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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/**
 * The `Matter.Body` module contains methods for creating and manipulating body models.
 * A `Matter.Body` is a rigid body that can be simulated by a `Matter.Engine`.
 * Factories for commonly used body configurations (such as rectangles, circles and other polygons) can be found in the module `Matter.Bodies`.
 *
 * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
 * @class Body
 */

var Body = {};

module.exports = Body;

var Vertices = require('../geometry/Vertices');
var Vector = require('../geometry/Vector');
var Sleeping = require('../core/Sleeping');
var Common = require('../core/Common');
var Bounds = require('../geometry/Bounds');
var Axes = require('../geometry/Axes');

(function() {

    Body._timeCorrection = true;
    Body._inertiaScale = 4;
    Body._nextCollidingGroupId = 1;
    Body._nextNonCollidingGroupId = -1;
    Body._nextCategory = 0x0001;
    Body._baseDelta = 1000 / 60;

    /**
     * Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.
     * All properties have default values, and many are pre-calculated automatically based on other properties.
     * Vertices must be specified in clockwise order.
     * See the properties section below for detailed information on what you can pass via the `options` object.
     * @method create
     * @param {} options
     * @return {body} body
     */
    Body.create = function(options) {
        var defaults = {
            id: Common.nextId(),
            type: 'body',
            label: 'Body',
            parts: [],
            plugin: {},
            attractors: options.attractors || [],
            wrapBounds: null,
            angle: 0,
            vertices: null, // Phaser change: no point calling fromPath if they pass in vertices anyway
            position: { x: 0, y: 0 },
            force: { x: 0, y: 0 },
            torque: 0,
            positionImpulse: { x: 0, y: 0 },
            constraintImpulse: { x: 0, y: 0, angle: 0 },
            totalContacts: 0,
            speed: 0,
            angularSpeed: 0,
            velocity: { x: 0, y: 0 },
            angularVelocity: 0,
            isSensor: false,
            isStatic: false,
            isSleeping: false,
            motion: 0,
            sleepThreshold: 60,
            density: 0.001,
            restitution: 0,
            friction: 0.1,
            frictionStatic: 0.5,
            frictionAir: 0.01,
            collisionFilter: {
                category: 0x0001,
                mask: 0xFFFFFFFF,
                group: 0
            },
            slop: 0.05,
            timeScale: 1,
            events: null,
            bounds: null,
            chamfer: null,
            circleRadius: 0,
            positionPrev: null,
            anglePrev: 0,
            parent: null,
            axes: null,
            area: 0,
            mass: 0,
            inverseMass: 0,
            inertia: 0,
            deltaTime: 1000 / 60,
            inverseInertia: 0,
            _original: null,
            render: {
                visible: true,
                opacity: 1,
                sprite: {
                    xOffset: 0,
                    yOffset: 0
                },
                fillColor: null,            // custom Phaser property
                fillOpacity: null,          // custom Phaser property
                lineColor: null,            // custom Phaser property
                lineOpacity: null,          // custom Phaser property
                lineThickness: null         // custom Phaser property
            },
            gameObject: null,               // custom Phaser property
            scale: { x: 1, y: 1 },          // custom Phaser property
            centerOfMass: { x: 0, y: 0 },   // custom Phaser property (float, 0 - 1)
            centerOffset: { x: 0, y: 0 },   // custom Phaser property (pixel values)
            gravityScale: { x: 1, y: 1 },   // custom Phaser property
            ignoreGravity: false,           // custom Phaser property
            ignorePointer: false,           // custom Phaser property
            onCollideCallback: null,        // custom Phaser property
            onCollideEndCallback: null,     // custom Phaser property
            onCollideActiveCallback: null,  // custom Phaser property
            onCollideWith: {}               // custom Phaser property
        };

        if (!options.hasOwnProperty('position') && options.hasOwnProperty('vertices'))
        {
            options.position = Vertices.centre(options.vertices);
        }
        else if (!options.hasOwnProperty('vertices'))
        {
            defaults.vertices = Vertices.fromPath('L 0 0 L 40 0 L 40 40 L 0 40');
        }

        var body = Common.extend(defaults, options);

        _initProperties(body, options);

        //  Helper function
        body.setOnCollideWith = function (body, callback)
        {
            if (callback)
            {
                this.onCollideWith[body.id] = callback;
            }
            else
            {
                delete this.onCollideWith[body.id];
            }

            return this;
        }

        return body;
    };

    /**
     * Returns the next unique group index for which bodies will collide.
     * If `isNonColliding` is `true`, returns the next unique group index for which bodies will _not_ collide.
     * See `body.collisionFilter` for more information.
     * @method nextGroup
     * @param {bool} [isNonColliding=false]
     * @return {Number} Unique group index
     */
    Body.nextGroup = function(isNonColliding) {
        if (isNonColliding)
            return Body._nextNonCollidingGroupId--;

        return Body._nextCollidingGroupId++;
    };

    /**
     * Returns the next unique category bitfield (starting after the initial default category `0x0001`).
     * There are 32 available. See `body.collisionFilter` for more information.
     * @method nextCategory
     * @return {Number} Unique category bitfield
     */
    Body.nextCategory = function() {
        Body._nextCategory = Body._nextCategory << 1;
        return Body._nextCategory;
    };

    /**
     * Initialises body properties.
     * @method _initProperties
     * @private
     * @param {body} body
     * @param {} [options]
     */
    var _initProperties = function(body, options) {
        options = options || {};

        // init required properties (order is important)
        Body.set(body, {
            bounds: body.bounds || Bounds.create(body.vertices),
            positionPrev: body.positionPrev || Vector.clone(body.position),
            anglePrev: body.anglePrev || body.angle,
            vertices: body.vertices,
            parts: body.parts || [body],
            isStatic: body.isStatic,
            isSleeping: body.isSleeping,
            parent: body.parent || body
        });

        Vertices.rotate(body.vertices, body.angle, body.position);
        Axes.rotate(body.axes, body.angle);
        Bounds.update(body.bounds, body.vertices, body.velocity);

        // allow options to override the automatically calculated properties
        Body.set(body, {
            axes: options.axes || body.axes,
            area: options.area || body.area,
            mass: options.mass || body.mass,
            inertia: options.inertia || body.inertia
        });

        if (body.parts.length === 1)
        {
            var bounds = body.bounds;

            var centerOfMass = body.centerOfMass;
            var centerOffset = body.centerOffset;

            var bodyWidth = bounds.max.x - bounds.min.x;
            var bodyHeight = bounds.max.y - bounds.min.y;

            centerOfMass.x = -(bounds.min.x - body.position.x) / bodyWidth;
            centerOfMass.y = -(bounds.min.y - body.position.y) / bodyHeight;

            centerOffset.x = bodyWidth * centerOfMass.x;
            centerOffset.y = bodyHeight * centerOfMass.y;
        }

        //  From Matter render code:
        // body.render.sprite.xOffset += -(body.bounds.min.x - body.position.x) / (body.bounds.max.x - body.bounds.min.x);
        // body.render.sprite.yOffset += -(body.bounds.min.y - body.position.y) / (body.bounds.max.y - body.bounds.min.y);
    };

    /**
     * Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist.
     * Prefer to use the actual setter functions in performance critical situations.
     * @method set
     * @param {body} body
     * @param {} settings A property name (or map of properties and values) to set on the body.
     * @param {} value The value to set if `settings` is a single property name.
     */
    Body.set = function(body, settings, value) {
        var property;

        if (typeof settings === 'string') {
            property = settings;
            settings = {};
            settings[property] = value;
        }

        for (property in settings) {
            if (!Object.prototype.hasOwnProperty.call(settings, property))
                continue;

            value = settings[property];
            switch (property) {

            case 'isStatic':
                Body.setStatic(body, value);
                break;
            case 'isSleeping':
                Sleeping.set(body, value);
                break;
            case 'mass':
                Body.setMass(body, value);
                break;
            case 'density':
                Body.setDensity(body, value);
                break;
            case 'inertia':
                Body.setInertia(body, value);
                break;
            case 'vertices':
                Body.setVertices(body, value);
                break;
            case 'position':
                Body.setPosition(body, value);
                break;
            case 'angle':
                Body.setAngle(body, value);
                break;
            case 'velocity':
                Body.setVelocity(body, value);
                break;
            case 'angularVelocity':
                Body.setAngularVelocity(body, value);
                break;
            case 'speed':
                Body.setSpeed(body, value);
                break;
            case 'angularSpeed':
                Body.setAngularSpeed(body, value);
                break;
            case 'parts':
                Body.setParts(body, value);
                break;
            case 'centre':
                Body.setCentre(body, value);
                break;
            default:
                body[property] = value;
            }
        }
    };

    /**
     * Sets the body as static, including isStatic flag and setting mass and inertia to Infinity.
     * @method setStatic
     * @param {body} body
     * @param {bool} isStatic
     */
    Body.setStatic = function(body, isStatic) {
        for (var i = 0; i < body.parts.length; i++) {
            var part = body.parts[i];

            if (isStatic) {
                if (!part.isStatic) {
                part._original = {
                    restitution: part.restitution,
                    friction: part.friction,
                    mass: part.mass,
                    inertia: part.inertia,
                    density: part.density,
                    inverseMass: part.inverseMass,
                    inverseInertia: part.inverseInertia
                };
                }

                part.restitution = 0;
                part.friction = 1;
                part.mass = part.inertia = part.density = Infinity;
                part.inverseMass = part.inverseInertia = 0;

                part.positionPrev.x = part.position.x;
                part.positionPrev.y = part.position.y;
                part.anglePrev = part.angle;
                part.angularVelocity = 0;
                part.speed = 0;
                part.angularSpeed = 0;
                part.motion = 0;
            } else if (part._original) {
                part.restitution = part._original.restitution;
                part.friction = part._original.friction;
                part.mass = part._original.mass;
                part.inertia = part._original.inertia;
                part.density = part._original.density;
                part.inverseMass = part._original.inverseMass;
                part.inverseInertia = part._original.inverseInertia;

                part._original = null;
            }
            part.isStatic = isStatic;
        }
    };

    /**
     * Sets the mass of the body. Inverse mass, density and inertia are automatically updated to reflect the change.
     * @method setMass
     * @param {body} body
     * @param {number} mass
     */
    Body.setMass = function(body, mass) {
        var moment = body.inertia / (body.mass / 6);
        body.inertia = moment * (mass / 6);
        body.inverseInertia = 1 / body.inertia;

        body.mass = mass;
        body.inverseMass = 1 / body.mass;
        body.density = body.mass / body.area;
    };

    /**
     * Sets the density of the body. Mass and inertia are automatically updated to reflect the change.
     * @method setDensity
     * @param {body} body
     * @param {number} density
     */
    Body.setDensity = function(body, density) {
        Body.setMass(body, density * body.area);
        body.density = density;
    };

    /**
     * Sets the moment of inertia (i.e. second moment of area) of the body.
     * Inverse inertia is automatically updated to reflect the change. Mass is not changed.
     * @method setInertia
     * @param {body} body
     * @param {number} inertia
     */
    Body.setInertia = function(body, inertia) {
        body.inertia = inertia;
        body.inverseInertia = 1 / body.inertia;
    };

    /**
     * Sets the body's vertices and updates body properties accordingly, including inertia, area and mass (with respect to `body.density`).
     * Vertices will be automatically transformed to be orientated around their centre of mass as the origin.
     * They are then automatically translated to world space based on `body.position`.
     *
     * The `vertices` argument should be passed as an array of `Matter.Vector` points (or a `Matter.Vertices` array).
     * Vertices must form a convex hull, concave hulls are not supported.
     *
     * @method setVertices
     * @param {body} body
     * @param {vector[]} vertices
     */
    Body.setVertices = function(body, vertices) {
        // change vertices
        if (vertices[0].body === body) {
            body.vertices = vertices;
        } else {
            body.vertices = Vertices.create(vertices, body);
        }

        // update properties
        body.axes = Axes.fromVertices(body.vertices);
        body.area = Vertices.area(body.vertices);
        Body.setMass(body, body.density * body.area);

        // orient vertices around the centre of mass at origin (0, 0)
        var centre = Vertices.centre(body.vertices);
        Vertices.translate(body.vertices, centre, -1);

        // update inertia while vertices are at origin (0, 0)
        Body.setInertia(body, Body._inertiaScale * Vertices.inertia(body.vertices, body.mass));

        // update geometry
        Vertices.translate(body.vertices, body.position);

        Bounds.update(body.bounds, body.vertices, body.velocity);
    };

    /**
     * Sets the parts of the `body` and updates mass, inertia and centroid.
     * Each part will have its parent set to `body`.
     * By default the convex hull will be automatically computed and set on `body`, unless `autoHull` is set to `false.`
     * Note that this method will ensure that the first part in `body.parts` will always be the `body`.
     * @method setParts
     * @param {body} body
     * @param [body] parts
     * @param {bool} [autoHull=true]
     */
    Body.setParts = function(body, parts, autoHull) {
        var i;

        // add all the parts, ensuring that the first part is always the parent body
        parts = parts.slice(0);
        body.parts.length = 0;
        body.parts.push(body);
        body.parent = body;

        for (i = 0; i < parts.length; i++) {
            var part = parts[i];
            if (part !== body) {
                part.parent = body;
                body.parts.push(part);
            }
        }

        if (body.parts.length === 1)
            return;

        autoHull = typeof autoHull !== 'undefined' ? autoHull : true;

        // find the convex hull of all parts to set on the parent body
        if (autoHull) {
            var vertices = [];
            for (i = 0; i < parts.length; i++) {
                vertices = vertices.concat(parts[i].vertices);
            }

            Vertices.clockwiseSort(vertices);

            var hull = Vertices.hull(vertices),
                hullCentre = Vertices.centre(hull);

            Body.setVertices(body, hull);
            Vertices.translate(body.vertices, hullCentre);
        }

        // sum the properties of all compound parts of the parent body
        var total = Body._totalProperties(body);

        //  Phaser addition
        var cx = total.centre.x;
        var cy = total.centre.y;

        var bounds = body.bounds;
        var centerOfMass = body.centerOfMass;
        var centerOffset = body.centerOffset;

        Bounds.update(bounds, body.vertices, body.velocity);

        centerOfMass.x = -(bounds.min.x - cx) / (bounds.max.x - bounds.min.x);
        centerOfMass.y = -(bounds.min.y - cy) / (bounds.max.y - bounds.min.y);

        centerOffset.x = cx;
        centerOffset.y = cy;

        body.area = total.area;
        body.parent = body;
        body.position.x = cx;
        body.position.y = cy;
        body.positionPrev.x = cx;
        body.positionPrev.y = cy;

        //  Matter.js original
        // body.position.x = total.centre.x;
        // body.position.y = total.centre.y;
        // body.positionPrev.x = total.centre.x;
        // body.positionPrev.y = total.centre.y;

        Body.setMass(body, total.mass);
        Body.setInertia(body, total.inertia);
        Body.setPosition(body, total.centre);
    };

    /**
     * Set the centre of mass of the body.
     * The `centre` is a vector in world-space unless `relative` is set, in which case it is a translation.
     * The centre of mass is the point the body rotates about and can be used to simulate non-uniform density.
     * This is equal to moving `body.position` but not the `body.vertices`.
     * Invalid if the `centre` falls outside the body's convex hull.
     * @method setCentre
     * @param {body} body
     * @param {vector} centre
     * @param {bool} relative
     */
    Body.setCentre = function(body, centre, relative) {
        if (!relative) {
            body.positionPrev.x = centre.x - (body.position.x - body.positionPrev.x);
            body.positionPrev.y = centre.y - (body.position.y - body.positionPrev.y);
            body.position.x = centre.x;
            body.position.y = centre.y;
        } else {
            body.positionPrev.x += centre.x;
            body.positionPrev.y += centre.y;
            body.position.x += centre.x;
            body.position.y += centre.y;
        }
    };

    /**
     * Sets the position of the body instantly. Velocity, angle, force etc. are unchanged.
     * @method setPosition
     * @param {body} body
     * @param {vector} position
     * @param {boolean} [updateVelocity=false]
     */
    Body.setPosition = function(body, position, updateVelocity) {
        var delta = Vector.sub(position, body.position);
        if (updateVelocity) {
            body.positionPrev.x = body.position.x;
            body.positionPrev.y = body.position.y;
            body.velocity.x = delta.x;
            body.velocity.y = delta.y;
            body.speed = Vector.magnitude(delta);
        } else {
        body.positionPrev.x += delta.x;
        body.positionPrev.y += delta.y;
        }

        for (var i = 0; i < body.parts.length; i++) {
            var part = body.parts[i];
            part.position.x += delta.x;
            part.position.y += delta.y;
            Vertices.translate(part.vertices, delta);
            Bounds.update(part.bounds, part.vertices, body.velocity);
        }
    };

    /**
     * Sets the angle of the body instantly. Angular velocity, position, force etc. are unchanged.
     * @method setAngle
     * @param {body} body
     * @param {number} angle
     * @param {boolean} [updateVelocity=false]
     */
    Body.setAngle = function(body, angle, updateVelocity) {
        var delta = angle - body.angle;
        if (updateVelocity) {
            body.anglePrev = body.angle;
            body.angularVelocity = delta;
            body.angularSpeed = Math.abs(delta);
        } else {
        body.anglePrev += delta;
        }

        for (var i = 0; i < body.parts.length; i++) {
            var part = body.parts[i];
            part.angle += delta;
            Vertices.rotate(part.vertices, delta, body.position);
            Axes.rotate(part.axes, delta);
            Bounds.update(part.bounds, part.vertices, body.velocity);
            if (i > 0) {
                Vector.rotateAbout(part.position, delta, body.position, part.position);
            }
        }
    };

    /**
     * Sets the linear velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.
     * @method setVelocity
     * @param {body} body
     * @param {vector} velocity
     */
    Body.setVelocity = function(body, velocity) {
        var timeScale = body.deltaTime / Body._baseDelta;
        body.positionPrev.x = body.position.x - velocity.x * timeScale;
        body.positionPrev.y = body.position.y - velocity.y * timeScale;
        body.velocity.x = (body.position.x - body.positionPrev.x) / timeScale;
        body.velocity.y = (body.position.y - body.positionPrev.y) / timeScale;
        body.speed = Vector.magnitude(body.velocity);
    };

    /**
     * Gets the current linear velocity of the body.
     * @method getVelocity
     * @param {body} body
     * @return {vector} velocity
     */
    Body.getVelocity = function(body) {
        var timeScale = Body._baseDelta / body.deltaTime;

        return {
            x: (body.position.x - body.positionPrev.x) * timeScale,
            y: (body.position.y - body.positionPrev.y) * timeScale
        };
    };

    /**
     * Gets the current linear speed of the body.
     * Equivalent to the magnitude of its velocity.
     * @method getSpeed
     * @param {body} body
     * @return {number} speed
     */
    Body.getSpeed = function(body) {
        return Vector.magnitude(Body.getVelocity(body));
    };

    /**
     * Sets the current linear speed of the body.
     * Direction is maintained. Affects body velocity.
     * @method setSpeed
     * @param {body} body
     * @param {number} speed
     */
    Body.setSpeed = function(body, speed) {
        Body.setVelocity(body, Vector.mult(Vector.normalise(Body.getVelocity(body)), speed));
    };

    /**
     * Sets the angular velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.
     * @method setAngularVelocity
     * @param {body} body
     * @param {number} velocity
     */
    Body.setAngularVelocity = function(body, velocity) {
        var timeScale = body.deltaTime / Body._baseDelta;
        body.anglePrev = body.angle - velocity * timeScale;
        body.angularVelocity = (body.angle - body.anglePrev) / timeScale;
        body.angularSpeed = Math.abs(body.angularVelocity);
    };

    /**
     * Gets the current rotational velocity of the body.
     * @method getAngularVelocity
     * @param {body} body
     * @return {number} angular velocity
     */
    Body.getAngularVelocity = function(body) {
        return (body.angle - body.anglePrev) * Body._baseDelta / body.deltaTime;
    };

    /**
     * Gets the current rotational speed of the body.
     * Equivalent to the magnitude of its angular velocity.
     * @method getAngularSpeed
     * @param {body} body
     * @return {number} angular speed
     */
    Body.getAngularSpeed = function(body) {
        return Math.abs(Body.getAngularVelocity(body));
    };

    /**
     * Sets the current rotational speed of the body.
     * Direction is maintained. Affects body angular velocity.
     * @method setAngularSpeed
     * @param {body} body
     * @param {number} speed
     */
    Body.setAngularSpeed = function(body, speed) {
        Body.setAngularVelocity(body, Common.sign(Body.getAngularVelocity(body)) * speed);
    };

    /**
     * Moves a body by a given vector relative to its current position, without imparting any velocity.
     * @method translate
     * @param {body} body
     * @param {vector} translation
     * @param {boolean} [updateVelocity=false]
     */
    Body.translate = function(body, translation, updateVelocity) {
        Body.setPosition(body, Vector.add(body.position, translation), updateVelocity);
    };

    /**
     * Rotates a body by a given angle relative to its current angle, without imparting any angular velocity.
     * @method rotate
     * @param {body} body
     * @param {number} rotation
     * @param {vector} [point]
     * @param {boolean} [updateVelocity=false]
     */
    Body.rotate = function(body, rotation, point, updateVelocity) {
        if (!point) {
            Body.setAngle(body, body.angle + rotation, updateVelocity);
        } else {
            var cos = Math.cos(rotation),
                sin = Math.sin(rotation),
                dx = body.position.x - point.x,
                dy = body.position.y - point.y;

            Body.setPosition(body, {
                x: point.x + (dx * cos - dy * sin),
                y: point.y + (dx * sin + dy * cos)
            }, updateVelocity);

            Body.setAngle(body, body.angle + rotation, updateVelocity);
        }
    };

    /**
     * Scales the body, including updating physical properties (mass, area, axes, inertia), from a world-space point (default is body centre).
     * @method scale
     * @param {body} body
     * @param {number} scaleX
     * @param {number} scaleY
     * @param {vector} [point]
     */
    Body.scale = function(body, scaleX, scaleY, point) {
        var totalArea = 0,
            totalInertia = 0;

        point = point || body.position;

        var wasFixedRotation = (body.inertia === Infinity) ? true : false;

        for (var i = 0; i < body.parts.length; i++) {
            var part = body.parts[i];

            part.scale.x = scaleX;
            part.scale.y = scaleY;

            // scale vertices
            Vertices.scale(part.vertices, scaleX, scaleY, point);

            // update properties
            part.axes = Axes.fromVertices(part.vertices);
            part.area = Vertices.area(part.vertices);
            Body.setMass(part, body.density * part.area);

            // update inertia (requires vertices to be at origin)
            Vertices.translate(part.vertices, { x: -part.position.x, y: -part.position.y });
            Body.setInertia(part, Body._inertiaScale * Vertices.inertia(part.vertices, part.mass));
            Vertices.translate(part.vertices, { x: part.position.x, y: part.position.y });

            if (i > 0) {
                totalArea += part.area;
                totalInertia += part.inertia;
            }

            // scale position
            part.position.x = point.x + (part.position.x - point.x) * scaleX;
            part.position.y = point.y + (part.position.y - point.y) * scaleY;

            // update bounds
            Bounds.update(part.bounds, part.vertices, body.velocity);
        }

        // handle parent body
        if (body.parts.length > 1) {
            body.area = totalArea;

            if (!body.isStatic) {
                Body.setMass(body, body.density * totalArea);
                Body.setInertia(body, totalInertia);
            }
        }

        // handle circles
        if (body.circleRadius) {
            if (scaleX === scaleY) {
                body.circleRadius *= scaleX;
            } else {
                // body is no longer a circle
                body.circleRadius = null;
            }
        }

        if (wasFixedRotation)
        {
            Body.setInertia(body, Infinity);
        }
    };

    /**
     * Performs a simulation step for the given `body`, including updating position and angle using Verlet integration.
     * @method update
     * @param {body} body
     * @param {number} deltaTime
     */
    Body.update = function(body, deltaTime) {
        deltaTime = (typeof deltaTime !== 'undefined' ? deltaTime : (1000 / 60)) * body.timeScale;
        var deltaTimeSquared = deltaTime * deltaTime,
            correction = Body._timeCorrection ? deltaTime / (body.deltaTime || deltaTime) : 1;

        // from the previous step
        var frictionAir = 1 - body.frictionAir * (deltaTime / Common._baseDelta),
            velocityPrevX = (body.position.x - body.positionPrev.x) * correction,
            velocityPrevY = (body.position.y - body.positionPrev.y) * correction;

        // update velocity with Verlet integration
        body.velocity.x = (velocityPrevX * frictionAir) + (body.force.x / body.mass) * deltaTimeSquared;
        body.velocity.y = (velocityPrevY * frictionAir) + (body.force.y / body.mass) * deltaTimeSquared;

        body.positionPrev.x = body.position.x;
        body.positionPrev.y = body.position.y;
        body.position.x += body.velocity.x;
        body.position.y += body.velocity.y;
        body.deltaTime = deltaTime;

        // update angular velocity with Verlet integration
        body.angularVelocity = ((body.angle - body.anglePrev) * frictionAir * correction) + (body.torque / body.inertia) * deltaTimeSquared;
        body.anglePrev = body.angle;
        body.angle += body.angularVelocity;

        // track speed and acceleration
        body.speed = Vector.magnitude(body.velocity);
        body.angularSpeed = Math.abs(body.angularVelocity);

        // transform the body geometry
        for (var i = 0; i < body.parts.length; i++) {
            var part = body.parts[i];

            Vertices.translate(part.vertices, body.velocity);

            if (i > 0) {
                part.position.x += body.velocity.x;
                part.position.y += body.velocity.y;
            }

            if (body.angularVelocity !== 0) {
                Vertices.rotate(part.vertices, body.angularVelocity, body.position);
                Axes.rotate(part.axes, body.angularVelocity);
                if (i > 0) {
                    Vector.rotateAbout(part.position, body.angularVelocity, body.position, part.position);
                }
            }

            Bounds.update(part.bounds, part.vertices, body.velocity);
        }
    };

    /**
     * Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed` which are normalised in relation to `Body._baseDelta`.
     * @method updateVelocities
     * @param {body} body
     */
    Body.updateVelocities = function(body) {
        var timeScale = Body._baseDelta / body.deltaTime,
            bodyVelocity = body.velocity;

        bodyVelocity.x = (body.position.x - body.positionPrev.x) * timeScale;
        bodyVelocity.y = (body.position.y - body.positionPrev.y) * timeScale;
        body.speed = Math.sqrt((bodyVelocity.x * bodyVelocity.x) + (bodyVelocity.y * bodyVelocity.y));

        body.angularVelocity = (body.angle - body.anglePrev) * timeScale;
        body.angularSpeed = Math.abs(body.angularVelocity);
    };

    /**
     * Applies a force to a body from a given world-space position, including resulting torque.
     * @method applyForce
     * @param {body} body
     * @param {vector} position
     * @param {vector} force
     */
    Body.applyForce = function(body, position, force) {
        var offset = { x: position.x - body.position.x, y: position.y - body.position.y };
        body.force.x += force.x;
        body.force.y += force.y;
        body.torque += offset.x * force.y - offset.y * force.x;
    };

    /**
     * Returns the sums of the properties of all compound parts of the parent body.
     * @method _totalProperties
     * @private
     * @param {body} body
     * @return {}
     */
    Body._totalProperties = function(body) {
        // from equations at:
        // https://ecourses.ou.edu/cgi-bin/ebook.cgi?doc=&topic=st&chap_sec=07.2&page=theory
        // http://output.to/sideway/default.asp?qno=121100087

        var properties = {
            mass: 0,
            area: 0,
            inertia: 0,
            centre: { x: 0, y: 0 }
        };

        // sum the properties of all compound parts of the parent body
        for (var i = body.parts.length === 1 ? 0 : 1; i < body.parts.length; i++) {
            var part = body.parts[i],
                mass = part.mass !== Infinity ? part.mass : 1;

            properties.mass += mass;
            properties.area += part.area;
            properties.inertia += part.inertia;
            properties.centre = Vector.add(properties.centre, Vector.mult(part.position, mass));
        }

        properties.centre = Vector.div(properties.centre, properties.mass);

        return properties;
    };

    /**
     * Wraps the `body` position such that it always stays within the given bounds.
     * Upon crossing a boundary the body will appear on the opposite side of the bounds,
     * while maintaining its velocity.
     * @function wrap
     * @param {body} body The body to wrap.
     * @param {Matter.Bounds} bounds The bounds to wrap the body inside.
     * @returns {?Matter.Vector} The translation vector that was applied (only if wrapping was required).
     */
    Body.wrap = function(body, bounds) {
        var translation = Bounds.wrap(body.bounds, bounds);

        if (translation) {
            Body.translate(body, translation);
        }

        return translation;
    };

    /*
    *
    *  Events Documentation
    *
    */

    /**
    * Fired when a body starts sleeping (where `this` is the body).
    *
    * @event sleepStart
    * @this {body} The body that has started sleeping
    * @param {} event An event object
    * @param {} event.source The source object of the event
    * @param {} event.name The name of the event
    */

    /**
    * Fired when a body ends sleeping (where `this` is the body).
    *
    * @event sleepEnd
    * @this {body} The body that has ended sleeping
    * @param {} event An event object
    * @param {} event.source The source object of the event
    * @param {} event.name The name of the event
    */

    /*
    *
    *  Properties Documentation
    *
    */

    /**
     * An integer `Number` uniquely identifying number generated in `Body.create` by `Common.nextId`.
     *
     * @property id
     * @type number
     */

    /**
     * A `String` denoting the type of object.
     *
     * @property type
     * @type string
     * @default "body"
     * @readOnly
     */

    /**
     * An arbitrary `String` name to help the user identify and manage bodies.
     *
     * @property label
     * @type string
     * @default "Body"
     */

    /**
     * An 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.
     * Parts are allowed to overlap, have gaps or holes or even form concave bodies.
     * Parts themselves should never be added to a `World`, only the parent body should be.
     * Use `Body.setParts` when setting parts to ensure correct updates of all properties.
     *
     * @property parts
     * @type body[]
     */

    /**
     * An object reserved for storing plugin-specific properties.
     *
     * @property plugin
     * @type {}
     */

    /**
     * A self reference if the body is _not_ a part of another body.
     * Otherwise this is a reference to the body that this is a part of.
     * See `body.parts`.
     *
     * @property parent
     * @type body
     */

    /**
     * An object storing axis-aligned bounding boxes (AABB).
     *
     * @property wrapBounds
     * @type {}
     */

    /**
     * An array of callback functions that will be called automatically
     * for every pair of bodies, on every engine update.
     *
     * @property attractors
     * @type Function[]
     */

    /**
     * A `Number` specifying the angle of the body, in radians.
     *
     * @property angle
     * @type number
     * @default 0
     */

    /**
     * An array of `Vector` objects that specify the convex hull of the rigid body.
     * These should be provided about the origin `(0, 0)`. E.g.
     *
     *     [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
     *
     * When passed via `Body.create`, the vertices are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation).
     * The `Vector` objects are also augmented with additional properties required for efficient collision detection.
     *
     * Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).
     * Concave hulls are not currently supported. The module `Matter.Vertices` contains useful methods for working with vertices.
     *
     * @property vertices
     * @type vector[]
     */

    /**
     * A `Vector` that specifies the current world-space position of the body.
     *
     * @property position
     * @type vector
     * @default { x: 0, y: 0 }
     */

    /**
     * A `Vector` that holds the current scale values as set by `Body.setScale`.
     *
     * @property scale
     * @type vector
     * @default { x: 1, y: 1 }
     */

    /**
     * A `Vector` that specifies the force to apply in the current step. It is zeroed after every `Body.update`. See also `Body.applyForce`.
     *
     * @property force
     * @type vector
     * @default { x: 0, y: 0 }
     */

    /**
     * A `Number` that specifies the torque (turning force) to apply in the current step. It is zeroed after every `Body.update`.
     *
     * @property torque
     * @type number
     * @default 0
     */

    /**
     * A `Number` that _measures_ the current speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.velocity`).
     *
     * @readOnly
     * @property speed
     * @type number
     * @default 0
     */

    /**
     * A `Number` that _measures_ the current angular speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.angularVelocity`).
     *
     * @readOnly
     * @property angularSpeed
     * @type number
     * @default 0
     */

    /**
     * A `Vector` that _measures_ the current velocity of the body after the last `Body.update`. It is read-only.
     * If you need to modify a body's velocity directly, you should either apply a force or simply change the body's `position` (as the engine uses position-Verlet integration).
     *
     * @readOnly
     * @property velocity
     * @type vector
     * @default { x: 0, y: 0 }
     */

    /**
     * A `Number` that _measures_ the current angular velocity of the body after the last `Body.update`. It is read-only.
     * If you need to modify a body's angular velocity directly, you should apply a torque or simply change the body's `angle` (as the engine uses position-Verlet integration).
     *
     * @readOnly
     * @property angularVelocity
     * @type number
     * @default 0
     */

    /**
     * A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.
     * If you need to set a body as static after its creation, you should use `Body.setStatic` as this requires more than just setting this flag.
     *
     * @property isStatic
     * @type boolean
     * @default false
     */

    /**
     * A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
     *
     * @property isSensor
     * @type boolean
     * @default false
     */

    /**
     * A flag that indicates whether the body is considered sleeping. A sleeping body acts similar to a static body, except it is only temporary and can be awoken.
     * If you need to set a body as sleeping, you should use `Sleeping.set` as this requires more than just setting this flag.
     *
     * @property isSleeping
     * @type boolean
     * @default false
     */

    /**
     * A `Number` that _measures_ the amount of movement a body currently has (a combination of `speed` and `angularSpeed`). It is read-only and always positive.
     * It is used and updated by the `Matter.Sleeping` module during simulation to decide if a body has come to rest.
     *
     * @readOnly
     * @property motion
     * @type number
     * @default 0
     */

    /**
     * A `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).
     *
     * @property sleepThreshold
     * @type number
     * @default 60
     */

    /**
     * A `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).
     *
     * @property density
     * @type number
     * @default 0.001
     */

    /**
     * A `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`).
     *
     * @property mass
     * @type number
     */

    /**
     * A `Number` that defines the inverse mass of the body (`1 / mass`).
     * If you modify this value, you must also modify the `body.mass` property.
     *
     * @property inverseMass
     * @type number
     */

    /**
     * A `Number` that defines the moment of inertia (i.e. second moment of area) of the body.
     * It is automatically calculated from the given convex hull (`vertices` array) and density in `Body.create`.
     * If you modify this value, you must also modify the `body.inverseInertia` property (`1 / inertia`).
     *
     * @property inertia
     * @type number
     */

    /**
     * A `Number` that defines the inverse moment of inertia of the body (`1 / inertia`).
     * If you modify this value, you must also modify the `body.inertia` property.
     *
     * @property inverseInertia
     * @type number
     */

    /**
     * A `Number` that defines the restitution (elasticity) of the body. The value is always positive and is in the range `(0, 1)`.
     * A value of `0` means collisions may be perfectly inelastic and no bouncing may occur.
     * A value of `0.8` means the body may bounce back with approximately 80% of its kinetic energy.
     * Note that collision response is based on _pairs_ of bodies, and that `restitution` values are _combined_ with the following formula:
     *
     *     Math.max(bodyA.restitution, bodyB.restitution)
     *
     * @property restitution
     * @type number
     * @default 0
     */

    /**
     * A `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.
     *
     * The effects of the value may be non-linear.
     * High values may be unstable depending on the body.
     * The engine uses a Coulomb friction model including static and kinetic friction.
     * Note that collision response is based on _pairs_ of bodies, and that `friction` values are _combined_ with the following formula:
     *
     *     Math.min(bodyA.friction, bodyB.friction)
     *
     * @property friction
     * @type number
     * @default 0.1
     */

    /**
     * A `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.
     *
     * @property frictionStatic
     * @type number
     * @default 0.5
     */

    /**
     * A `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.
     * The effects of the value are non-linear.
     *
     * @property frictionAir
     * @type number
     * @default 0.01
     */

    /**
     * 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.
     *
     * @property collisionFilter
     * @type object
     */

    /**
     * An Integer `Number`, that specifies the collision group this body belongs to.
     * See `body.collisionFilter` for more information.
     *
     * @property collisionFilter.group
     * @type object
     * @default 0
     */

    /**
     * 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.
     * See `body.collisionFilter` for more information.
     *
     * @property collisionFilter.category
     * @type object
     * @default 1
     */

    /**
     * A bit mask that specifies the collision categories this body may collide with.
     * See `body.collisionFilter` for more information.
     *
     * @property collisionFilter.mask
     * @type object
     * @default -1
     */

    /**
     * A `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.
     *
     * @property slop
     * @type number
     * @default 0.05
     */

    /**
     * A `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.
     *
     * @property timeScale
     * @type number
     * @default 1
     */

    /**
     * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.
     *
     * @property render
     * @type object
     */

    /**
     * A flag that indicates if the body should be rendered.
     *
     * @property render.visible
     * @type boolean
     * @default true
     */

    /**
     * Sets the opacity to use when rendering.
     *
     * @property render.opacity
     * @type number
     * @default 1
    */

    /**
     * An `Object` that defines the sprite properties to use when rendering, if any.
     *
     * @property render.sprite
     * @type object
     */

     /**
      * A `Number` that defines the offset in the x-axis for the sprite (normalised by texture width).
      *
      * @property render.sprite.xOffset
      * @type number
      * @default 0
      */

     /**
      * A `Number` that defines the offset in the y-axis for the sprite (normalised by texture height).
      *
      * @property render.sprite.yOffset
      * @type number
      * @default 0
      */

    /**
     * A hex color value that defines the fill color to use when rendering the body.
     *
     * @property render.fillColor
     * @type number
     */

    /**
     * A value that defines the fill opacity to use when rendering the body.
     *
     * @property render.fillOpacity
     * @type number
     */

     /**
     * A hex color value that defines the line color to use when rendering the body.
     *
     * @property render.lineColor
     * @type number
     */

    /**
     * A value that defines the line opacity to use when rendering the body.
     *
     * @property render.lineOpacity
     * @type number
     */

     /**
     * A `Number` that defines the line width to use when rendering the body outline.
     *
     * @property render.lineThickness
     * @type number
     */

    /**
     * An array of unique axis vectors (edge normals) used for collision detection.
     * These are automatically calculated from the given convex hull (`vertices` array) in `Body.create`.
     * They are constantly updated by `Body.update` during the simulation.
     *
     * @property axes
     * @type vector[]
     */

    /**
     * A `Number` that _measures_ the area of the body's convex hull, calculated at creation by `Body.create`.
     *
     * @property area
     * @type string
     * @default
     */

    /**
     * A `Bounds` object that defines the AABB region for the body.
     * It is automatically calculated from the given convex hull (`vertices` array) in `Body.create` and constantly updated by `Body.update` during simulation.
     *
     * @property bounds
     * @type bounds
     */

    /**
     * A reference to the Phaser Game Object this body belongs to, if any.
     *
     * @property gameObject
     * @type Phaser.GameObjects.GameObject
     */

    /**
     * The center of mass of the Body.
     *
     * @property centerOfMass
     * @type vector
     * @default { x: 0, y: 0 }
     */

    /**
     * The center of the body in pixel values.
     * Used by Phaser for texture aligment.
     *
     * @property centerOffset
     * @type vector
     * @default { x: 0, y: 0 }
     */

    /**
     * Will this Body ignore World gravity during the Engine update?
     *
     * @property ignoreGravity
     * @type boolean
     * @default false
     */

    /**
     * Scale the influence of World gravity when applied to this body.
     *
     * @property gravityScale
     * @type vector
     * @default { x: 1, y: 1 }
     */

     /**
     * Will this Body ignore Phaser Pointer input events?
     *
     * @property ignorePointer
     * @type boolean
     * @default false
     */

    /**
     * A 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`.
     *
     * @property onCollideCallback
     * @type function
     * @default null
     */

    /**
     * A 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`.
     *
     * @property onCollideEndCallback
     * @type function
     * @default null
     */

    /**
     * A 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`.
     *
     * @property onCollideActiveCallback
     * @type function
     * @default null
     */

    /**
     * A collision callback dictionary used by the `Body.setOnCollideWith` function.
     *
     * @property onCollideWith
     * @type object
     * @default null
     */

})();