Simulate Drumhead Acoustic Waves in Matter.js

This article explains how to simulate drumhead acoustic surface waves using Matter.js by modeling a circular membrane as an interconnected lattice of constrained particles. By configuring a grid of point masses connected by elastic constraints, anchoring the perimeter to represent a clamped rim, and applying a localized impulse, you can reproduce wave propagation, boundary reflections, and resonance patterns governed by the two-dimensional wave equation.

Mechanics of the Mass-Spring Membrane

A traditional drumhead consists of a flexible membrane held under uniform tension along a fixed circular boundary. In continuous physics, its transverse motion is governed by the 2D wave equation:

\[\frac{\partial^2 z}{\partial t^2} = c^2 \nabla^2 z\]

Where \(c = \sqrt{T/\sigma}\) represents wave velocity determined by tension \(T\) and surface mass density \(\sigma\).

To simulate this discrete approximation in Matter.js, the continuous membrane is discretized into a polar or Cartesian mesh of point-mass bodies (Matter.Bodies.circle). Each particle acts as a node connected to adjacent neighbors via linear spring constraints (Matter.Constraint). Tension is represented by the resting stiffness of these constraints, while node masses represent local surface density.

Constructing the Particle Mesh

The simulation space requires an array of dynamic particles bounded by static anchor nodes. A Cartesian grid clipped to a circular radius provides consistent spatial density across the drumhead.

  1. Node Generation: Iterate across a 2D coordinate space within a designated radius \(R\). For each grid coordinate \((x, y)\) where \(\sqrt{(x - x_0)^2 + (y - y_0)^2} \le R\), instantiate a circular body with zero restitution, negligible friction, and a low radius (e.g., 2 to 4 pixels) to act as a point mass.
  2. Clamping the Rim: Identify nodes near the boundary where the distance from the center exceeds \(R - \Delta r\) (where \(\Delta r\) is the grid spacing). Set isStatic: true on these edge nodes to emulate the rigid hoop of a drum.

Linking Particles with Constraints

Surface wave propagation depends on restoring forces applied across adjacent nodes. In Matter.js, these are established using distance constraints:

Inducing Impulses and Wave Propagation

Wave generation begins by perturbing the equilibrium state of the mesh:

Tuning Parameters for Acoustic Fidelity

To achieve realistic wave behavior in the simulation, calibrate the following engine and body properties: