts
is the body
.
setParts
Static
setStatic
setSets the current linear speed of the body. Direction is maintained. Affects body velocity.
setSpeed
Static
setSets the body as static, including isStatic flag and setting mass and inertia to Infinity.
setStatic
Static
setStatic
setSets 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 vertices must be decomposed into convex parts.
setVertices
Static
translateStatic
updatePerforms an update by integrating the equations of motion on the body
.
This is applied every update by Matter.Engine
automatically.
update
Static
updateUpdates properties body.velocity
, body.speed
, body.angularVelocity
and body.angularSpeed
which are normalised in relation to Body._baseDelta
.
updateVelocities
Generated using TypeDoc
The
Matter.Body
module contains methods for creating and manipulating rigid bodies. For creating bodies with common configurations such as rectangles, circles and other polygons see the moduleMatter.Bodies
.See the included usage examples.