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https://github.com/schteppe/p2.js

JavaScript 2D physics library
https://github.com/schteppe/p2.js

gamedev physics physics-engine

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JavaScript 2D physics library

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p2.js
=====

2D rigid body physics engine written in JavaScript. Includes collision detection, contacts, friction, restitution, motors, springs, advanced constraints and various shape types.

[Demos](#demos) | [Examples](#examples) | [Documentation](http://schteppe.github.io/p2.js/docs/) | [Download](https://raw.github.com/schteppe/p2.js/master/build/p2.js) | [CDN](http://cdnjs.com/libraries/p2.js) | [Wiki](https://github.com/schteppe/p2.js/wiki)

### Featured projects using p2.js
* [Google I/O 2015 Experiment](http://www.chromeexperiments.com/detail/io-2015-experiment) by Instrument
* [PixiLights, a Christmas Experiment](http://christmasexperiments.com/experiments/11) by Mat Groves
* [More...](https://github.com/schteppe/p2.js/wiki/Projects-using-p2.js)

### Demos
These demos use the p2 Demo framework, which provides rendering and interactivity. Use mouse/touch to throw or create objects. Use the right menu (or console!) to tweak parameters. Or just check the source to see how to programmatically build the current scene using p2.

* [Buoyancy](http://schteppe.github.io/p2.js/demos/buoyancy.html)
* [Car](http://schteppe.github.io/p2.js/demos/car.html)
* [CCD](http://schteppe.github.io/p2.js/demos/ccd.html)
* [Circle container](http://schteppe.github.io/p2.js/demos/circles.html)
* [Collision tests](http://schteppe.github.io/p2.js/demos/collisions.html)
* [Compound objects](http://schteppe.github.io/p2.js/demos/compound.html)
* [Concave objects](http://schteppe.github.io/p2.js/demos/concave.html)
* [Constraints](http://schteppe.github.io/p2.js/demos/constraints.html)
* [DistanceConstraint](http://schteppe.github.io/p2.js/demos/distanceConstraint.html)
* [Fixed rotation](http://schteppe.github.io/p2.js/demos/fixedRotation.html)
* [Fixed XY](http://schteppe.github.io/p2.js/demos/fixedXY.html)
* [Friction](http://schteppe.github.io/p2.js/demos/friction.html)
* [Gear constraint](http://schteppe.github.io/p2.js/demos/gearConstraint.html)
* [Heightfield](http://schteppe.github.io/p2.js/demos/heightfield.html)
* [Island solver](http://schteppe.github.io/p2.js/demos/islandSolver.html)
* [Kinematic body](http://schteppe.github.io/p2.js/demos/kinematic.html)
* [Lock constraint](http://schteppe.github.io/p2.js/demos/lock.html)
* [Piston](http://schteppe.github.io/p2.js/demos/piston.html)
* [Prismatic constraint](http://schteppe.github.io/p2.js/demos/prismatic.html)
* [Ragdoll](http://schteppe.github.io/p2.js/demos/ragdoll.html)
* [Sensor](http://schteppe.github.io/p2.js/demos/removeSensor.html)
* [Restitution](http://schteppe.github.io/p2.js/demos/restitution.html)
* [Sleep](http://schteppe.github.io/p2.js/demos/sleep.html)
* [Segway](http://schteppe.github.io/p2.js/demos/segway.html)
* [Sleep](http://schteppe.github.io/p2.js/demos/sleep.html)
* [Springs](http://schteppe.github.io/p2.js/demos/springs.html)
* [Surface velocity](http://schteppe.github.io/p2.js/demos/surfaceVelocity.html)
* [Suspension](http://schteppe.github.io/p2.js/demos/suspension.html)
* [Tearable constraints](http://schteppe.github.io/p2.js/demos/tearable.html)
* [TopDownVehicle](http://schteppe.github.io/p2.js/demos/topDownVehicle.html)

### Examples
Examples showing how to use p2.js with your favorite renderer.

* [Canvas: Asteroids game](http://schteppe.github.io/p2.js/examples/canvas/asteroids.html)
* [Canvas: Box on plane](http://schteppe.github.io/p2.js/examples/canvas/box.html)
* [Canvas: Character demo](http://schteppe.github.io/p2.js/examples/canvas/character.html)
* [Canvas: Circle on plane](http://schteppe.github.io/p2.js/examples/canvas/circle.html)
* [Canvas: Interpolation](http://schteppe.github.io/p2.js/examples/canvas/interpolation.html)
* [Canvas: Mousejoint](http://schteppe.github.io/p2.js/examples/canvas/mouseJoint.html)
* [Canvas: Raycasting](http://schteppe.github.io/p2.js/examples/canvas/raycasting.html)
* [Canvas: Rayreflect](http://schteppe.github.io/p2.js/examples/canvas/rayreflect.html)
* [Canvas: Sensors](http://schteppe.github.io/p2.js/examples/canvas/sensors.html)
* [Canvas: Sensors 2](http://schteppe.github.io/p2.js/examples/canvas/sensors2.html)
* [Pixi.js: Box on plane](http://schteppe.github.io/p2.js/examples/pixijs/box.html)

### Sample code
The following example uses the [World](http://schteppe.github.io/p2.js/docs/classes/World.html), [Circle](http://schteppe.github.io/p2.js/docs/classes/Circle.html), [Body](http://schteppe.github.io/p2.js/docs/classes/Body.html) and [Plane](http://schteppe.github.io/p2.js/docs/classes/Plane.html) classes to set up a simple physics scene with a ball on a plane.

```js
// Create a physics world, where bodies and constraints live
var world = new p2.World({
gravity:[0, -9.82]
});

// Create an empty dynamic body
var circleBody = new p2.Body({
mass: 5,
position: [0, 10]
});

// Add a circle shape to the body
var circleShape = new p2.Circle({ radius: 1 });
circleBody.addShape(circleShape);

// ...and add the body to the world.
// If we don't add it to the world, it won't be simulated.
world.addBody(circleBody);

// Create an infinite ground plane body
var groundBody = new p2.Body({
mass: 0 // Setting mass to 0 makes it static
});
var groundShape = new p2.Plane();
groundBody.addShape(groundShape);
world.addBody(groundBody);

// To animate the bodies, we must step the world forward in time, using a fixed time step size.
// The World will run substeps and interpolate automatically for us, to get smooth animation.
var fixedTimeStep = 1 / 60; // seconds
var maxSubSteps = 10; // Max sub steps to catch up with the wall clock
var lastTime;

// Animation loop
function animate(time){
requestAnimationFrame(animate);

// Compute elapsed time since last render frame
var deltaTime = lastTime ? (time - lastTime) / 1000 : 0;

// Move bodies forward in time
world.step(fixedTimeStep, deltaTime, maxSubSteps);

// Render the circle at the current interpolated position
renderCircleAtPosition(circleBody.interpolatedPosition);

lastTime = time;
}

// Start the animation loop
requestAnimationFrame(animate);
```

To interact with bodies, you need to do it *after each internal step*. Simply attach a *"postStep"* listener to the world, and make sure to use ```body.position``` here - ```body.interpolatedPosition``` is only for rendering.

```js
world.on('postStep', function(event){
// Add horizontal spring force
circleBody.force[0] -= 100 * circleBody.position[0];
});
```

### Install
##### Browser
Download either [p2.js](build/p2.js) or the minified [p2.min.js](build/p2.min.js) and include the script in your HTML:
```html

```

If you would like to use ordinary ```Array``` instead of ```Float32Array```, define ```P2_ARRAY_TYPE``` globally before loading the library.

```html
P2_ARRAY_TYPE = Array;

```

##### Node.js
```
npm install p2
```
Then require it like so:
```js
var p2 = require('p2');
```

### Supported collision pairs
| | Circle | Plane | Box | Convex | Particle | Line | Capsule | Heightfield | Ray |
| :--------------------------------------------------------------------------: |:------:|:-----:|:---------:|:------:|:--------:|:------:|:-------:|:-----------:|:------:|
| [Circle](http://schteppe.github.io/p2.js/docs/classes/Circle.html) | Yes | - | - | - | - | - | - | - | - |
| [Plane](http://schteppe.github.io/p2.js/docs/classes/Plane.html) | Yes | - | - | - | - | - | - | - | - |
| [Box](http://schteppe.github.io/p2.js/docs/classes/Box.html) | Yes | Yes | Yes | - | - | - | - | - | - |
| [Convex](http://schteppe.github.io/p2.js/docs/classes/Convex.html) | Yes | Yes | Yes | Yes | - | - | - | - | - |
| [Particle](http://schteppe.github.io/p2.js/docs/classes/Particle.html) | Yes | Yes | Yes | Yes | - | - | - | - | - |
| [Line](http://schteppe.github.io/p2.js/docs/classes/Line.html) | Yes | Yes | (todo) | (todo) | - | - | - | - | - |
| [Capsule](http://schteppe.github.io/p2.js/docs/classes/Capsule.html) | Yes | Yes | Yes | Yes | Yes | (todo) | Yes | - | - |
| [Heightfield](http://schteppe.github.io/p2.js/docs/classes/Heightfield.html) | Yes | - | Yes | Yes | (todo) | (todo) | (todo) | - | - |
| [Ray](http://schteppe.github.io/p2.js/docs/classes/Ray.html) | Yes | Yes | Yes | Yes | - | Yes | Yes | Yes | - |

Note that concave polygon shapes can be created using [Body.fromPolygon](http://schteppe.github.io/p2.js/docs/classes/Body.html#method_fromPolygon).

### Install
Make sure you have git, [Node.js](http://nodejs.org), NPM and [grunt](http://gruntjs.com/) installed.
```
git clone https://github.com/schteppe/p2.js.git;
cd p2.js;
npm install; # Install dependencies
grunt;
```

### Grunt tasks
List all tasks using ```grunt --help```.
```
grunt # Run tests, build, minify
grunt dev # Run tests, build
grunt test # Run tests
grunt yuidoc # Build docs
grunt watch # Watch for changes and run the "dev" task
```

### Release process
1. Bump version number.
2. Build and commit files in ```build/``` and ```docs/```.
3. Tag the commit with the version number e.g. vX.Y.Z
4. Add relase notes to github
5. Publish to NPM