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Matter.js Physics · How it works & code

Realistic rigid body engine: gravity, impulse collisions, elasticity, and friction.

Runtime logic

Visiting `/physics/matter`, DemoHost lazy-loads `demos/kits/kit-physics.js` (registry `mod: 'kit-physics'`) and calls `mount(host, { variant: 'matter' })`. mount resolves the variant to family `matter`; `withControls` builds the control panel (5 presets + sliders). `createCanvasStage` creates the `<canvas>` (HiDPI ≤ 2×, ResizeObserver) and the info panel. Loads matter-js@0.20.0 from CDN on demand (jsDelivr → npmmirror → unpkg). The family’s `build(S)` initialises state and returns the per-frame callback. Every `requestAnimationFrame`: read controls, advance a speed-scaled clock (dt ≤ 50 ms), run the frame callback; returned readouts go to the info panel. Pointer down/drag/move updates the interaction (drag handles, hover readouts); when untouched and auto-demo is on, the pointer follows a Lissajous path. Changing parameters: colour/speed/size apply live; structural ones remount; leaving the page cancels rAF, removes listeners and frees resources.

Environment

Canvas 2D: 2D canvas drawing; requestAnimationFrame: Display-synced animation loop; ResizeObserver: Canvas follows container size; Pointer Events: Unified mouse/touch/pen events; devicePixelRatio: Crisp HiDPI rendering (capped at 2×) · react 18.3.1, react-router-dom 6.30.6, vite 5.4.21

Dependencies

react 18.3.1, matter-js 0.20.0

Imported APIs

withControls — Wraps the demo in the shared control panel (presets, sliders, reset); hot-updates or remounts on change; paramsFromSpec — Turns the spec (colour/speed/size/count/extras) into control-panel parameter definitions; createCanvasStage — Shared Canvas 2D stage: canvas + info panel, HiDPI, one rAF loop, pointer state, idle auto-pointer; rng — Seeded deterministic PRNG (same seed, same result); hueOf — Hue of a colour (0–360°); clamp — Clamps a value to a range; TAU — Constant 2π; fmt — Number formatting (fixed decimals); F — Formula block HTML; libs — Loads third-party libraries from CDN on demand (jsDelivr → npmmirror → unpkg); S.onResize — Canvas resized; S.onDown — Pointer down; S.onUp — Pointer up; S.clear — Clears with the background colour (translucent = trails); S.get — Reads current control values; S.onFrame — Registers a per-frame callback; its return value feeds the info panel; Matter.Engine.create — Creates the physics engine; Matter.Events.on — Subscribes to engine events (collisions); Matter.Query.point — Finds bodies under a point; Matter.Constraint.create — Creates a constraint (spring/hinge/drag); Matter.Composite.add — Adds bodies/constraints to the world; Matter.Composite.remove — Removes bodies from the world; Matter.World.clear — Clears the world; Matter.Engine.clear — Clears the engine

Source code

frontend/src/demos/kits/kit-physics.js: FAM.matter (L37-L100)

Code walkthrough

L39-39: Control definitions (colour/speed/size/count/extras): Object primary color, Object Size, Number of objects, Elasticity coefficient e, Gravity multiplier, Friction coefficient μ. L40-40: Preset buttons: name → parameter overrides (5). L41-49: Info-panel content: live rows(v), formula, notes, params, steps. L50-99: Init function: sets up state and returns the per-frame callback: registers pointer handlers `S.onDown`, `S.onUp`; draws with Canvas 2D `fillText`, `beginPath`, `moveTo`, `lineTo`, `closePath`, `fill` …; calls Matter.js `Engine.create`, `Events.on`, `Query.point`, `Constraint.create`, `Composite.add` …; math via `Math.min`, `Math.round`, `Math.abs`, `Math.max`; returns readouts `n`, `ke`, `vm`, `col`, `e`, `fr`, `g` … to the info panel.

Principles

Newton's second law: m·a = Σ F (Gravity + Exposure) Collision impulse j = − (1 + e) · v_rel · n / (1 / m₁ + 1 / m₂) Friction |F_f| ≤ μ · |F_n| It's a real Gono physics engine Matter.js :每个圆、方块、多边形都有质量、速度和角速度,每一步先按重力积分,再检测相互穿透并用 Impulse Push them away. Escalation factor e Determination of how much relative speed to keep after collision 1 = Full elasticity 0 = 粘在一起);摩擦让物体在接触面上减速、能堆起来。 There is a slowly rotating mixer in the middle, and the pointer itself is an invisible disc that pushes the object away. Press the object to catch it and throw it out.

Open the interactive demo · GitHub