Static
runStatic
Protected
_bodiesApplies gravitational acceleration to all bodies
.
This models a uniform gravitational field, similar to near the surface of a planet.
_bodiesApplyGravity
Static
Protected
_bodiesZeroes the body.force
and body.torque
force buffers.
_bodiesClearForces
Static
Protected
_bodiesApplies Body.update
to all given bodies
.
The amount of time elapsed between updates
_bodiesUpdate
Static
Protected
_bodiesApplies Body.updateVelocities
to all given bodies
.
_bodiesUpdateVelocities
Static
clearClears the engine pairs and detector.
clear
Static
createCreates 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.
engine
create
Static
mergeStatic
updateMoves the simulation forward in time by delta
milliseconds.
Triggers beforeUpdate
, beforeSolve
and afterUpdate
events.
Triggers collisionStart
, collisionActive
and collisionEnd
events.
update
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The
Matter.Engine
module contains methods for creating and manipulating engines. An engine is a controller that manages updating the simulation of the world. SeeMatter.Runner
for an optional game loop utility.See the included usage examples.