Capsule Class
Capsule shape class.
Constructor
Capsule
-
[length]
-
[radius]
Parameters:
-
[length]
Number optionalThe distance between the end points
-
[radius]
Number optionalRadius of the capsule
Item Index
Properties
Methods
computeAABB
-
out
-
position
-
angle
Parameters:
-
out
AABBThe resulting AABB.
-
position
Array -
angle
Number
computeMomentOfInertia
-
mass
Should return the moment of inertia around the Z axis of the body given the total mass. See Wikipedia's list of moments of inertia.
Parameters:
-
mass
Number
Returns:
If the inertia is infinity or if the object simply isn't possible to rotate, return 0.
conputeMomentOfInertia
-
mass
Compute the mass moment of inertia of the Capsule.
Parameters:
-
mass
Number
Returns:
updateArea
()
updateBoundingRadius
()
Properties
area
Number
Area of this shape.
boundingRadius
Number
Bounding circle radius of this shape
collisionGroup
Number
Collision group that this shape belongs to (bit mask). See this tutorial.
Example:
// Setup bits for each available group
var PLAYER = Math.pow(2,0),
ENEMY = Math.pow(2,1),
GROUND = Math.pow(2,2)
// Put shapes into their groups
player1Shape.collisionGroup = PLAYER;
player2Shape.collisionGroup = PLAYER;
enemyShape .collisionGroup = ENEMY;
groundShape .collisionGroup = GROUND;
// Assign groups that each shape collide with.
// Note that the players can collide with ground and enemies, but not with other players.
player1Shape.collisionMask = ENEMY | GROUND;
player2Shape.collisionMask = ENEMY | GROUND;
enemyShape .collisionMask = PLAYER | GROUND;
groundShape .collisionMask = PLAYER | ENEMY;
// How collision check is done
if(shapeA.collisionGroup & shapeB.collisionMask)!=0 && (shapeB.collisionGroup & shapeA.collisionMask)!=0){
// The shapes will collide
}
collisionMask
Number
Collision mask of this shape. See .collisionGroup.
id
Number
Shape object identifier.
length
Number
The distance between the end points.
material
Material
Material to use in collisions for this Shape. If this is set to null, the world will use default material properties instead.
radius
Number
The radius of the capsule.
sensor
Boolean
Set to true if you want this shape to be a sensor. A sensor does not generate contacts, but it still reports contact events. This is good if you want to know if a shape is overlapping another shape, without them generating contacts.
type
Number
The type of the shape. One of: