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p2-es

A JavaScript 2D physics engine.

  • 1.0.0
  • Source
  • npm
  • Socket score

Version published
Weekly downloads
451
increased by42.72%
Maintainers
3
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p2-es

This is a maintained fork of p2.js, originally created by Stefan Hedman @schteppe.

It is a type-safe flatbundle (esm and cjs) which allows for tree shaking and usage in modern environments.

If you're using three.js in a React environment with react-three-fiber, check out use-p2! It's a wrapper around p2-es that runs in a web worker.


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

Demos | Examples | Documentation

Getting Started

Usage with NPM

yarn add p2-es

CDN

You can also import the esm bundle with unpkg:

<script type="module">
    // import a specific version
    import * as p2 from 'https://www.unpkg.com/browse/p2-es@1.0.0/dist/p2-es.js';

    // or import latest
    import * as p2 from 'https://www.unpkg.com/browse/p2-es/dist/p2-es.js';
</script>

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

<script type="text/javascript">
    P2_ARRAY_TYPE = Array
</script>
<script type="module">
    import * as p2 from 'p2-es.js'
</script>

Sample code

The following example uses the World, Circle, Body and Plane classes to set up a simple physics scene with a ball on a plane.

// 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.

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

Supported collision pairs

CirclePlaneBoxConvexParticleLineCapsuleHeightfieldRay
CircleYes--------
PlaneYes--------
BoxYesYesYes------
ConvexYesYesYesYes-----
ParticleYesYesYesYes-----
LineYesYes(todo)(todo)-----
CapsuleYesYesYesYesYes(todo)Yes--
HeightfieldYes-YesYes(todo)(todo)(todo)--
RayYesYesYesYes-YesYesYes-

Note that concave polygon shapes can be created using Body.fromPolygon.

How to build

Make sure you have git, Node.js and Yarn installed

git clone https://github.com/pmndrs/p2-es.git;
cd p2-es;
yarn install
yarn build
yarn generate-docs
yarn serve

Release process

  1. Bump version number.
  2. Build and commit files in dist/ and docs/.
  3. Tag the commit with the version number e.g. vX.Y.Z
  4. Add release notes to github
  5. Publish to NPM

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Package last updated on 20 Apr 2022

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