API Docs for: 0.6.0
Show:

File: src/shapes/Capsule.js

var Shape = require('./Shape')
,   vec2 = require('../math/vec2');

module.exports = Capsule;

/**
 * Capsule shape class.
 * @class Capsule
 * @constructor
 * @extends Shape
 * @param {Number} [length] The distance between the end points
 * @param {Number} [radius] Radius of the capsule
 */
function Capsule(length, radius){

    /**
     * The distance between the end points.
     * @property {Number} length
     */
    this.length = length || 1;

    /**
     * The radius of the capsule.
     * @property {Number} radius
     */
    this.radius = radius || 1;

    Shape.call(this,Shape.CAPSULE);
}
Capsule.prototype = new Shape();

/**
 * Compute the mass moment of inertia of the Capsule.
 * @method conputeMomentOfInertia
 * @param  {Number} mass
 * @return {Number}
 * @todo
 */
Capsule.prototype.computeMomentOfInertia = function(mass){
    // Approximate with rectangle
    var r = this.radius,
        w = this.length + r, // 2*r is too much, 0 is too little
        h = r*2;
    return mass * (h*h + w*w) / 12;
};

/**
 * @method updateBoundingRadius
 */
Capsule.prototype.updateBoundingRadius = function(){
    this.boundingRadius = this.radius + this.length/2;
};

/**
 * @method updateArea
 */
Capsule.prototype.updateArea = function(){
    this.area = Math.PI * this.radius * this.radius + this.radius * 2 * this.length;
};

var r = vec2.create();

/**
 * @method computeAABB
 * @param  {AABB}   out      The resulting AABB.
 * @param  {Array}  position
 * @param  {Number} angle
 */
Capsule.prototype.computeAABB = function(out, position, angle){
    var radius = this.radius;

    // Compute center position of one of the the circles, world oriented, but with local offset
    vec2.set(r,this.length / 2,0);
    if(angle !== 0){
        vec2.rotate(r,r,angle);
    }

    // Get bounds
    vec2.set(out.upperBound,  Math.max(r[0]+radius, -r[0]+radius),
                              Math.max(r[1]+radius, -r[1]+radius));
    vec2.set(out.lowerBound,  Math.min(r[0]-radius, -r[0]-radius),
                              Math.min(r[1]-radius, -r[1]-radius));

    // Add offset
    vec2.add(out.lowerBound, out.lowerBound, position);
    vec2.add(out.upperBound, out.upperBound, position);
};