|
@@ -0,0 +1,132 @@
|
|
|
|
+.. _doc_collision_shapes_2d:
|
|
|
|
+
|
|
|
|
+Collision shapes (2D)
|
|
|
|
+=====================
|
|
|
|
+
|
|
|
|
+This guide explains:
|
|
|
|
+
|
|
|
|
+- The types of collision shapes available in 2D in Godot.
|
|
|
|
+- Using an image converted to a polygon as a collision shape.
|
|
|
|
+- Performance considerations regarding 2D collisions.
|
|
|
|
+
|
|
|
|
+Godot provides many kinds of collision shapes, with different performance and
|
|
|
|
+accuracy tradeoffs.
|
|
|
|
+
|
|
|
|
+You can define the shape of a :ref:`class_PhysicsBody2D` by adding one or more
|
|
|
|
+:ref:`CollisionShape2Ds <class_CollisionShape2D>` or
|
|
|
|
+:ref:`CollisionPolygon2Ds <class_CollisionPolygon2D>` as child nodes.
|
|
|
|
+Note that you must add a :ref:`class_Shape2D` *resource* to collision shape
|
|
|
|
+nodes in the Inspector dock.
|
|
|
|
+
|
|
|
|
+.. note::
|
|
|
|
+
|
|
|
|
+ When you add multiple collision shapes to a single PhysicsBody2D, you don't
|
|
|
|
+ have to worry about them overlapping. They won't "collide" with each other.
|
|
|
|
+
|
|
|
|
+Primitive collision shapes
|
|
|
|
+--------------------------
|
|
|
|
+
|
|
|
|
+Godot provides the following primitive collision shape types:
|
|
|
|
+
|
|
|
|
+- :ref:`class_RectangleShape2D`
|
|
|
|
+- :ref:`class_CircleShape2D`
|
|
|
|
+- :ref:`class_CapsuleShape2D`
|
|
|
|
+- :ref:`class_SegmentShape2D`
|
|
|
|
+- :ref:`class_RayShape2D` (designed for characters)
|
|
|
|
+- :ref:`class_LineShape2D` (infinite plane)
|
|
|
|
+
|
|
|
|
+You can represent the collision of most smaller objects using one or more
|
|
|
|
+primitive shapes. However, for more complex objects, such as a large ship or a
|
|
|
|
+whole level, you may need convex or concave shapes instead. More on that below.
|
|
|
|
+
|
|
|
|
+We recommend favoring primitive shapes for dynamic objects such as RigidBodies
|
|
|
|
+and KinematicBodies as their behavior is the most reliable. They often provide
|
|
|
|
+better performance as well.
|
|
|
|
+
|
|
|
|
+Convex collision shapes
|
|
|
|
+-----------------------
|
|
|
|
+
|
|
|
|
+.. warning::
|
|
|
|
+
|
|
|
|
+ Godot currently doesn't offer a built-in way to create 2D convex collision
|
|
|
|
+ shapes. This section is mainly here for reference purposes.
|
|
|
|
+
|
|
|
|
+:ref:`Convex collision shapes <class_ConvexPolygonShape2D>` are a compromise
|
|
|
|
+between primitive collision shapes and concave collision shapes. They can
|
|
|
|
+represent shapes of any complexity, but with an important caveat. As their name
|
|
|
|
+implies, an individual shape can only represent a *convex* shape. For instance,
|
|
|
|
+a pyramid is *convex*, but a hollow box is *concave*. To define a concave object
|
|
|
|
+with a single collision shape, you need to use a concave collision shape.
|
|
|
|
+
|
|
|
|
+Depending on the object's complexity, you may get better performance by using
|
|
|
|
+multiple convex shapes instead of a concave collision shape. Godot lets you use
|
|
|
|
+*convex decomposition* to generate convex shapes that roughly match a hollow
|
|
|
|
+object. Note this performance advantage no longer applies after a certain amount
|
|
|
|
+of convex shapes. For large and complex objects such as a whole level, we
|
|
|
|
+recommend using concave shapes instead.
|
|
|
|
+
|
|
|
|
+Concave or trimesh collision shapes
|
|
|
|
+-----------------------------------
|
|
|
|
+
|
|
|
|
+:ref:`Concave collision shapes <class_ConcavePolygonShape2D>`, also called trimesh
|
|
|
|
+collision shapes, can take any form, from a few triangles to thousands of
|
|
|
|
+triangles. Concave shapes are the slowest option but are also the most accurate
|
|
|
|
+in Godot. **You can only use concave shapes within StaticBodies.** They will not
|
|
|
|
+work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static.
|
|
|
|
+
|
|
|
|
+.. note::
|
|
|
|
+
|
|
|
|
+ Even though concave shapes offer the most accurate *collision*, contact
|
|
|
|
+ reporting can be less precise than primitive shapes.
|
|
|
|
+
|
|
|
|
+When not using TileMaps for level design, concave shapes are the best approach
|
|
|
|
+for a level's collision.
|
|
|
|
+
|
|
|
|
+You can configure the CollisionPolygon2D node's *build mode* in the inspector.
|
|
|
|
+If it is set to **Solids** (the default), collisions will include the polygon
|
|
|
|
+and its contained area. If it is set to **Segments**, collisions will only
|
|
|
|
+include the polygon edges.
|
|
|
|
+
|
|
|
|
+You can generate a concave collision shape from the editor by selecting a Sprite
|
|
|
|
+and using the **Sprite** menu at the top of the 2D viewport. The Sprite menu
|
|
|
|
+dropdown exposes an option called **Create CollisionPolygon2D Sibling**.
|
|
|
|
+Once you click it, it displays a menu with 3 settings:
|
|
|
|
+
|
|
|
|
+- **Simplification:** Higher values will result in a less detailed shape, which
|
|
|
|
+ improves performance at the cost of accuracy.
|
|
|
|
+- **Shrink (Pixels):** Higher values will shrink the generated collision polygon
|
|
|
|
+ relative to the sprite's edges.
|
|
|
|
+- **Grow (Pixels):** Higher values will grow the generated collision polygon
|
|
|
|
+ relative to the sprite's edges. Note that setting Grow and Shrink to equal
|
|
|
|
+ values may yield different results than leaving both of them on 0.
|
|
|
|
+
|
|
|
|
+.. note::
|
|
|
|
+
|
|
|
|
+ If you have an image with many small details, it's recommended to create a
|
|
|
|
+ simplified version and use it to generate the collision polygon. This
|
|
|
|
+ can result in better performance and game feel, since the player won't
|
|
|
|
+ be blocked by small, decorative details.
|
|
|
|
+
|
|
|
|
+ To use a separate image for collision polygon generation, create another
|
|
|
|
+ Sprite, generate a collision polygon sibling from it then remove the Sprite
|
|
|
|
+ node. This way, you can exclude small details from the generated collision.
|
|
|
|
+
|
|
|
|
+Performance caveats
|
|
|
|
+-------------------
|
|
|
|
+
|
|
|
|
+You aren't limited to a single collision shape per PhysicsBody. Still, we
|
|
|
|
+recommend keeping the number of shapes as low as possible to improve
|
|
|
|
+performance, especially for dynamic objects like RigidBodies and
|
|
|
|
+KinematicBodies. On top of that, avoid translating, rotating, or scaling
|
|
|
|
+CollisionShapes to benefit from the physics engine's internal optimizations.
|
|
|
|
+
|
|
|
|
+When using a single non-transformed collision shape in a StaticBody, the
|
|
|
|
+engine's *broad phase* algorithm can discard inactive PhysicsBodies. The *narrow
|
|
|
|
+phase* will then only have to take into account the active bodies' shapes. If a
|
|
|
|
+StaticBody has many collision shapes, the broad phase will fail. The narrow
|
|
|
|
+phase, which is slower, must then perform a collision check against each shape.
|
|
|
|
+
|
|
|
|
+If you run into performance issues, you may have to make tradeoffs in terms of
|
|
|
|
+accuracy. Most games out there don't have a 100% accurate collision. They find
|
|
|
|
+creative ways to hide it or otherwise make it unnoticeable during normal
|
|
|
|
+gameplay.
|