a 2D rigid body physics engine for the web
I am making a physics simulation using matter.js.
My question is, is it possible to change the sprite size? Or is that not possible using only matter.js?
This is what I have so far:
Bodies.circle(x, y, 46, {
render: {
sprite: {
texture: 'images/stone.png'
//Is there a 'width:' or 'height' property?
}
}
});
Source: (StackOverflow)
Is it possible to create a single gravity / force point in matter.js that is at the center of x/y coordinates?
I have managed to do it with d3.js but wanted to enquire about matter.js as it has the ability to use multiple polyshapes.
http://bl.ocks.org/mbostock/1021841
Source: (StackOverflow)
I'm using matter.js and I have vertex data for objects with absolute positions (from SVG files). When I try to place them on the map, they all end up positioned around 0, 0. This is easily observable with this code snippet:
<body>
<script src="matter-0.8.0.js"></script>
<script>
var engine = Matter.Engine.create(document.body);
var object = Matter.Body.create(
{
vertices: [ { x: 300, y: 300 }, { x: 200, y: 300 }, { x: 350, y: 200 } ],
isStatic: true
});
Matter.World.add(engine.world, [object]);
Matter.Engine.run(engine);
</script>
</body>
Or just look at this jsfiddle: https://jsfiddle.net/vr213z4u/
How is this positioning supposed to work? Do I need to normalize the absolute position data into relative positions and use the position attribute of the options sent to Matter.Object.create? I tried that, but all objects got a little displaced, probably due to my lack of understanding.
Update/clarification:
My goal is that the vertices of the created object end up on exactly on the coordinates they have in the source data.
Source: (StackOverflow)