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Version: Phaser v3.90.0

Types.Physics.Matter

MatterBody

<static> MatterBody

Type: MatterJS.BodyType | Phaser.GameObjects.GameObject | Phaser.Physics.Matter.Image | Phaser.Physics.Matter.Sprite | Phaser.Physics.Matter.TileBody

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBody.js#L1
Since: 3.22.0


MatterBodyConfig

<static> MatterBodyConfig

nametypeoptionaldefaultdescription
labelstringYes"'Body'"An arbitrary string-based name to help identify this body.
shapestring | Phaser.Types.Physics.Matter.MatterSetBodyConfigYesnullSet this Game Object to create and use a new Body based on the configuration object given.
partsArray.<MatterJS.BodyType>YesAn array of bodies that make up this body. The first body in the array must always be a self reference to the current body instance. All bodies in the parts array together form a single rigid compound body.
pluginanyYesAn object reserved for storing plugin-specific properties.
wrapBoundsanyYesAn object for storing wrap boundaries.
anglenumberYes0A number specifying the angle of the body, in radians.
verticesArray.<Phaser.Types.Math.Vector2Like>YesnullAn array of Vector objects that specify the convex hull of the rigid body. These should be provided about the origin (0, 0).
positionPhaser.Types.Math.Vector2LikeYesA Vector that specifies the current world-space position of the body.
forcePhaser.Types.Math.Vector2LikeYesA Vector that specifies the force to apply in the current step. It is zeroed after every Body.update. See also Body.applyForce.
torquenumberYes0A Number that specifies the torque (turning force) to apply in the current step. It is zeroed after every Body.update.
isSensorbooleanYesfalseA flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
isStaticbooleanYesfalseA flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.
sleepThresholdnumberYes60A Number that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by the Matter.Sleeping module (if sleeping is enabled by the engine).
densitynumberYes0.001A Number that defines the density of the body, that is its mass per unit area. If you pass the density via Body.create the mass property is automatically calculated for you based on the size (area) of the object. This is generally preferable to simply setting mass and allows for more intuitive definition of materials (e.g. rock has a higher density than wood).
restitutionnumberYes0A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1).
frictionnumberYes0.1A Number that defines the friction of the body. The value is always positive and is in the range (0, 1). A value of 0 means that the body may slide indefinitely. A value of 1 means the body may come to a stop almost instantly after a force is applied.
frictionStaticnumberYes0.5A Number that defines the static friction of the body (in the Coulomb friction model). A value of 0 means the body will never 'stick' when it is nearly stationary and only dynamic friction is used. The higher the value (e.g. 10), the more force it will take to initially get the body moving when nearly stationary. This value is multiplied with the friction property to make it easier to change friction and maintain an appropriate amount of static friction.
frictionAirnumberYes0.01A Number that defines the air friction of the body (air resistance). A value of 0 means the body will never slow as it moves through space. The higher the value, the faster a body slows when moving through space.
collisionFilterPhaser.Types.Physics.Matter.MatterCollisionFilterYesAn Object that specifies the collision filtering properties of this body.
slopnumberYes0.05A Number that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies. Avoid changing this value unless you understand the purpose of slop in physics engines. The default should generally suffice, although very large bodies may require larger values for stable stacking.
timeScalenumberYes1A Number that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.
chamfernumber | Array.<number>Phaser.Types.Physics.Matter.MatterChamferConfigYesnull
circleRadiusnumberYes0The radius of this body if a circle.
massnumberYes0A Number that defines the mass of the body, although it may be more appropriate to specify the density property instead. If you modify this value, you must also modify the body.inverseMass property (1 / mass).
inverseMassnumberYes0A Number that defines the inverse mass of the body (1 / mass). If you modify this value, you must also modify the body.mass property.
scalePhaser.Types.Math.Vector2LikeYesA Vector that specifies the initial scale of the body.
gravityScalePhaser.Types.Math.Vector2LikeYesA Vector that scales the influence of World gravity when applied to this body.
ignoreGravitybooleanYesfalseA boolean that toggles if this body should ignore world gravity or not.
ignorePointerbooleanYesfalseA boolean that toggles if this body should ignore pointer / mouse constraints or not.
renderPhaser.Types.Physics.Matter.MatterBodyRenderConfigYesThe Debug Render configuration object for this body.
onCollideCallbackfunctionYesA callback that is invoked when this Body starts colliding with any other Body. You can register callbacks by providing a function of type ( pair: Matter.Pair) => void.
onCollideEndCallbackfunctionYesA callback that is invoked when this Body stops colliding with any other Body. You can register callbacks by providing a function of type ( pair: Matter.Pair) => void.
onCollideActiveCallbackfunctionYesA callback that is invoked for the duration that this Body is colliding with any other Body. You can register callbacks by providing a function of type ( pair: Matter.Pair) => void.
onCollideWithanyYesA collision callback dictionary used by the Body.setOnCollideWith function.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBodyConfig.js#L1
Since: 3.22.0


MatterBodyRenderConfig

<static> MatterBodyRenderConfig

nametypeoptionaldefaultdescription
visiblebooleanYestrueShould this body be rendered by the Debug Renderer?
opacitynumberYes1The opacity of the body and all parts within it.
fillColornumberYesThe color value of the fill when rendering this body.
fillOpacitynumberYesThe opacity of the fill when rendering this body, a value between 0 and 1.
lineColornumberYesThe color value of the line stroke when rendering this body.
lineOpacitynumberYesThe opacity of the line when rendering this body, a value between 0 and 1.
lineThicknessnumberYesIf rendering lines, the thickness of the line.
spriteobjectYesControls the offset between the body and the parent Game Object, if it has one.
sprite.xOffsetnumberYes0The horizontal offset between the body and the parent Game Object texture, if it has one.
sprite.yOffsetnumberYes0The vertical offset between the body and the parent Game Object texture, if it has one.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBodyRenderConfig.js#L1
Since: 3.22.0


MatterBodyTileOptions

<static> MatterBodyTileOptions

nametypeoptionaldefaultdescription
isStaticbooleanYestrueWhether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.
addToWorldbooleanYestrueWhether or not to add the newly created body (or existing body if options.body is used) to the Matter world.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBodyTileOptions.js#L1
Since: 3.0.0


MatterChamferConfig

<static> MatterChamferConfig

nametypeoptionaldefaultdescription
radiusnumber | Array.<number>Yes8A single number, or an array, to specify the radius for each vertex.
qualitynumberYes-1The quality of the chamfering. -1 means 'auto'.
qualityMinnumberYes2The minimum quality of the chamfering. The higher this value, the more vertices are created.
qualityMaxnumberYes14The maximum quality of the chamfering. The higher this value, the more vertices are created.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterChamferConfig.js#L1
Since: 3.22.0


MatterCollisionData

<static> MatterCollisionData

nametypeoptionaldescription
collidedbooleanNoHave the pair collided or not?
bodyAMatterJS.BodyTypeNoA reference to the first body involved in the collision.
bodyBMatterJS.BodyTypeNoA reference to the second body involved in the collision.
axisBodyMatterJS.BodyTypeNoA reference to the dominant axis body.
axisNumbernumberNoThe index of the dominant collision axis vector (edge normal)
depthnumberNoThe depth of the collision on the minimum overlap.
parentAMatterJS.BodyTypeNoA reference to the parent of Body A, or to Body A itself if it has no parent.
parentBMatterJS.BodyTypeNoA reference to the parent of Body B, or to Body B itself if it has no parent.
normalMatterJS.VectorNoThe collision normal, facing away from Body A.
tangentMatterJS.VectorNoThe tangent of the collision normal.
penetrationMatterJS.VectorNoThe penetration distances between the two bodies.
supportsArray.<MatterJS.Vector>NoAn array of support points, either exactly one or two points.
inverseMassnumberNoThe resulting inverse mass from the collision.
frictionnumberNoThe resulting friction from the collision.
frictionStaticnumberNoThe resulting static friction from the collision.
restitutionnumberNoThe resulting restitution from the collision.
slopnumberNoThe resulting slop from the collision.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterCollisionData.js#L1
Since: 3.22.0


MatterCollisionFilter

<static> MatterCollisionFilter

An Object that specifies the collision filtering properties of this body.

Collisions between two bodies will obey the following rules:

  • If the two bodies have the same non-zero value of collisionFilter.group,

    they will always collide if the value is positive, and they will never collide

    if the value is negative.

  • If the two bodies have different values of collisionFilter.group or if one

    (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:

Each body belongs to a collision category, given by collisionFilter.category. This

value is used as a bit field and the category should have only one bit set, meaning that

the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32

different collision categories available.

Each body also defines a collision bitmask, given by collisionFilter.mask which specifies

the categories it collides with (the value is the bitwise AND value of all these categories).

Using the category/mask rules, two bodies A and B collide if each includes the other's

category in its mask, i.e. (categoryA & maskB) !== 0 and (categoryB & maskA) !== 0

are both true.

nametypeoptionaldefaultdescription
categorynumberYes"0x0001"A bit field that specifies the collision category this body belongs to. The category value should have only one bit set, for example 0x0001. This means there are up to 32 unique collision categories available.
masknumberYes"0xFFFFFFFF"A bit mask that specifies the collision categories this body may collide with.
groupnumberYes0An Integer Number, that specifies the collision group this body belongs to.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterCollisionFilter.js#L1
Since: 3.22.0


MatterCollisionPair

<static> MatterCollisionPair

nametypeoptionaldescription
idstringNoThe unique auto-generated collision pair id. A combination of the body A and B IDs.
bodyAMatterJS.BodyTypeNoA reference to the first body involved in the collision.
bodyBMatterJS.BodyTypeNoA reference to the second body involved in the collision.
contactsArray.<MatterJS.Vector>NoAn array containing all of the active contacts between bodies A and B.
separationnumberNoThe amount of separation that occurred between bodies A and B.
isActivebooleanNoIs the collision still active or not?
confirmedActivebooleanNoHas Matter determined the collision are being active yet?
isSensorbooleanNoIs either body A or B a sensor?
timeCreatednumberNoThe timestamp when the collision pair was created.
timeUpdatednumberNoThe timestamp when the collision pair was most recently updated.
collisionPhaser.Types.Physics.Matter.MatterCollisionDataNoThe collision data object.
inverseMassnumberNoThe resulting inverse mass from the collision.
frictionnumberNoThe resulting friction from the collision.
frictionStaticnumberNoThe resulting static friction from the collision.
restitutionnumberNoThe resulting restitution from the collision.
slopnumberNoThe resulting slop from the collision.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterCollisionPair.js#L1
Since: 3.22.0


MatterConstraintConfig

<static> MatterConstraintConfig

nametypeoptionaldefaultdescription
labelstringYes"'Constraint'"An arbitrary string-based name to help identify this constraint.
bodyAMatterJS.BodyTypeYesThe first possible Body that this constraint is attached to.
bodyBMatterJS.BodyTypeYesThe second possible Body that this constraint is attached to.
pointAPhaser.Types.Math.Vector2LikeYesA Vector that specifies the offset of the constraint from center of the constraint.bodyA if defined, otherwise a world-space position.
pointBPhaser.Types.Math.Vector2LikeYesA Vector that specifies the offset of the constraint from center of the constraint.bodyB if defined, otherwise a world-space position.
stiffnessnumberYes1A Number that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting constraint.length. A value of 1 means the constraint should be very stiff. A value of 0.2 means the constraint acts like a soft spring.
angularStiffnessnumberYes0A Number that specifies the angular stiffness of the constraint.
angleAnumberYes0The angleA of the constraint. If bodyA is set, the angle of bodyA is used instead.
angleBnumberYes0The angleB of the constraint. If bodyB is set, the angle of bodyB is used instead.
dampingnumberYes0A Number that specifies the damping of the constraint, i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation. Damping will only be apparent when the constraint also has a very low stiffness. A value of 0.1 means the constraint will apply heavy damping, resulting in little to no oscillation. A value of 0 means the constraint will apply no damping.
lengthnumberYesA Number that specifies the target resting length of the constraint. It is calculated automatically in Constraint.create from initial positions of the constraint.bodyA and constraint.bodyB.
pluginanyYesAn object reserved for storing plugin-specific properties.
renderPhaser.Types.Physics.Matter.MatterConstraintRenderConfigYesThe Debug Render configuration object for this constraint.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterConstraintConfig.js#L1
Since: 3.22.0


MatterConstraintRenderConfig

<static> MatterConstraintRenderConfig

nametypeoptionaldefaultdescription
visiblebooleanYestrueShould this constraint be rendered by the Debug Renderer?
anchorsbooleanYestrueIf this constraint has anchors, should they be rendered? Pin constraints never have anchors.
lineColornumberYesThe color value of the line stroke when rendering this constraint.
lineOpacitynumberYesThe opacity of the line when rendering this constraint, a value between 0 and 1.
lineThicknessnumberYesIf rendering lines, the thickness of the line.
pinSizenumberYes4The size of the circles drawn when rendering pin constraints.
anchorSizenumberYes4The size of the circles drawn as the constraint anchors.
anchorColornumberYes"0xefefef"The color value of constraint anchors.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterConstraintRenderConfig.js#L1
Since: 3.22.0


MatterDebugConfig

<static> MatterDebugConfig

nametypeoptionaldefaultdescription
showAxesbooleanYesfalseRender all of the body axes?
showAngleIndicatorbooleanYesfalseRender just a single body axis?
angleColornumberYes"0xe81153"The color of the body angle / axes lines.
showBroadphasebooleanYesfalseRender the broadphase grid?
broadphaseColornumberYes"0xffb400"The color of the broadphase grid.
showBoundsbooleanYesfalseRender the bounds of the bodies in the world?
boundsColornumberYes"0xffffff"The color of the body bounds.
showVelocitybooleanYesfalseRender the velocity of the bodies in the world?
velocityColornumberYes"0x00aeef"The color of the body velocity line.
showCollisionsbooleanYesfalseRender the collision points and normals for colliding pairs.
collisionColornumberYes"0xf5950c"The color of the collision points.
showSeparationbooleanYesfalseRender lines showing the separation between bodies.
separationColornumberYes"0xffa500"The color of the body separation line.
showBodybooleanYestrueRender the dynamic bodies in the world to the Graphics object?
showStaticBodybooleanYestrueRender the static bodies in the world to the Graphics object?
showInternalEdgesbooleanYesfalseWhen rendering bodies, render the internal edges as well?
renderFillbooleanYesfalseRender the bodies using a fill color.
renderLinebooleanYestrueRender the bodies using a line stroke.
fillColornumberYes"0x106909"The color value of the fill when rendering dynamic bodies.
fillOpacitynumberYes1The opacity of the fill when rendering dynamic bodies, a value between 0 and 1.
lineColornumberYes"0x28de19"The color value of the line stroke when rendering dynamic bodies.
lineOpacitynumberYes1The opacity of the line when rendering dynamic bodies, a value between 0 and 1.
lineThicknessnumberYes1If rendering lines, the thickness of the line.
staticFillColornumberYes"0x0d177b"The color value of the fill when rendering static bodies.
staticLineColornumberYes"0x1327e4"The color value of the line stroke when rendering static bodies.
showSleepingbooleanYesfalseRender any sleeping bodies (dynamic or static) in the world to the Graphics object?
staticBodySleepOpacitynumberYes0.7The amount to multiply the opacity of sleeping static bodies by.
sleepFillColornumberYes"0x464646"The color value of the fill when rendering sleeping dynamic bodies.
sleepLineColornumberYes"0x999a99"The color value of the line stroke when rendering sleeping dynamic bodies.
showSensorsbooleanYestrueRender bodies or body parts that are flagged as being a sensor?
sensorFillColornumberYes"0x0d177b"The fill color when rendering body sensors.
sensorLineColornumberYes"0x1327e4"The line color when rendering body sensors.
showPositionsbooleanYestrueRender the position of non-static bodies?
positionSizenumberYes4The size of the rectangle drawn when rendering the body position.
positionColornumberYes"0xe042da"The color value of the rectangle drawn when rendering the body position.
showJointbooleanYestrueRender all world constraints to the Graphics object?
jointColornumberYes"0xe0e042"The color value of joints when showJoint is set.
jointLineOpacitynumberYes1The line opacity when rendering joints, a value between 0 and 1.
jointLineThicknessnumberYes2The line thickness when rendering joints.
pinSizenumberYes4The size of the circles drawn when rendering pin constraints.
pinColornumberYes"0x42e0e0"The color value of the circles drawn when rendering pin constraints.
springColornumberYes"0xe042e0"The color value of spring constraints.
anchorColornumberYes"0xefefef"The color value of constraint anchors.
anchorSizenumberYes4The size of the circles drawn as the constraint anchors.
showConvexHullsbooleanYesfalseWhen rendering polygon bodies, render the convex hull as well?
hullColornumberYes"0xd703d0"The color value of hulls when showConvexHulls is set.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterDebugConfig.js#L1
Since: 3.22.0


MatterRunnerConfig

<static> MatterRunnerConfig

Configuration for the Matter Physics Runner.

Set only one of fps and delta.

delta is the size of the Runner's fixed time step (one physics update).

The "frame delta" is the time elapsed since the last game step.

Depending on the size of the frame delta, the Runner makes zero or more updates per game step.

nametypeoptionaldefaultdescription
fpsnumberYesThe number of physics updates per second. If set, this overrides delta.
deltanumberYes16.666The size of the update time step in milliseconds. If fps is set, it overrides delta.
frameDeltaSmoothingbooleanYestrueWhether to smooth the frame delta values.
frameDeltaSnappingbooleanYestrueWhether to round the frame delta values to the nearest 1 Hz.
frameDeltaHistorySizenumberYes100The number of frame delta values to record, when smoothing is enabled. The 10th to 90th percentiles are sampled.
maxUpdatesnumberYesnullThe maximum number of updates per frame.
maxFrameTimenumberYes33.333The maximum amount of time to simulate in one frame, in milliseconds.
enabledbooleanYestrueWhether the Matter Runner is enabled.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterRunnerConfig.js#L1
Since: 3.22.0


MatterSetBodyConfig

<static> MatterSetBodyConfig

nametypeoptionaldefaultdescription
typestringYes"'rectangle'"The shape type. Either rectangle, circle, trapezoid, polygon, fromVertices, fromVerts or fromPhysicsEditor.
xnumberYesThe horizontal world position to place the body at.
ynumberYesThe vertical world position to place the body at.
widthnumberYesThe width of the body.
heightnumberYesThe height of the body.
radiusnumberYesThe radius of the body. Used by circle and polygon shapes.
maxSidesnumberYes25The max sizes of the body. Used by the circle shape.
slopenumberYes0.5Used by the trapezoid shape. The slope of the trapezoid. 0 creates a rectangle, while 1 creates a triangle. Positive values make the top side shorter, while negative values make the bottom side shorter.
sidesnumberYes5Used by the polygon shape. The number of sides the polygon will have.
vertsstring | arrayYesUsed by the fromVerts shape. The vertices data. Either a path string or an array of vertices.
flagInternalbooleanYesfalseUsed by the fromVerts shape. Flag internal edges (coincident part edges)
removeCollinearnumberYes0.01Used by the fromVerts shape. Whether Matter.js will discard collinear edges (to improve performance).
minimumAreanumberYes10Used by the fromVerts shape. During decomposition discard parts that have an area less than this.
addToWorldbooleanYestrueShould the new body be automatically added to the world?

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterSetBodyConfig.js#L1
Since: 3.22.0


MatterTileOptions

<static> MatterTileOptions

nametypeoptionaldefaultdescription
bodyMatterJS.BodyTypeYesnullAn existing Matter body to be used instead of creating a new one.
isStaticbooleanYestrueWhether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.
addToWorldbooleanYestrueWhether or not to add the newly created body (or existing body if options.body is used) to the Matter world.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterTileOptions.js#L1
Since: 3.0.0


MatterWalls

<static> MatterWalls

nametypeoptionaldefaultdescription
leftMatterJS.BodyTypeYesnullThe left wall for the Matter World.
rightMatterJS.BodyTypeYesnullThe right wall for the Matter World.
topMatterJS.BodyTypeYesnullThe top wall for the Matter World.
bottomMatterJS.BodyTypeYesnullThe bottom wall for the Matter World.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterWalls.js#L1
Since: 3.0.0


MatterWorldConfig

<static> MatterWorldConfig

nametypeoptionaldefaultdescription
gravityPhaser.Types.Math.Vector2LikeYesSets {@link Phaser.Physics.Matter.World#gravity}.
setBoundsobject | booleanYesShould the world have bounds enabled by default?
setBounds.xnumberYes0The x coordinate of the world bounds.
setBounds.ynumberYes0The y coordinate of the world bounds.
setBounds.widthnumberYesThe width of the world bounds.
setBounds.heightnumberYesThe height of the world bounds.
setBounds.thicknessnumberYes64The thickness of the walls of the world bounds.
setBounds.leftbooleanYestrueShould the left-side world bounds wall be created?
setBounds.rightbooleanYestrueShould the right-side world bounds wall be created?
setBounds.topbooleanYestrueShould the top world bounds wall be created?
setBounds.bottombooleanYestrueShould the bottom world bounds wall be created?
positionIterationsnumberYes6The number of position iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.
velocityIterationsnumberYes4The number of velocity iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.
constraintIterationsnumberYes2The number of constraint iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.
enableSleepingbooleanYesfalseA flag that specifies whether the engine should allow sleeping via the Matter.Sleeping module. Sleeping can improve stability and performance, but often at the expense of accuracy.
timing.timestampnumberYes0A Number that specifies the current simulation-time in milliseconds starting from 0. It is incremented on every Engine.update by the given delta argument.
timing.timeScalenumberYes1A Number that specifies the global scaling factor of time for all bodies. A value of 0 freezes the simulation. A value of 0.1 gives a slow-motion effect. A value of 1.2 gives a speed-up effect.
enabledbooleanYestrueToggles if the world is enabled or not.
correctionnumberYes1An optional Number that specifies the time correction factor to apply to the update.
getDeltafunctionYesThis function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.
autoUpdatebooleanYestrueAutomatically call Engine.update every time the game steps.
restingThreshnumberYes4Sets the Resolver resting threshold property.
restingThreshTangentnumberYes6Sets the Resolver resting threshold tangent property.
positionDampennumberYes0.9Sets the Resolver position dampen property.
positionWarmingnumberYes0.8Sets the Resolver position warming property.
frictionNormalMultipliernumberYes5Sets the Resolver friction normal multiplier property.
debugboolean | Phaser.Types.Physics.Matter.MatterDebugConfigYesfalseControls the Matter Debug Rendering options. If a boolean it will use the default values, otherwise, specify a Debug Config object.
runnerPhaser.Types.Physics.Matter.MatterRunnerConfigYesSets the Matter Runner options.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterWorldConfig.js#L1
Since: 3.0.0