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VerletExpressJS is a lightweight physics engine for 2D or 3D environments. Based on Verlet Integration physics logic, the library can be used to create structures or particles that are subject to physical parameters, such as velocity, gravity, and collisions.

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VerletExpressJS

VerletExpressJS is a lightweight physics engine for 2D or 3D environments. Based on Verlet Integration physics logic, the library can be used to create structures or particles that are subject to physical parameters, such as velocity, gravity, and collisions.



Adding VerletExpressJS To Your Project

To use VerletExpressJS, you'll first need to add the VerletExpressJS library to your project and reference the source in your html.

<script src="js/verletExpress.js"></script>

Or, you can reference the CDN directly.

<script src="https://cdn.jsdelivr.net/gh/matthewmain/VerletExpress@latest/verletExpress.js"></script>


Initialization

To establish a 2D physics environment, use VX.initialize() with five arguments:

  1. dimensions (string). In this case, "2d".
  2. medium (string). Either "canvas" or "svg".
  3. target element id (string). Whatever id name you've given your target element.
  4. interface width (integer). However many units wide you want your interface to be.
  5. interface height (integer). However many units tall you want your interface to be.

For example, to initialize a 2D physics environment of 1000 units by 1000 units in an established canvas element with an id of "physics-interface", use the following:

VX.initialize( "2d", "canvas", "physics-interface", 1000, 1000 );

To establish a 3D physics enviroment, use VX.initialize() with just one argument, "3d". To display a three-dimensional scene, you will need to first build it using WebGL or a library such as ThreeJS.

VX.initialize( "3d" );

Points

Points are the fundamental units of a VerletExpressJS physical object. They can be used as individual particles, or they can be connected to form joints between larger structures.

To create a new point and add it to the physics environment, use addPoint() with the following one or two arguments:

  1. coordinates (object: { x: <number>, y: <number> [, z: <number> ] }). The 2d or 3d coordinates where the point's center will first exist.
  2. optional: materiality (string: "material" or "immaterial"). Whether a point is "material" and collides with walls or potentially other points, or "immaterial" and passes through walls and other points. Default is "material".

For example:

var point1 = VX.addPoint( { x: 480, y: 10 } );

Note: 2D Y values correspond to canvas or SVG coordinates, so they increase downwards. 3D Y values correspond to a 3D axis, so they decrease downwards.

A point can be further configured by updating its .mass (defaults as 1 unit), .width (defaults as 0 units), or .fixed (whether a point is subject to physics and moveable or remains fixed at its current coordinates, defaults as false).


Spans

Spans join points at a distance which may expand or contract depending on the forces of physics applied to each point.

To create a new span and add it to the physics environment, use addSpan() with two arguments:

  1. first point (point object or point id as integer). The first point that the span will connect.
  2. second point (point object or point id as integer). The second point that the span will connect.

For example:

var span1 = VX.addSpan( point1, point2 );

A span can be further configured by updating its .strength (how rigidly the span will hold its points at the base distance, defaults to 1).


Skins

Skins (2D only) provide a visible layer that corresponds to a series of points. (For 3D structures, visible layers need to be handled with WebGL or a library such as ThreeJS.)

To create a new skin and add it to the physics environment, use addSkin() with two arguments:

  1. points (array). An array or point objects or point ids as integers which the skin will cover.
  2. styles (object: {fillColor: <string>, outlineColor: <string>, outlineThickness: <number or string>}). An object with values for the skin's fill color, outline color, and outline thickness.

For example, to place a blue skin with a black outline over a square constructed from four points:

var skin1 = VX.addSkin( [ point1, point2, point3 ], {fillColor: "blue", outlineColor: "#000000", outlineThickness: 1 } );


Settings

A VerletExpressJS environment can be further configured by adjusting the following settings:

VX.viewPoints (boolean). Whether points are visible (2D only; defaults as false).
VX.viewSpans (boolean). Whether spans are visible (2D only; defaults as false).
VX.viewSkins (boolean). Whether skins are visible (2D only; defaults as true).
VX.xRange (object: { min: , max: }). The min & max X values that points can inhabit (objects bounce at values; null is infinite space).
VX.yRange (object: { min: , max: }). The min & max Y values that points can inhabit (objects bounce at values; null is infinite space).
VX.zRange (object: { min: , max: }). The min & max Z values that points can inhabit (3D only; objects bounce at values; null is infinite space).
VX.pointsCollide (boolean). Whether points collide with one other or pass through one another (defaults as true).
VX.gravity (number). The force of gravity (as rate of y-valocity increase per frame per point mass of one; defaults as 0.01).
VX.rigidity (number). The global span strength (as iterations of position accuracy refinement; defaults as 5).
VX.friction (number): The force of friction as points pass through space (as proportion of previous velocity after frame refresh; defaults as 0.999).
VX.bounceLoss (number). The affect of bouncing on a point's velocity (as proportion of previous velocity after bouncing; defaults as 0.9).
VX.skidLoss (number). The affect of skidding on a point's velocity (as proportion of previous velocity after skidding; defaults as 0.9).
VX.breeze (number). The air's breeziness level (applied as brief, randomized left & right gusts; defaults as 0).
VX.paintFrequency (integer). Frequency that positions are calculated per canvas update (higher = better performance, lower = smoother animations; defaults as 1).
VX.throttleInterval (integer). Iterations are throttled to this time period, in milliseconds (use for animations that run too fast or inconsistently across browsers; defaults as 0, i.e., no throttling).



Options

A count of frames elapsed can be accessed using:

VX.worldTime

A VerletExpressJS environment's point, spans, or skin collections can be accessed using the following, which return arrays of all current point, span, or skin objects:

VX.points
VX.spans
VX.skins

To remove a point, span, or skin from the environment, use:

VX.removePoint( <point id> )
VX.removeSpan( <span id> )
VX.removeSkin( <skin id> )

To get any point by id, use:

var myPoint = VX.getPoint( <point id> )

To run any custom function at every frame refresh, update the VX.runOnFrameRefresh method:

VX.runOnFrameRefresh = function() { 
  myCustomFunction();
}


Live Examples

About

VerletExpressJS is a lightweight physics engine for 2D or 3D environments. Based on Verlet Integration physics logic, the library can be used to create structures or particles that are subject to physical parameters, such as velocity, gravity, and collisions.

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