melonjs 20.13.0 → 20.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +65 -22
- package/build/application/application.d.ts +6 -1
- package/build/application/application.d.ts.map +1 -1
- package/build/application/header.d.ts.map +1 -1
- package/build/application/resize.d.ts.map +1 -1
- package/build/application/settings.d.ts +13 -8
- package/build/application/settings.d.ts.map +1 -1
- package/build/audio/audio.d.ts +8 -4
- package/build/audio/audio.d.ts.map +1 -1
- package/build/audio/backend/engine.d.ts.map +1 -1
- package/build/audio/playback.d.ts +2 -2
- package/build/audio/playback.d.ts.map +1 -1
- package/build/audio/spatial.d.ts.map +1 -1
- package/build/audio/types.d.ts +15 -5
- package/build/audio/types.d.ts.map +1 -1
- package/build/camera/camera2d.d.ts +10 -9
- package/build/camera/camera2d.d.ts.map +1 -1
- package/build/camera/camera3d.d.ts +11 -8
- package/build/camera/camera3d.d.ts.map +1 -1
- package/build/geometries/path2d.d.ts +9 -8
- package/build/geometries/path2d.d.ts.map +1 -1
- package/build/index.d.ts +1 -1
- package/build/index.d.ts.map +1 -1
- package/build/index.js +40993 -39738
- package/build/index.js.map +4 -4
- package/build/input/keyboard.d.ts.map +1 -1
- package/build/input/pointerevent.d.ts.map +1 -1
- package/build/level/gltf/GLTFModel.d.ts.map +1 -1
- package/build/level/level.d.ts.map +1 -1
- package/build/level/tiled/TMXLayer.d.ts +2 -1
- package/build/level/tiled/TMXLayer.d.ts.map +1 -1
- package/build/level/tiled/TMXTileMap.d.ts +13 -3
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +1 -0
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXRenderer.d.ts +7 -3
- package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -1
- package/build/lighting/light3d.d.ts +55 -0
- package/build/lighting/light3d.d.ts.map +1 -1
- package/build/loader/cache.d.ts +146 -97
- package/build/loader/cache.d.ts.map +1 -1
- package/build/loader/internal-types.d.ts +69 -0
- package/build/loader/internal-types.d.ts.map +1 -0
- package/build/loader/loader.d.ts +584 -292
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/parsers/audio.d.ts.map +1 -1
- package/build/loader/parsers/fontface.d.ts.map +1 -1
- package/build/loader/parsers/gltf.d.ts.map +1 -1
- package/build/loader/parsers/tmx.d.ts.map +1 -1
- package/build/math/color.d.ts +4 -0
- package/build/math/color.d.ts.map +1 -1
- package/build/math/noise.d.ts +16 -16
- package/build/math/noise.d.ts.map +1 -1
- package/build/physics/adapter.d.ts +64 -25
- package/build/physics/adapter.d.ts.map +1 -1
- package/build/physics/builtin/body.d.ts +9 -0
- package/build/physics/builtin/body.d.ts.map +1 -1
- package/build/physics/builtin/builtin-adapter.d.ts +25 -3
- package/build/physics/builtin/builtin-adapter.d.ts.map +1 -1
- package/build/physics/builtin/detector.d.ts.map +1 -1
- package/build/physics/builtin/raycast.d.ts.map +1 -1
- package/build/physics/world.d.ts +40 -10
- package/build/physics/world.d.ts.map +1 -1
- package/build/renderable/container.d.ts +1 -0
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/draggable.d.ts.map +1 -1
- package/build/renderable/frameAnimation.d.ts.map +1 -1
- package/build/renderable/instanced_mesh.d.ts +16 -14
- package/build/renderable/instanced_mesh.d.ts.map +1 -1
- package/build/renderable/mesh.d.ts +62 -5
- package/build/renderable/mesh.d.ts.map +1 -1
- package/build/renderable/trigger.d.ts +5 -0
- package/build/renderable/trigger.d.ts.map +1 -1
- package/build/renderable/ui/uibaseelement.d.ts +8 -1
- package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
- package/build/renderable/ui/uicheckbox.d.ts.map +1 -1
- package/build/system/device.d.ts +11 -2
- package/build/system/device.d.ts.map +1 -1
- package/build/system/fullscreen.d.ts.map +1 -1
- package/build/system/pool.d.ts.map +1 -1
- package/build/utils/utils.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +16 -14
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/canvas_factory.d.ts.map +1 -1
- package/build/video/effects/shadereffect.d.ts +127 -0
- package/build/video/effects/shadereffect.d.ts.map +1 -1
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts.map +1 -1
- package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
- package/package.json +1 -1
- package/skills/melonjs/SKILL.md +38 -14
- package/skills/melonjs-20-migration/SKILL.md +50 -7
- package/skills/melonjs-3d/SKILL.md +138 -38
- package/skills/melonjs-3d-assets/SKILL.md +83 -33
- package/skills/melonjs-audio/SKILL.md +55 -14
- package/skills/melonjs-camera-and-drawing/SKILL.md +95 -8
- package/skills/melonjs-deployment/SKILL.md +92 -14
- package/skills/melonjs-display-and-scaling/SKILL.md +8 -3
- package/skills/melonjs-effects-and-shaders/SKILL.md +46 -15
- package/skills/melonjs-events/SKILL.md +3 -2
- package/skills/melonjs-getting-started/SKILL.md +5 -0
- package/skills/melonjs-input/SKILL.md +65 -15
- package/skills/melonjs-lighting/SKILL.md +13 -1
- package/skills/melonjs-loading-assets/SKILL.md +202 -27
- package/skills/melonjs-math/SKILL.md +12 -5
- package/skills/melonjs-particles-and-trails/SKILL.md +7 -3
- package/skills/melonjs-performance/SKILL.md +18 -8
- package/skills/melonjs-physics/SKILL.md +385 -127
- package/skills/melonjs-plugins/SKILL.md +45 -11
- package/skills/melonjs-renderables/SKILL.md +24 -7
- package/skills/melonjs-renderer-backends/SKILL.md +38 -17
- package/skills/melonjs-scenes-and-state/SKILL.md +30 -5
- package/skills/melonjs-sprites-and-animation/SKILL.md +23 -2
- package/skills/melonjs-tilemaps/SKILL.md +56 -18
- package/skills/melonjs-ui-and-text/SKILL.md +120 -25
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---
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name: melonjs-physics
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description: "Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck
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description: "Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck, matter and Rapier adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, the behaviour differences between adapters, and which one to pick for a given game. Triggers on: which physics engine, choosing an adapter, switching adapters, setAdapter, PhysicsAdapterClass, create, rotation collision, rotating body, torque, joints, stacking, Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, raycast3d, PlanckAdapter, MatterAdapter, RapierAdapter, rapier2d, enableCcd, gravity, velocity, applyForce, isGrounded, isSensor, isTrigger, onShapeCollisionStart, kinematic, subSteps, pixelsPerMeter, Box3d, Sphere, getBodyShapes, hitbox offset, slope, SAT."
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license: MIT
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---
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# Physics and collision
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> melonJS has a built-in SAT collision world and
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> melonJS has a built-in SAT collision world and three optional rigid-body
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> adapters. Movement, collision callbacks and spatial queries all behave
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> differently depending on which is active — and several of the differences fail
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> silently.
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| **built-in** (default) | Arcade-style: platformers, top-down games. Fast, position-based, not Newtonian. |
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| **`@melonjs/planck-adapter`** | Full rigid-body dynamics — stacking, joints, realistic restitution. |
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| **`@melonjs/matter-adapter`** | Same class of thing, backed by matter-js. |
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| **`@melonjs/rapier2d-adapter`** | Same again, backed by Rapier compiled to WebAssembly: many bodies, per-body continuous collision, a character controller. Loaded asynchronously. |
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### Picking one
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and `Collectable` all work on every backend, so this is not a fork in the road
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for level content.
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**planck or
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adapters expose the same portable API, so a game can switch with
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change and a gravity re-tune.
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**planck, matter or Rapier?** All three are real rigid-body engines and any
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will do; the adapters expose the same portable API, so a game can switch with
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an import change and a gravity re-tune.
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- **planck** (a Box2D port) is the more accurate and the more predictable under
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stress: better stacking, better joint behaviour,
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`bullet` mode
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stress: better stacking, better joint behaviour, continuous collision for
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fast movers. Box2D's `bullet` mode is not a `bodyDef` field: set it on the
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native body with `(this.body as PlanckAdapter.Body).setBullet(true)`. It
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works in **metres**, so it has a `pixelsPerMeter` scale to think about, and
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its tuning vocabulary is Box2D's.
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- **matter-js** works directly in **pixels**, which makes it the gentler
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introduction, and its compound bodies and constraints are pleasant to author.
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It is the softer solver: stacks settle less crisply and
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`subSteps`.
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It is the softer solver: stacks settle less crisply, and it has no continuous
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collision, so fast bodies need `subSteps`.
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- **Rapier** (`@melonjs/rapier2d-adapter`) is a Rust engine compiled to
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WebAssembly. It handles many bodies at once, has continuous collision per
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body for fast projectiles (`(this.body as RapierAdapter.Body).enableCcd(true)`),
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a kinematic character controller, and simulates a concave polygon exactly.
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It works in **metres** like planck, with the same `pixelsPerMeter`. The cost
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is the download: about 3 MB of WebAssembly, fetched and compiled on demand,
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so the adapter must be made with `await RapierAdapter.create()`.
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**By game type**, the same choice from the other end:
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| game | adapter | why |
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| tile platformer, jumps authored as curves | built-in | movement is designed, not simulated; a body resting on flat static ground is exact to the pixel |
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| platformer with slopes the player stands still on | any rigid-body adapter | the built-in has no surface friction, so a body on an incline slides down it. Walking up one is your own code on matter and planck (the `platformer-matter` example snaps its player onto sensor slopes); Rapier's character controller does it, through Rapier's own API, not the portable one |
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| platformer with moving platforms that carry the player | planck or Rapier | true kinematic bodies, moved by their velocity; the built-in and matter build a dynamic body for `kinematic` |
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| top-down RPG or adventure, grid or tile puzzle | built-in | collision is "did these touch" plus a push-out; no dependency, smallest bundle |
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| shoot-'em-up, bullet hell | built-in | bullets need detection, not a physical response |
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| 2.5D with height: isometric, beat-'em-up lanes | built-in only | the only backend that takes `Box3d` and `Sphere`; the 2D engines refuse them |
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| fighting game or brawler, hitboxes and hurtboxes on one body | built-in, planck or Rapier | matter ignores a shape's own `collisionType`, `collisionMask` and `isTrigger` |
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| stacking, towers, catapult and destruction puzzles | planck, or Rapier for many pieces | an iterative solver keeps a pile crisp; Rapier is built for many bodies at once |
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| pool, billiards, mini-golf: few bodies, a capped top speed | any rigid-body adapter, matter included | give matter enough `subSteps` that a ball moves less than its radius per sub-step: the `pool-matter` example's break, about 30 px a frame on 16 px balls, runs on 2 |
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| pinball, physical bullets: bodies much faster than their own size, with no useful cap | planck or Rapier | continuous collision (planck's `setBullet`, Rapier's `enableCcd`); matter has none, and each sub-step is a full extra solve |
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| vehicles, ragdolls, ropes, chains | planck or Rapier | joint solvers; on every adapter a joint is made through the engine's own API |
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| casual physics toy, prototype, game jam | matter | it works in pixels, so there is nothing to convert; its softer stacking does not show |
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| sandbox with lots of debris | Rapier | many bodies at once, concave pieces simulated exactly |
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| playable ad, size-capped portal, instant load | built-in, not Rapier | Rapier downloads and compiles about 3 MB of WebAssembly |
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One game can use more than one: `world.setAdapter()` swaps the backend between
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screens, so a platformer on the built-in can run a physics mini-game on planck
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(see [Switching adapters while the game runs](#switching-adapters-while-the-game-runs)).
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An adapter is an `Application` setting, not a plugin:
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const app = new Application(800, 600, {
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parent: "screen",
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physic:
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physic: await PlanckAdapter.create({
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gravity: { x: 0, y: 320 }, // pixels/s², default {x: 0, y: 320}
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pixelsPerMeter: 32, // default 32
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subSteps: 2, // default 1
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await app.init();
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```
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**Make an adapter with `await X.create(options)`.** Every adapter class has
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the same static pair (`PhysicsAdapterClass`): `load()` resolves once the
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adapter can be built, and `create()` waits for it, then constructs. The
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builtin, matter and planck adapters are plain JavaScript, so their `load()`
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resolves at once and `new X(options)` is equivalent and still supported; an
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adapter whose engine is WebAssembly downloads and compiles it in `load()`, and
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only `create()` works for it without a prior `load()`. Write `create()` and
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The Rapier adapter is that case. `new RapierAdapter()` before its `load()` has
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finished throws "Rapier is not loaded yet"; `RapierAdapter.loaded` says
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download runs alongside the game's own assets:
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```js
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const rapierReady = RapierAdapter.load(); // starts the download now
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await loader.preload(assets);
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```
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`positionIterations` (default `3`). `MatterAdapter` takes a different set —
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`gravity` (default `{x: 0, y: 1}`, matter's own convention), `subSteps` and
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pixels. `RapierAdapter` takes `gravity` (pixels/s², default `{x: 0, y: 320}`),
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`pixelsPerMeter` (default `32`) and `subSteps` (default `1`); Rapier's own
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solver settings stay writable on `adapter.world.integrationParameters`.
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once per frame acts on the first sub-step only: raising `subSteps` weakens
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every `applyForce`, and forces need re-tuning after it changes. Rapier keeps a
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force for the whole frame, across every sub-step, so its forces do not change.
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Pick **one** adapter per game (it can be switched later, see
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[Switching adapters while the game runs](#switching-adapters-while-the-game-runs));
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`physic: "none"` disables physics entirely — `world.step` skips the simulation
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and the world behaves as a pure scene graph.
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**Gravity is a different unit in every backend, and the defaults are NOT the
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same speed.** Each is "Earth-like" in its own convention, but measured against
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| built-in | `0.98` | pixels per STEP², 60 steps a second | **~3600 px/s²** |
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| matter | `{x: 0, y: 1}` | matter's own, after its internal `gravity.scale` | **~900 px/s²** |
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| planck | `320` | pixels per second² | **~330 px/s²** |
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| rapier | `320` | pixels per second², as planck | **~320 px/s²** |
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and keeping everything else the same makes the whole game feel
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different. It is not a bug in either one: they simply do not share a unit.
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`target /
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To match a backend you are porting FROM, pick a target in px/s² and convert,
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scaling each default by its measured fall: planck and Rapier take it directly;
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matter takes `target / 900`; the built-in takes `0.98 * target / 3600`,
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because it applies gravity per step, 60 steps a second, rather than per
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second. Passing one number to two of them compares nothing:
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hand planck matter's `{x: 0, y: 1}` and it runs at a three-hundredth of Earth
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gravity.
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That mistake is quiet and it does not look like a gravity problem. Bodies fall
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slowly enough that a spawner keeping a fixed interval starts constructing them
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rather than as a bad gravity constant. Spawn clear of anything already there.
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`world.physic` carries the active adapter's label (`"builtin"`, `"planck"`,
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`"matter"`, `"none"`), so game code can branch without importing
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`"matter"`, `"rapier"`, `"none"`), so game code can branch without importing
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the class.
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### Switching adapters while the game runs
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`world.adapter` is read-only. `app.world.setAdapter(adapter)` replaces it, for
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example to move from planck to matter between two screens:
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```ts
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import { MatterAdapter } from "@melonjs/matter-adapter";
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app.world.setAdapter(await MatterAdapter.create({ gravity: { x: 0, y: 1 } }));
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```
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The old adapter is destroyed, and the new one builds every body in the world
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again from its renderable's `bodyDef`, where the renderable stands.
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`world.physic` takes the new adapter's label.
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- Nothing else carries over: velocities, forces, contacts and joints start
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from rest, and gravity is the new adapter's own, in its own unit (see the
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table above).
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- A body added with a direct `adapter.addBody()` call rather than a `bodyDef`
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is not built again. A legacy `Body` without a `bodyDef` works on the
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built-in adapter only.
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- Called from a collision handler, the swap waits for the end of the physics
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step, so `world.adapter` is still the old adapter for the rest of that
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handler.
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- Code that kept the old adapter in a field (`this.adapter = app.world.adapter`)
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must read `app.world.adapter` again after the swap.
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## Two ways to declare a body
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keeps each body simulated, once. A persistent container's children keep their
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bodies through `world.reset()` (a state change or `level.load`).
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Calling `adapter.addBody()` yourself registers the body but leaves the
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renderable out of the scene graph
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-
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-
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-
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renderable out of the scene graph. On the built-in adapter that body is then
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outside the broadphase, so it never collides, and it does not move either
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unless the renderable has `alwaysUpdate` set. On matter, planck and Rapier the
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body is in the engine's world and collides, but its renderable is never drawn.
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+
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`type` is `"static"`, `"dynamic"` or `"kinematic"`, but only planck and Rapier
|
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have a kinematic body: moved by its velocity (`setVelocity`), not by gravity.
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The built-in and matter adapters build `"kinematic"` as a dynamic body, which
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falls under gravity. For a moving platform that works on every backend, use
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`type: "static"` and move it with `app.world.adapter.setPosition()`.
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+
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**`fixedRotation` follows the engine, so bodies rotate.** matter, planck and
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Rapier all default it to `false`, and so do their adapters (from matter-adapter
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1.4.0 and planck-adapter 1.5.0). Pass `fixedRotation: true` for anything that must
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stay upright, such as a platformer actor. Earlier adapter versions locked
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rotation unless told otherwise, which inverted the engine they wrap: bodies
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landed holding whatever angle they were given and no collision could turn them,
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while `setAngle()` still worked, so a body could look rotated while being
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unable to rotate.
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`frictionAir` damps **rotation as well as translation** on
|
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`frictionAir` damps **rotation as well as translation** on matter, planck and
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Rapier, so
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it is also what settles a spin. Left at `0` a body that starts turning never
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stops, which only became visible once rotation stopped being locked.
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stops, which only became visible once rotation stopped being locked. The same
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holds for `adapter.setFrictionAir()` at runtime (on planck, from
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planck-adapter 1.7.0).
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Other portable `bodyDef` fields: `density`, `frictionAir` (number or `{x, y}`),
|
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`friction`, `restitution`, `gravityScale`, `maxVelocity`, `fixedRotation`,
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`isSensor`, `userData`. Not every adapter honours every one
|
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adapter ignores `friction
|
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|
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`frictionAir` onto its per-axis `body.friction`
|
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+
`isSensor`, `userData`. Not every adapter honours every one. The built-in
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adapter ignores `friction` and `fixedRotation`, and no adapter reads
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|
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`userData`. The built-in maps `frictionAir` onto its per-axis `body.friction`
|
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|
+
vector, a per-step deceleration in pixels rather than the damping the adapters
|
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|
+
use (a fraction per step on matter, a rate per second on planck and Rapier), so
|
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|
+
the same number is not the same drag. The adapters average an `{x, y}` value
|
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|
+
into one.
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**`new Body(this, shape)`** — the built-in-native API. Fine, but ties the entity
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|
to the built-in world.
|
|
@@ -185,8 +292,11 @@ to the built-in world.
|
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|
### Per-shape filtering and triggers
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|
|
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A shape in `shapes` may carry its own `collisionType`, `collisionMask`,
|
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|
-
`isTrigger` (default `false`) and `isActive` (default `true`).
|
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|
-
**narrow** what its body allows
|
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|
+
`isTrigger` (default `false`) and `isActive` (default `true`). On the built-in
|
|
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|
+
adapter a shape can only **narrow** what its body allows: the body's type/mask
|
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|
+
are checked first. On planck and Rapier a shape's own `collisionType` /
|
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|
+
`collisionMask` replace the body's for that shape, so they can widen it too.
|
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|
+
matter filters per body and ignores them.
|
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300
|
|
|
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|
```js
|
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|
const feet = new Rect(0, 24, 32, 8);
|
|
@@ -197,10 +307,19 @@ torso.isTrigger = true; // detects hits, never gets pushed by them
|
|
|
197
307
|
```
|
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308
|
|
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309
|
`isActive: false` removes the shape from the narrow phase *and* from raycasts
|
|
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|
-
without shrinking the body's bounds
|
|
201
|
-
|
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202
|
-
|
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203
|
-
every
|
|
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|
+
without shrinking the body's bounds, on every backend. matter, planck and
|
|
311
|
+
Rapier read it only when the body is built, so after changing it call
|
|
312
|
+
`app.world.adapter.updateShape(renderable, renderable.bodyDef.shapes)`, which
|
|
313
|
+
works on every adapter. On those three `updateShape()` builds a new body: its
|
|
314
|
+
velocity carries over, its angle and any joints do not. The built-in also
|
|
315
|
+
reads `isActive` live, from the shapes the body holds; those are not always
|
|
316
|
+
the ones you authored, since a `Rect` is stored as a converted `Polygon`, so
|
|
317
|
+
toggle `body.getShape(i)` there.
|
|
318
|
+
|
|
319
|
+
`isTrigger` works on the built-in, planck and Rapier; matter ignores it, as it
|
|
320
|
+
does the per-shape filter. Under planck and Rapier the body-wide setters
|
|
321
|
+
(`setCollisionType` / `setCollisionMask` / `setSensor`) write every shape and
|
|
322
|
+
so overwrite per-shape values.
|
|
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323
|
|
|
205
324
|
For contacts reported per *shape pair* rather than per body pair, define
|
|
206
325
|
`onShapeCollisionStart` / `onShapeCollisionActive` / `onShapeCollisionEnd`.
|
|
@@ -221,7 +340,7 @@ from `bodyDef.shapes` with `id` naming the body to read:
|
|
|
221
340
|
this.bodyDef = { type: "dynamic", shapes: "shapes", id: "hotdog" };
|
|
222
341
|
```
|
|
223
342
|
|
|
224
|
-
This works identically on
|
|
343
|
+
This works identically on every adapter — the file is
|
|
225
344
|
resolved into real shapes before any adapter is handed the definition. Circles
|
|
226
345
|
and polygons both load, and a concave outline (exported already decomposed into
|
|
227
346
|
convex pieces) becomes one `Polygon` per piece.
|
|
@@ -229,8 +348,9 @@ convex pieces) becomes one `Polygon` per piece.
|
|
|
229
348
|
The density, friction and bounce the shapes were authored with are carried onto
|
|
230
349
|
the body definition too, each honoured by whichever backends support it — the
|
|
231
350
|
built-in adapter ignores contact `friction`, as it does for a hand-written
|
|
232
|
-
definition. The format carries these per fixture, but
|
|
233
|
-
that, so they reduce onto the body and a file whose fixtures
|
|
351
|
+
definition. The format carries these per fixture, but the built-in and matter
|
|
352
|
+
cannot honour that, so they reduce onto the body and a file whose fixtures
|
|
353
|
+
disagree warns. An
|
|
234
354
|
explicit field on the definition always wins:
|
|
235
355
|
|
|
236
356
|
```js
|
|
@@ -257,23 +377,32 @@ built-in-only spelling of this and are deprecated since 20.7.0.
|
|
|
257
377
|
|
|
258
378
|
### Which shapes each backend can actually simulate
|
|
259
379
|
|
|
260
|
-
| shape | builtin | matter | planck |
|
|
261
|
-
|
|
262
|
-
| `Rect
|
|
263
|
-
| `
|
|
264
|
-
| `
|
|
265
|
-
| `
|
|
266
|
-
| `
|
|
267
|
-
| `
|
|
380
|
+
| shape | builtin | matter | planck | rapier |
|
|
381
|
+
|---|---|---|---|---|
|
|
382
|
+
| `Rect` | exact | exact | exact | exact |
|
|
383
|
+
| convex `Polygon` | exact | exact | exact, up to 12 vertices | exact, all its points |
|
|
384
|
+
| concave `Polygon` | **wrong**: SAT is convex-only | exact, split into convex parts | its convex hull | exact, as triangles |
|
|
385
|
+
| `RoundRect` | exact | exact | sampled down to 12 vertices | exact, all its points |
|
|
386
|
+
| `Ellipse` | exact | circle of the average radius | circle of the average radius | circle of the average radius |
|
|
387
|
+
| `Line` | exact | thin quad along the segment | thin quad along the segment | exact segment on a static or kinematic body, thin quad on a dynamic one |
|
|
388
|
+
| `Box3d`, `Sphere` | exact, and in 3D | **throws** | **throws** | **throws** |
|
|
389
|
+
| `Point` | supported | **throws** | **throws** | **throws** |
|
|
268
390
|
|
|
269
391
|
Two of those are worth knowing before you author geometry. Box2D caps a
|
|
270
392
|
polygon's vertex count and says nothing when you go over: measured, a
|
|
271
393
|
16-point outline comes back with 12 vertices and a 36-point one collapses
|
|
272
394
|
from 70x36 to 47x18. A `RoundRect` carries 36 points, four corners of nine
|
|
273
395
|
arc segments each, so it is the usual way to meet that cap; the adapter now
|
|
274
|
-
samples it down and keeps the extent. Anything the 2D
|
|
275
|
-
is refused loudly on
|
|
276
|
-
geometry that silently never collides.
|
|
396
|
+
samples it down and keeps the extent. Rapier has no such cap. Anything the 2D
|
|
397
|
+
backends cannot express is refused loudly on each of them, rather than leaving a
|
|
398
|
+
body with no collision geometry that silently never collides.
|
|
399
|
+
|
|
400
|
+
A concave polygon is a third. A Tiled map is safe: the loader splits a
|
|
401
|
+
concave collision polygon into convex triangles before any backend sees it,
|
|
402
|
+
and a shape editor exports one already split. A concave `Polygon` you build
|
|
403
|
+
yourself is simulated exactly by matter (split into convex parts) and Rapier
|
|
404
|
+
(as triangles); the built-in tests it as if it were convex and planck fills it
|
|
405
|
+
in to its hull, so on those two split it into convex pieces yourself.
|
|
277
406
|
|
|
278
407
|
A polygon may be wound either way: its edge normals are oriented outward from
|
|
279
408
|
its signed area. Before 20.13 they pointed inward on a counter-clockwise
|
|
@@ -289,11 +418,13 @@ debug panel is the fastest way to see an approximation for what it is.
|
|
|
289
418
|
|
|
290
419
|
A `Line` is two points and no area, and it is what Tiled emits for every
|
|
291
420
|
polyline, so it is the natural way to author a slope or a strip of ground.
|
|
292
|
-
|
|
421
|
+
matter and planck have no segment primitive, so both simulate one as a
|
|
293
422
|
thin quad following the segment (2px), which is what `getBodyShapes()` reports
|
|
294
423
|
back. Before 20.7 each substituted something of its own instead: matter the
|
|
295
424
|
line's bounding box, planck a one-metre square wherever the body happened to
|
|
296
|
-
be. Neither logged anything.
|
|
425
|
+
be. Neither logged anything. Rapier has a segment, and uses it on a static or
|
|
426
|
+
kinematic body, which is what Tiled terrain is; on a dynamic body, where a
|
|
427
|
+
segment would carry no mass, it uses the same 2px quad.
|
|
297
428
|
|
|
298
429
|
The builtin solver resolves a sloped segment too, and correctly: a body lands
|
|
299
430
|
on it and SLIDES down it, holding a constant distance from the surface while
|
|
@@ -306,8 +437,8 @@ before coming to rest on the flat. (It used to escape through an arm instead;
|
|
|
306
437
|
that was a separate defect in how a body was separated from a shape list, fixed
|
|
307
438
|
in 20.7.)
|
|
308
439
|
|
|
309
|
-
matter and
|
|
310
|
-
body still.
|
|
440
|
+
matter, planck and Rapier all have real surface friction, so the same valley
|
|
441
|
+
holds a body still.
|
|
311
442
|
|
|
312
443
|
**Several shapes on one body.** A Tiled polyline arrives as ONE body carrying
|
|
313
444
|
one shape per segment, and until 20.7 a body resting on such a ground could
|
|
@@ -327,7 +458,7 @@ the surface height at its CURRENT x instead: riding the slope shows a constant
|
|
|
327
458
|
offset while x advances.
|
|
328
459
|
|
|
329
460
|
So segments collide on every backend. If you need a body to come to REST on a
|
|
330
|
-
sloped one, use
|
|
461
|
+
sloped one, use a rigid-body adapter, or damp it yourself: the builtin will slide
|
|
331
462
|
it down the incline indefinitely. The `Line Collision` example draws the
|
|
332
463
|
authored segment against the geometry each backend reports, which is the
|
|
333
464
|
quickest way to see what a backend is really simulating.
|
|
@@ -425,7 +556,20 @@ this.body.setFriction(0.4, 0); // ground drag, none vertically
|
|
|
425
556
|
`friction` here is per-axis per-step velocity damping, not a surface
|
|
426
557
|
coefficient — see the built-in quirks below.
|
|
427
558
|
|
|
428
|
-
|
|
559
|
+
These two are methods of the built-in `Body` and are not functions on matter,
|
|
560
|
+
planck or Rapier. The portable forms go through the adapter, or the
|
|
561
|
+
`bodyDef`'s `maxVelocity` / `frictionAir`:
|
|
562
|
+
|
|
563
|
+
```js
|
|
564
|
+
app.world.adapter.setMaxVelocity(this, { x: 3, y: 15 });
|
|
565
|
+
app.world.adapter.setFrictionAir(this, { x: 0.4, y: 0 }); // the adapters average the axes
|
|
566
|
+
```
|
|
567
|
+
|
|
568
|
+
A velocity cap is in the adapter's velocity unit: pixels per step on the
|
|
569
|
+
built-in and matter, pixels per second on planck and Rapier (see *Porting*
|
|
570
|
+
below).
|
|
571
|
+
|
|
572
|
+
Under matter, planck and Rapier, `syncFromPhysics()` copies the engine body's position
|
|
429
573
|
back onto `renderable.pos` after every step, so a direct write is simply erased
|
|
430
574
|
— no error. The built-in world integrates `pos` in place instead, so a write
|
|
431
575
|
survives but fights collision resolution and jitters. To teleport, go through
|
|
@@ -459,24 +603,36 @@ interface Contacts {
|
|
|
459
603
|
onCollisionStart?: (response: CollisionResponse, other: Renderable) => void;
|
|
460
604
|
}
|
|
461
605
|
(rock as Contacts).onCollisionStart = (response, other) => { … };
|
|
462
|
-
```
|
|
606
|
+
```
|
|
607
|
+
|
|
608
|
+
How often the lifecycle fires depends on the adapter. The built-in fires each
|
|
609
|
+
hook once per body pair, per side, per step. matter, planck and Rapier report
|
|
610
|
+
contacts per SHAPE pair, so a body touching through two of its shapes gets two
|
|
611
|
+
calls (on Rapier a concave polygon is one shape per triangle), and matter fires
|
|
612
|
+
`onCollisionActive` once per sub-step; planck and Rapier fire it once per
|
|
613
|
+
frame. Guard a one-shot reaction (a pickup, a landing sound) with a flag of
|
|
614
|
+
your own.
|
|
615
|
+
|
|
616
|
+
The legacy `onCollision` still exists and has a trap:
|
|
463
617
|
|
|
464
618
|
> On the built-in world, `onCollision` fires **twice per frame** for
|
|
465
619
|
> dynamic-dynamic pairs — once per outer-loop visit — and gets the raw SAT
|
|
466
620
|
> response with a fixed `a`/`b` per pair. On the adapters it is routed to their
|
|
467
|
-
> "still touching" phase and fires once per side.
|
|
621
|
+
> "still touching" phase and fires once per side. There it receives the same
|
|
622
|
+
> response as `onCollisionActive` (`a`, `b`, `normal`, `depth`, `pair`), so
|
|
623
|
+
> `overlap`, `overlapN` and `overlapV` are `undefined`.
|
|
468
624
|
|
|
469
625
|
The legacy dedupe idiom is `if (this !== response.a) return;`. Defining
|
|
470
626
|
`onCollisionActive` suppresses the legacy callback on that renderable (the
|
|
471
627
|
"supersedes" rule, applied per side so `a` and `b` can migrate independently),
|
|
472
|
-
|
|
628
|
+
on every adapter.
|
|
473
629
|
|
|
474
630
|
**Return values only work on the legacy handler.** `return false` from
|
|
475
|
-
`onCollision` skips the built-in SAT push-out;
|
|
476
|
-
`onCollisionActive` return is discarded.
|
|
477
|
-
response, set `bodyDef.isSensor` /
|
|
478
|
-
trigger. With no `onCollision`
|
|
479
|
-
dynamic non-sensor bodies.
|
|
631
|
+
`onCollision` skips the built-in SAT push-out; the other adapters ignore it, and
|
|
632
|
+
what `onCollisionStart` / `onCollisionActive` return is discarded everywhere.
|
|
633
|
+
To opt a body out of the physical response, set `bodyDef.isSensor` /
|
|
634
|
+
`body.setSensor(true)`, or make the shape a trigger. With no `onCollision`
|
|
635
|
+
defined at all, push-out happens by default for dynamic non-sensor bodies.
|
|
480
636
|
|
|
481
637
|
The two handler families do **not** get the same response object:
|
|
482
638
|
|
|
@@ -487,15 +643,22 @@ The two handler families do **not** get the same response object:
|
|
|
487
643
|
| contact axis | `response.overlapN` / `overlapV` | `response.normal` |
|
|
488
644
|
| also carries | `aInB`, `bInA`, `indexShapeA/B`, `isTriggerContact` | `pair` (adapter-native, absent on built-in) |
|
|
489
645
|
|
|
646
|
+
The left-hand column is the built-in's. On matter, planck and Rapier
|
|
647
|
+
`onCollision` gets the right-hand one too. On Rapier `pair` is
|
|
648
|
+
`{ collider1, collider2 }`, two collider handles for `adapter.world.getCollider()`.
|
|
649
|
+
|
|
490
650
|
On the modern response `overlap` / `overlapN` / `overlapV` are still present but
|
|
491
|
-
`@deprecated` (and `undefined` under the
|
|
492
|
-
`normal`. `
|
|
493
|
-
|
|
494
|
-
|
|
651
|
+
`@deprecated` (and `undefined` under every adapter but the built-in) — use
|
|
652
|
+
`depth` and `normal`. `depth` is in pixels on every adapter (on planck from
|
|
653
|
+
planck-adapter 1.7.0; before, it was always `0`). `normal` is the direction
|
|
654
|
+
the receiver must move to separate, in canvas coordinates: `normal.y < -0.7`
|
|
655
|
+
means "push me up", i.e. I landed on top of `other`.
|
|
495
656
|
|
|
496
657
|
One portability wrinkle: the built-in adapter dispatches `onCollisionEnd` with
|
|
497
|
-
`undefined` as the response; the
|
|
498
|
-
|
|
658
|
+
`undefined` as the response; the other adapters pass a real one. Guard it. On
|
|
659
|
+
Rapier a sensor contact, and every `onCollisionEnd`, carries a `normal` of
|
|
660
|
+
`(0, 0)` and a `depth` of `0`: Rapier computes no contact for them, so read
|
|
661
|
+
only `other` there.
|
|
499
662
|
|
|
500
663
|
## Never mutate the world during contact dispatch
|
|
501
664
|
|
|
@@ -520,13 +683,19 @@ What actually happens per adapter:
|
|
|
520
683
|
planck's `begin-contact` / `end-contact` events, which fire *while the world
|
|
521
684
|
is locked*. Adding a renderable with a `bodyDef` there makes planck's
|
|
522
685
|
`createBody` return `null` and the adapter then throws on the null handle.
|
|
686
|
+
Removing one there is safe from planck-adapter 1.7.0: the body leaves every
|
|
687
|
+
event and query at once and is destroyed when the step ends. Before that,
|
|
688
|
+
`removeChildNow()` left an invisible body behind that still collided.
|
|
523
689
|
`onCollisionActive` is dispatched after the step and is the safe one.
|
|
524
690
|
- **matter** — callbacks come from matter's `collisionStart` / `collisionActive`
|
|
525
691
|
/ `collisionEnd` events during `Engine.update`.
|
|
692
|
+
- **Rapier**: the adapter reads Rapier's events once its step has returned
|
|
693
|
+
and dispatches them after, so adding and removing bodies in any handler is
|
|
694
|
+
safe. A partner still touching a removed body gets its `onCollisionEnd`.
|
|
526
695
|
|
|
527
696
|
## Spatial queries
|
|
528
697
|
|
|
529
|
-
`raycast` and `queryAABB` are implemented by
|
|
698
|
+
`raycast` and `queryAABB` are implemented by every adapter:
|
|
530
699
|
|
|
531
700
|
```js
|
|
532
701
|
import { Rect, Vector2d } from "melonjs";
|
|
@@ -541,9 +710,19 @@ const inArea = app.world.adapter.queryAABB(new Rect(x, y, w, h));
|
|
|
541
710
|
|
|
542
711
|
`querySphere(centre, radius)` (or `querySphere(sphere)`) is **built-in only**,
|
|
543
712
|
and only active under a 3D broadphase — i.e. `world.sortOn === "depth"`, which
|
|
544
|
-
`Camera3d` sets. So is `raycast3d`.
|
|
545
|
-
|
|
546
|
-
|
|
713
|
+
`Camera3d` sets. So is `raycast3d`. `world.adapter.capabilities.raycasts3d`
|
|
714
|
+
says whether the adapter has them at all, and it stays `true` on the built-in
|
|
715
|
+
under a 2D camera, where `raycast3d` returns `null` and `querySphere` returns
|
|
716
|
+
`[]`: check `world.sortOn === "depth"` as well. `raycast` itself is
|
|
717
|
+
capability-gated by `capabilities.raycasts`.
|
|
718
|
+
|
|
719
|
+
`queryAABB` does not return the same set everywhere. On the built-in it
|
|
720
|
+
returns every non-kinematic renderable whose bounds overlap the rectangle, with
|
|
721
|
+
a body or without; matter, planck and Rapier query their own world, so they
|
|
722
|
+
return only renderables that have a body. On every adapter a ray skips a body
|
|
723
|
+
it starts inside, so a body casting from its own centre does not hit itself
|
|
724
|
+
(before 20.14 the built-in and matter-adapter < 1.6.0 returned that body); on
|
|
725
|
+
Rapier it hits sensors like any other body.
|
|
547
726
|
|
|
548
727
|
On the built-in adapter a 2D ray measures each shape the way the narrowphase
|
|
549
728
|
measures it against a planar shape: polygons, `Rect`, `RoundRect` and `Line`
|
|
@@ -558,12 +737,15 @@ The legacy `collision.rayCast(line, result)` is a different API: it takes a
|
|
|
558
737
|
`Line`, returns an **array** of every intersecting renderable, and only exists
|
|
559
738
|
on the built-in path.
|
|
560
739
|
|
|
561
|
-
Two prerequisites that produce empty results rather
|
|
740
|
+
Two prerequisites on the built-in adapter that produce empty results rather
|
|
741
|
+
than errors:
|
|
562
742
|
|
|
563
743
|
- **`isKinematic` must be `false`** for a renderable to be in the broadphase at
|
|
564
744
|
all (a `Body` sets this for you).
|
|
565
745
|
- On the **built-in** adapter, the broadphase is cleared and rebuilt inside
|
|
566
746
|
`world.update()`, so querying before the first update returns nothing.
|
|
747
|
+
Rapier behaves the same: it indexes bodies for queries when its world
|
|
748
|
+
steps, so a body added this frame is found from the next one on.
|
|
567
749
|
|
|
568
750
|
## 3D collision: `Box3d`, `Sphere` and the Z pushback
|
|
569
751
|
|
|
@@ -574,10 +756,11 @@ along **Z** as well as X and Y.
|
|
|
574
756
|
```js
|
|
575
757
|
import { Box3d, Sphere } from "melonjs";
|
|
576
758
|
|
|
577
|
-
// a box: centre
|
|
578
|
-
|
|
579
|
-
|
|
580
|
-
|
|
759
|
+
// a box: its centre, measured from the frame's top-left corner like any
|
|
760
|
+
// shape, then its FULL width, height and depth (not half-extents)
|
|
761
|
+
crate.body.addShape(new Box3d(crate.width / 2, crate.height / 2, 0, 40, 60, 40));
|
|
762
|
+
// a sphere: its centre, then one radius
|
|
763
|
+
rock.body.addShape(new Sphere(rock.width / 2, rock.height / 2, 0, 30));
|
|
581
764
|
```
|
|
582
765
|
|
|
583
766
|
Reach for these for anything moving in the XZ plane under a `Camera3d` — a
|
|
@@ -621,7 +804,7 @@ the mistake to avoid: correct for a box pair, and for a sphere it throws away
|
|
|
621
804
|
the planar half of the contact.
|
|
622
805
|
|
|
623
806
|
**Mixed pairs degrade to 2D.** A `Box3d` or a `Sphere` against a `Polygon`,
|
|
624
|
-
`
|
|
807
|
+
`Rect`, `RoundRect` or `Ellipse` tests the 3D shape's XY footprint and
|
|
625
808
|
treats the planar shape as unbounded along Z, which is what keeps a sphere or
|
|
626
809
|
box body colliding with an ordinary Tiled collision layer. `overlapZ` is zero
|
|
627
810
|
for those, since only one side has a depth to resolve. Give BOTH sides a 3D
|
|
@@ -672,24 +855,28 @@ real rigid-body engine:
|
|
|
672
855
|
not contact state — it says nothing about what a body is touching.
|
|
673
856
|
- **Gravity defaults to `(0, 0.98)`** — pixels per frame², not m/s². Mutate
|
|
674
857
|
`app.world.adapter.gravity` at runtime, or pass
|
|
675
|
-
`physic:
|
|
858
|
+
`physic: await BuiltinAdapter.create({ gravity: new Vector2d(0, g) })` to override
|
|
859
|
+
it (a `Vector2d` here, where the adapters take `{x, y}`). `body.gravityScale`
|
|
676
860
|
(default `1`) scales it per body; `0` disables gravity for that body and is
|
|
677
861
|
the portable replacement for the deprecated `body.ignoreGravity`.
|
|
678
862
|
- **`applyForce(x, y)` is linear only** unless you pass the optional
|
|
679
863
|
`(pointX, pointY)` application point, which generates a torque
|
|
680
864
|
`τ = r × F` into `body.angularVelocity` via `body.pseudoInertia`.
|
|
681
865
|
`applyTorque(τ)` is the direct form. The point is in **world** coordinates,
|
|
682
|
-
as on
|
|
866
|
+
as on the other adapters, and the lever arm is measured from the centre of
|
|
683
867
|
the shapes where they collide: the renderable's drawn frame (so the anchor
|
|
684
868
|
counts) plus any parent container's position. `renderable.getBounds()` is
|
|
685
869
|
in that space, so `b.centerX, b.top` is the top centre.
|
|
686
870
|
- **Force accumulators reset at end-of-step** — for every body, including
|
|
687
871
|
static, paused and off-screen ones — so forces must be applied every frame to
|
|
688
872
|
persist.
|
|
689
|
-
- **`isGrounded`
|
|
690
|
-
|
|
691
|
-
|
|
692
|
-
|
|
873
|
+
- **`isGrounded` reads the last step's push-out, not a live contact test** —
|
|
874
|
+
`true` when a collision in the last step pushed the body up out of
|
|
875
|
+
something below it (a floor or a slope, not a wall) and neither
|
|
876
|
+
`body.falling` nor `body.jumping` is set. Before 20.14 it read the two flags
|
|
877
|
+
alone, so a body never stepped, or held still in mid-air with
|
|
878
|
+
`gravityScale` 0, read as grounded. The DIRECTION of the push-out decides
|
|
879
|
+
the flags: pushed up out of a floor while not rising is a landing, pushed down
|
|
693
880
|
by a ceiling while rising (or `jumping`) ends the jump and falls, and a
|
|
694
881
|
side contact, a body touched from above while standing, or a body with
|
|
695
882
|
`gravityScale` 0 leaves them alone. Before 20.13 a magnitude test decided
|
|
@@ -712,7 +899,7 @@ real rigid-body engine:
|
|
|
712
899
|
- **`addBody` throws on double-registration** for a renderable that is already
|
|
713
900
|
adapter-managed.
|
|
714
901
|
|
|
715
|
-
### Rotation collides on planck and
|
|
902
|
+
### Rotation collides on planck, matter and Rapier, but not on the built-in solver
|
|
716
903
|
|
|
717
904
|
This is the sharpest behaviour difference between the adapters, and it is
|
|
718
905
|
silent — nothing warns you.
|
|
@@ -720,10 +907,10 @@ silent — nothing warns you.
|
|
|
720
907
|
| adapter | a rotating body |
|
|
721
908
|
| --- | --- |
|
|
722
909
|
| **builtin** | rotates **visually only**. `body.angle`, `setAngle()` and angular integration write `renderable.currentTransform`; the collision shapes are never rotated, so a spinning sprite collides as if it were upright |
|
|
723
|
-
| **planck** / **matter** | rotates for real — the solver owns the body's transform and collision follows it |
|
|
910
|
+
| **planck** / **matter** / **rapier** | rotates for real — the solver owns the body's transform and collision follows it |
|
|
724
911
|
|
|
725
912
|
So a turret, a swinging platform or a tumbling crate that must *collide*
|
|
726
|
-
rotated needs
|
|
913
|
+
rotated needs a rigid-body adapter. Under the builtin solver, approximate it with a
|
|
727
914
|
shape that is close enough at every angle (a circle, or a square for
|
|
728
915
|
90° steps), or rotate the shapes yourself with `body.rotate(angle)` — which
|
|
729
916
|
does rotate them, unlike `setAngle()`.
|
|
@@ -741,19 +928,20 @@ Track it yourself if you need to read it back. Before 20.7 it also threw on a
|
|
|
741
928
|
grown.
|
|
742
929
|
|
|
743
930
|
`adapter.getBodyShapes(renderable)` reports whichever is true: the geometry
|
|
744
|
-
the engine is actually simulating on planck and
|
|
745
|
-
planck-adapter 1.4.0 and later), unrotated shapes on the builtin solver because
|
|
931
|
+
the engine is actually simulating on planck, matter and Rapier (matter-adapter
|
|
932
|
+
1.3.0 / planck-adapter 1.4.0 and later), unrotated shapes on the builtin solver because
|
|
746
933
|
there they genuinely are. That is what the debug overlay draws, so the hitbox
|
|
747
934
|
you see is the hitbox that collides — a sprite spinning inside a stationary red
|
|
748
935
|
box on the builtin is the solver telling you the truth, not a drawing bug.
|
|
749
936
|
|
|
750
|
-
On
|
|
937
|
+
On the adapters that report comes from the engine rather than from your
|
|
751
938
|
definitions, so it shows the approximations they make: an `Ellipse` appears as
|
|
752
939
|
the circle of average radius it is simulated as, a concave polygon as the
|
|
753
|
-
convex
|
|
940
|
+
convex parts matter splits it into, the triangles Rapier builds or the hull
|
|
941
|
+
planck fills it in to, and a `Rect` as a `Polygon`. Your
|
|
754
942
|
authored shapes are untouched and still readable on `renderable.bodyDef.shapes`.
|
|
755
943
|
|
|
756
|
-
**If you need rotation to affect collision, use planck or
|
|
944
|
+
**If you need rotation to affect collision, use planck, matter or Rapier.** That is the
|
|
757
945
|
dividing line: the builtin is a position-based solver whose SAT never reads
|
|
758
946
|
`body.angle`, so rotation there is a visual property. `body.rotate(angle)` is
|
|
759
947
|
the workaround, not a rotating body — it permanently moves the shapes, does not
|
|
@@ -768,70 +956,140 @@ Same call, different magnitude — these are the ones that waste an afternoon:
|
|
|
768
956
|
|
|
769
957
|
- **The portable API converts for you, the native handle does not.**
|
|
770
958
|
`adapter.setVelocity` / `body.setVelocity(x, y)` are in pixels on every
|
|
771
|
-
adapter; reaching for the raw handle (`body.setLinearVelocity` on planck
|
|
772
|
-
you in metres per second, scaled by
|
|
773
|
-
|
|
774
|
-
|
|
959
|
+
adapter; reaching for the raw handle (`body.setLinearVelocity` on planck,
|
|
960
|
+
`body.setLinvel` on Rapier) puts you in metres per second, scaled by
|
|
961
|
+
`pixelsPerMeter`.
|
|
962
|
+
- **Time base differs.** Built-in `body.vel` and matter's velocity are pixels
|
|
963
|
+
*per step* (60 steps a second); planck's and Rapier's are pixels *per
|
|
964
|
+
second*, so the same number is about 60× off there. `maxVelocity` follows the
|
|
965
|
+
same split, and so does angular velocity: radians per step on the built-in
|
|
966
|
+
and matter, per second on planck and Rapier.
|
|
775
967
|
- **Force magnitudes are not comparable** between adapters; re-tune rather than
|
|
776
|
-
reuse. `applyForce` is
|
|
777
|
-
|
|
778
|
-
|
|
779
|
-
|
|
968
|
+
reuse. `applyForce` is cleared after each step, so call it every frame; on
|
|
969
|
+
matter and planck that step is a sub-step, which is why `subSteps` weakens it
|
|
970
|
+
there, while Rapier keeps it for the whole frame. `applyImpulse` is the
|
|
971
|
+
one-shot. planck and Rapier apply
|
|
972
|
+
`adapter.applyImpulse(renderable, impulse, point)` at its point. The built-in
|
|
973
|
+
and matter ignore the point; matter has no native impulse, so the adapter
|
|
974
|
+
emulates it as `Δv = J / mass`.
|
|
975
|
+
- **Pausing stops the whole simulation** on matter, planck and Rapier; the
|
|
976
|
+
built-in keeps moving a renderable with `updateWhenPaused`.
|
|
780
977
|
- **`body.position` is the centroid in matter**, while `renderable.pos` is
|
|
781
|
-
|
|
782
|
-
stays correct — but read `body.position` directly and you
|
|
783
|
-
|
|
784
|
-
|
|
785
|
-
|
|
786
|
-
|
|
978
|
+
wherever its `anchorPoint` puts it. The adapter stores a per-body offset so
|
|
979
|
+
`renderable.pos` stays correct — but read `body.position` directly and you
|
|
980
|
+
get the centroid.
|
|
981
|
+
- **The default collision type differs.** With no `collisionType`, a body is
|
|
982
|
+
`ENEMY_OBJECT` on the built-in but category `1` (`PLAYER_OBJECT`) on matter,
|
|
983
|
+
planck and Rapier. With no `collisionMask`, it collides with every type on
|
|
984
|
+
every adapter (before planck-adapter 1.7.0, planck stopped at bit 15, so a
|
|
985
|
+
user type from `collision.types.USER << 9` up never hit it; Rapier filters on
|
|
986
|
+
the full 32 bits). Set `collisionType` on every `bodyDef`.
|
|
987
|
+
- **`type: "kinematic"` is planck and Rapier only**; the built-in and matter
|
|
988
|
+
build a dynamic body (see *Two ways to declare a body*).
|
|
989
|
+
- **A `Line` (what Tiled emits for a polyline) is a thin 2px rectangle along
|
|
990
|
+
the segment on matter**, which is what `getBodyShapes()` reports (since
|
|
991
|
+
matter-adapter 1.5.0; before that it fell back to its axis-aligned bounding
|
|
992
|
+
box). Only a degenerate (zero-area, collinear) `Polygon` still falls back to
|
|
993
|
+
its bounding box. Any other shape type throws `unsupported shape type`.
|
|
994
|
+
- **Ellipses become circles on matter, planck and Rapier**, using the average
|
|
995
|
+
of the two radii.
|
|
787
996
|
- **`isGrounded` is capability-gated** (`capabilities.isGrounded`) and computed
|
|
788
|
-
differently per adapter:
|
|
789
|
-
contacts on matter
|
|
997
|
+
differently per adapter: the last step's push-out on built-in, a live scan of
|
|
998
|
+
active contacts on matter, planck and Rapier, counting a solid contact that
|
|
999
|
+
pushes the body up (a sensor contact counts when the other body is below).
|
|
1000
|
+
On every adapter the side of a wall is not ground.
|
|
790
1001
|
|
|
791
1002
|
Adapter-specific escapes exist (`(this.body as MatterAdapter.Body).frictionAir`,
|
|
792
1003
|
`adapter.matter.Constraint.create(...)`) but are not portable — flag them if you
|
|
793
1004
|
use them. `adapter.capabilities` (`constraints`,
|
|
794
1005
|
`continuousCollisionDetection`, `sleepingBodies`, `raycasts`, `raycasts3d`,
|
|
795
|
-
`velocityLimit`, `isGrounded`) is the portable way to branch.
|
|
1006
|
+
`velocityLimit`, `isGrounded`) is the portable way to branch. matter reports
|
|
1007
|
+
`continuousCollisionDetection: false` (from matter-adapter 1.6.0; earlier
|
|
1008
|
+
versions claimed `true`): it has none, and `subSteps` is the remedy for fast
|
|
1009
|
+
bodies. Its `sleepingBodies` needs `matterEngineOptions: { enableSleeping: true }`.
|
|
1010
|
+
Rapier reports `continuousCollisionDetection: true`, but it is opt-in per body.
|
|
1011
|
+
|
|
1012
|
+
Rapier's escapes are `adapter.rapier` (the Rapier module) and `adapter.world`
|
|
1013
|
+
(the Rapier world), with the body typed as `RapierAdapter.Body`:
|
|
1014
|
+
|
|
1015
|
+
```ts
|
|
1016
|
+
const adapter = app.world.adapter as RapierAdapter;
|
|
1017
|
+
const { rapier, world } = adapter;
|
|
1018
|
+
(bullet.body as RapierAdapter.Body).enableCcd(true); // continuous collision
|
|
1019
|
+
const hinge = rapier.JointData.revolute({ x: 0, y: 0 }, { x: 0, y: 0 }); // metres, body-local
|
|
1020
|
+
world.createImpulseJoint(hinge, door.body as RapierAdapter.Body, frame.body as RapierAdapter.Body, true);
|
|
1021
|
+
const controller = world.createCharacterController(0.01); // 0.01 m skin
|
|
1022
|
+
```
|
|
1023
|
+
|
|
1024
|
+
The other joints are `JointData.fixed`, `spring`, `rope` and `prismatic`.
|
|
1025
|
+
Rapier's objects live in WebAssembly memory, which the garbage collector does
|
|
1026
|
+
not reclaim. The adapter's `destroy()`, which `setAdapter()` calls on the
|
|
1027
|
+
adapter it replaces, frees its world; free a joint or a character controller
|
|
1028
|
+
you made yourself with `world.removeImpulseJoint()` /
|
|
1029
|
+
`world.removeCharacterController()`.
|
|
796
1030
|
|
|
797
1031
|
## Symptom → cause
|
|
798
1032
|
|
|
799
1033
|
| symptom | cause |
|
|
800
1034
|
|---|---|
|
|
801
1035
|
| entity jitters or does not move | assigning `pos` instead of applying force |
|
|
1036
|
+
| `world.adapter = …` throws a `TypeError` | `world.adapter` is read-only; call `world.setAdapter(adapter)` |
|
|
1037
|
+
| a body stops simulating after `world.setAdapter()` | it was added with a direct `adapter.addBody()`; give it a `bodyDef` |
|
|
802
1038
|
| collision handler runs twice per frame | legacy `onCollision` on a dynamic pair (built-in) — use `onCollisionActive` |
|
|
803
1039
|
| `return false` from a handler does nothing | return values are only honoured by legacy `onCollision` — use `isSensor` / `isTrigger` |
|
|
804
1040
|
| crash or a null body when spawning from `onCollisionStart` | world mutated during contact dispatch (locked world under planck) |
|
|
805
1041
|
| `raycast` / `queryAABB` finds nothing | `isKinematic` still `true`, or no `world.update` yet (built-in) |
|
|
806
|
-
| `
|
|
1042
|
+
| `new RapierAdapter()` throws "Rapier is not loaded yet" | its WebAssembly loads asynchronously; use `await RapierAdapter.create(options)`, or `await RapierAdapter.load()` first |
|
|
1043
|
+
| a fast body passes through a thin one (Rapier) | continuous collision is per body and off by default: `(body as RapierAdapter.Body).enableCcd(true)` |
|
|
1044
|
+
| `normal` is `(0, 0)` and `depth` is `0` (Rapier) | a sensor contact or an `onCollisionEnd`: Rapier computes no contact there |
|
|
1045
|
+
| `querySphere` / `raycast3d` is not a function | matter, planck or Rapier: all are 2D-only and omit them |
|
|
1046
|
+
| `querySphere` returns `[]` and `raycast3d` returns `null` (built-in) | no 3D broadphase: `world.sortOn !== "depth"`; they need a `Camera3d` stage |
|
|
1047
|
+
| `queryAABB` misses objects that have no body (matter, planck, Rapier) | those adapters query their own world, which holds bodies only |
|
|
807
1048
|
| a 3D contact reports no overlap to push against | read `overlapNZ` / `overlapZ` — a Z-axis MTV leaves `overlapN` / `overlapV` at zero |
|
|
808
1049
|
| two 3D objects never separate in depth | one of them carries a planar shape; a mixed pair is tested as the box's XY footprint, unbounded along Z |
|
|
809
|
-
| `response.depth` / `response.normal` are `undefined` | reading a legacy `onCollision` response — it carries `overlap` / `overlapN` |
|
|
1050
|
+
| `response.depth` / `response.normal` are `undefined` (built-in) | reading a legacy `onCollision` response — it carries `overlap` / `overlapN` |
|
|
1051
|
+
| `response.overlapV` / `overlapN` are `undefined` (matter, planck, Rapier) | the adapters hand `onCollision` the modern response too; use `normal` / `depth` |
|
|
1052
|
+
| a pickup or a landing sound fires twice (matter, planck, Rapier) | contacts are reported per shape pair, and `onCollisionActive` once per sub-step on matter; guard with a flag |
|
|
1053
|
+
| a `type: "kinematic"` platform falls (built-in, matter) | only planck and Rapier have kinematic bodies; use `type: "static"` and `adapter.setPosition()` |
|
|
1054
|
+
| `this.body.setMaxVelocity is not a function` (matter, planck, Rapier) | it is a built-in `Body` method; use `app.world.adapter.setMaxVelocity(this, { x, y })` |
|
|
1055
|
+
| every force got weaker after raising `subSteps` (matter, planck) | forces are cleared after each sub-step, so they act on the first one only; re-tune (Rapier keeps a force for the whole frame) |
|
|
1056
|
+
| `isActive = false` on a shape changes nothing (matter, planck, Rapier) | read only when the body is built; call `adapter.updateShape(renderable, shapes)` |
|
|
810
1057
|
| `onCollisionEnd` handler throws on `response` | built-in dispatches it with `undefined` |
|
|
811
1058
|
| off-screen bodies stop simulating | built-in gating on `inViewport`; set `alwaysUpdate` |
|
|
812
1059
|
| a body sinks through one shape of a multi-shape body | fixed in 20.7; before that the compound pass only ever re-resolved the first overlapping pair |
|
|
813
|
-
| a body will not stay put on a slope on the builtin | it is riding the slope and sliding: the builtin has no surface friction, only `frictionAir` damping. Damp it yourself, or use
|
|
1060
|
+
| a body will not stay put on a slope on the builtin | it is riding the slope and sliding: the builtin has no surface friction, only `frictionAir` damping. Damp it yourself, or use a rigid-body adapter |
|
|
814
1061
|
| the sprite is drawn offset from its hitbox | pre-20.7 `anchorPoint` moved the drawing but not the collision shapes; upgrade, and drop any offsets you added to compensate |
|
|
815
1062
|
| a small shape sits at the sprite's corner | a shape's offset is measured from the drawn frame's TOP-LEFT; `new Sphere(0, 0, 0, r)` is the corner, `(width / 2, height / 2)` is the centre |
|
|
816
1063
|
| a rotated renderable reports an unrotated bounding box | `autoTransform: false` opts `updateBounds()` out of the transform |
|
|
817
|
-
| a body in a pile sinks into the floor (built-in) | fixed in 20.7 for anything with an immovable side; bodies pinned only by other DYNAMIC bodies still overlap by a pixel or two, which is what
|
|
1064
|
+
| a body in a pile sinks into the floor (built-in) | fixed in 20.7 for anything with an immovable side; bodies pinned only by other DYNAMIC bodies still overlap by a pixel or two, which is what the rigid-body adapters are for |
|
|
818
1065
|
| `applyForce` with a point spins a body pushed through its centre, or tips it the wrong way (built-in) | before 20.13 the point was measured against the body's LOCAL bounds, so only a body at the world origin got the right torque; upgrade, and drop any `pos` you subtracted to compensate |
|
|
819
1066
|
| forces do nothing after switching adapter | magnitude units differ — re-tune, don't reuse numbers |
|
|
820
|
-
| `body.position` disagrees with `renderable.pos` on matter | matter stores the centroid,
|
|
1067
|
+
| `body.position` disagrees with `renderable.pos` on matter | matter stores the centroid, while `renderable.pos` sits where its `anchorPoint` puts it; the adapter offsets between them |
|
|
821
1068
|
| a `bodyDef` two containers down never falls nor collides (`body` stays `undefined`) | before 20.13 only the added container's own children were registered; upgrade |
|
|
822
1069
|
| `other.addChild(group)` throws "renderable is already adapter-managed" | before 20.13 a group detached with keepalive (which moving it does) left its children's bodies registered, still simulated off-stage; upgrade |
|
|
823
1070
|
| the children of a persistent container stop falling and colliding after a state change or `level.load` | before 20.13 `world.reset()` kept only the bodies whose own renderable was persistent; upgrade, or flag each child `isPersistent` |
|
|
824
1071
|
| `bodyDef.shapes: "…"` throws "is not loaded" | the name must match the `name` the JSON was preloaded under, not its filename |
|
|
825
1072
|
| everything falls far too fast or too slow after swapping backends | gravity is a different unit per backend; see the table above |
|
|
826
1073
|
| debris lands holding its spawn angle and never tumbles | `fixedRotation: true`, or matter-adapter < 1.4.0 / planck-adapter < 1.5.0 |
|
|
827
|
-
| a rotated sprite collides as if upright | the built-in solver rotates visually only — `body.angle` never rotates the shapes. Use
|
|
1074
|
+
| a rotated sprite collides as if upright | the built-in solver rotates visually only — `body.angle` never rotates the shapes. Use a rigid-body adapter, or `body.rotate(angle)` |
|
|
828
1075
|
| `setAngle` swings a sprite away from where it stood (built-in) | before 20.13 the pivot ignored `anchorPoint`, so a centre-anchored renderable turned about its bottom-right corner; upgrade |
|
|
829
1076
|
| `isGrounded()` stays `false` on the floor, so the player cannot jump (built-in) | before 20.13 a body sinking 1px or more per step (gravity or mass above ~1.02, `timer.tick > 1`, a rising floor) never landed; upgrade |
|
|
1077
|
+
| `isGrounded()` is `true` in mid-air, for a body with `gravityScale` 0 or one not yet stepped (built-in) | before 20.14 it read the `falling` / `jumping` flags alone, without a surface under the body; upgrade |
|
|
1078
|
+
| a ray cast from a body's centre hits that body (built-in, matter) | before 20.14 / matter-adapter 1.6.0 a ray did not skip a body it starts inside; upgrade |
|
|
1079
|
+
| `raycast()` / `queryAABB()` find nothing right after the bodies are added (built-in, Rapier) | both index bodies for queries during a world step: query from the next frame on |
|
|
830
1080
|
| a circle body is shoved by a polygon it is nowhere near (built-in) | before 20.13 a counter-clockwise polygon (Tiled, mirrored with `scale(-1, 1)`) had inward edge normals; upgrade |
|
|
831
1081
|
| `raycast` throws "reading 'x'" / "reading 'length'" (built-in) | before 20.13 a body carrying a `Point`, `Sphere` or `Box3d` broke the ray walk; upgrade |
|
|
832
1082
|
| a ray passes through a rotated ellipse, or stops short of it (built-in) | before 20.13 the raycast ignored `Ellipse#angle`; upgrade |
|
|
833
1083
|
| the debug hitbox does not follow a spinning body | pre-1.2.1 matter-adapter / pre-1.3.1 planck-adapter returned the authored shapes rather than the rotated ones |
|
|
834
|
-
| a Tiled polyline becomes a solid box on matter | matter
|
|
1084
|
+
| a Tiled polyline becomes a solid box on matter | matter-adapter < 1.5.0 built a `Line` as its AABB; upgrade (a degenerate `Polygon` still falls back to one) |
|
|
1085
|
+
| the player climbs a tall wall with repeated jumps (matter, planck) | matter-adapter < 1.5.3 / planck-adapter < 1.6.3 counted any contact with a lower body as ground; upgrade |
|
|
1086
|
+
| a hero made of several shapes is never grounded, so it cannot jump (matter) | matter-adapter < 1.5.3 missed contacts on the parts of a compound body; upgrade |
|
|
1087
|
+
| `setSensor(true)` on a platform under the player does nothing, so it cannot be dropped through (matter) | matter-adapter < 1.5.3 did not update a contact already in place; upgrade |
|
|
1088
|
+
| `raycast` misses a body made of several shapes, or a concave one (matter) | matter-adapter < 1.6.0 did not resolve the part it hit to its body; upgrade |
|
|
1089
|
+
| a shape hook's `normal` points the opposite way to `onCollisionStart`'s (matter) | matter-adapter < 1.6.0 reversed it; upgrade |
|
|
1090
|
+
| `response.depth` is always `0` (planck) | planck-adapter < 1.7.0 read the depth from the wrong place; upgrade |
|
|
1091
|
+
| an invisible body keeps colliding after `removeChildNow()` from `onCollisionStart` (planck) | planck-adapter < 1.7.0 could not destroy a body while the world was locked; upgrade, or use `removeChild()` |
|
|
1092
|
+
| a spin never settles after `adapter.setFrictionAir()` (planck) | planck-adapter < 1.7.0 damped movement only there; upgrade |
|
|
835
1093
|
|
|
836
1094
|
## Related skills
|
|
837
1095
|
|