0
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
).
0
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).
0
A Number
that measures the area of the body's convex hull, calculated at creation by Body.create
.
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.
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.
An 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.
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).
0.001
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 }
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)
0.1
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.
0.01
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.
0.5
An integer Number
uniquely identifying number generated in Body.create
by Common.nextId
.
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
).
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.
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.
A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
false
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.
false
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.
false
An arbitrary String
name to help the user identify and manage bodies.
"Body"
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
).
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.
0
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
.
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.
An object reserved for storing plugin-specific properties.
A Vector
that specifies the current world-space position of the body.
{ x: 0, y: 0 }
Optional
regionAn Object
that defines the rendering properties to be consumed by the module Matter.Render
.
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)
0
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).
60
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.
0.05
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
).
0
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.
1
A Number
that specifies the torque (turning force) to apply in the current step. It is zeroed after every Body.update
.
0
A String
denoting the type of object.
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 }
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.
Generated using TypeDoc
A
Number
specifying the angle of the body, in radians.