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Physics Bodies

The physics engine will operate on a node only if it has an attached PhysicsBody. A PhysicsBody models the physical properties of a node within the engine. It is attached to a node by setting the node's physicsBody property to a PhysicsBody instance.

The m2c2kit physics engine supports the following types of physics bodies:

  • Circle: a circle centered on the node's position.
  • Rectangle: a rectangle centered on the node's position.
  • Edge Loop: a rectangle whose interior acts as a boundary for the physics engine. Nodes with physics bodies are constrained by the edge loop.

Circle and rectangular physics bodies are dynamic, can move, and be affected by other physics bodies. An edge loop, however, is a static body that does not move or interact with other bodies.

Attaching a Physics Body

Usually you attach a physics body to a node when you create it and adjust the size of the physics body to match the size of the node. For example, this code creates a circle shape with radius 40. The corresponding physics body also has a radius of 40:

const pinkBall = new Shape( {
circleOfRadius: 40,
fillColor: WebColors.LightPink,
position: { x: 100, y: 100 },
});
pinkBall.physicsBody = new PhysicsBody({
circleOfRadius: 40,
});

Resting a Physics Body

If a node has a physics body, the physics engine will automatically update the node's position and rotation. That could be a problem, because the user might not be ready for the node to move! In the example below, the resting property of the pink ball's PhysicsBody is set to true. When a physics body is resting, the physics engine will not apply forces to it.

In the example, pressing the "Go" button will set the pink ball in motion: its resting property will be set to false, and the physics engine will apply the force of gravity.

Note two things in the example:

  • The blue ball does not move or affect the pink ball's motion: the blue ball does not have a physics body, and thus it is ignored by the physics engine.
  • The pink ball will not bounce off the bottom -- it will drop forever! That's because the physics engine does not know about the bottom of the scene. To make pink ball bounce off the bottom, you need to add an edge loop physics body to the scene.
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  • For development purposes, it can be helpful to show the outline of the physics body that has been attached to a node. To do this, pass the option showsPhysics: true into the physics engine constructor. A green outline now appears around the pink ball (because it has a physics body), but not the blue ball.