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Collision shapes (3D)
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=====================
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+This guide explains:
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+
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+- The types of collision shapes available in 3D in Godot.
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+- Using a convex or a concave mesh as a collision shape.
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+- Performance considerations regarding 3D collisions.
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+
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Godot provides many kinds of collision shapes, with different performance and
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accuracy tradeoffs.
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-You can define the body form of a :ref:`class_PhysicsBody` by adding one or more
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-:ref:`CollisionShapes <class_CollisionShape>` as child nodes. These nodes act as
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-shape holders. In these child nodes, you must add a :ref:`class_Shape`
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-*resource* that will define the actual shape of the collision.
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+You can define the shape of a :ref:`class_PhysicsBody` by adding one or more
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+:ref:`CollisionShapes <class_CollisionShape>` as child nodes. Note that you must
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+add a :ref:`class_Shape` *resource* to collision shape nodes in the Inspector
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+dock.
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.. note::
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When you add multiple collision shapes to a single PhysicsBody, you don't
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- have to worry about overlapping shapes since these won't "collide" with each
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- other.
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+ have to worry about them overlapping. They won't "collide" with each other.
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Primitive collision shapes
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--------------------------
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@@ -25,16 +30,16 @@ Godot provides the following primitive collision shape types:
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- :ref:`class_BoxShape`
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- :ref:`class_SphereShape`
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- :ref:`class_CapsuleShape`
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-- :ref:`class_CylinderShape` (only when using the Bullet physics engine)
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+- :ref:`class_CylinderShape`. It is only available when using the Bullet physics
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+ engine.
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-Using one or several primitive collision shapes, you can represent the collision
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-of most smaller objects well. However, for more complex objects such as a large
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-ship or a whole level, you may want to use convex shapes or concave shapes
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-instead (see below).
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+You can represent the collision of most smaller objects using one or more
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+primitive shapes. However, for more complex objects, such as a large ship or a
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+whole level, you may need convex or concave shapes instead. More on that below.
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-Primitive shapes are recommended for dynamic objects such as RigidBodies and
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-KinematicBodies, as their behavior usually is the most reliable and predictable.
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-On top of that, they often provide better performance as well.
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+We recommend favoring primitive shapes for dynamic objects such as RigidBodies
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+and KinematicBodies as their behavior is the most reliable. They often provide
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+better performance as well.
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Convex collision shapes
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-----------------------
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@@ -43,78 +48,74 @@ Convex collision shapes
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between primitive collision shapes and concave collision shapes. They can
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represent shapes of any complexity, but with an important caveat. As their name
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implies, an individual shape can only represent a *convex* shape. For instance,
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-a pyramid is *convex* but a hollow box is *concave*. To represent a concave
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-object with a single collision shape, you need to use a concave collision shape
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-(see below).
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-
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-However, depending on the object's complexity, you may get better performance by
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-using multiple convex shapes instead of a concave collision shape. This is why
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-Godot lets you make use of *convex decomposition* to generate convex shapes that
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-roughly match a concave object. That said, this performance advantage no longer
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-applies after a certain amount of convex shapes. Due to this, for large and
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-complex objects such as a whole level, it's recommended to use concave shapes
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-instead.
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+a pyramid is *convex*, but a hollow box is *concave*. To define a concave object
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+with a single collision shape, you need to use a concave collision shape.
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+
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+Depending on the object's complexity, you may get better performance by using
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+multiple convex shapes instead of a concave collision shape. Godot lets you use
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+*convex decomposition* to generate convex shapes that roughly match a hollow
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+object. Note this performance advantage no longer applies after a certain amount
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+of convex shapes. For large and complex objects such as a whole level, we
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+recommend using concave shapes instead.
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You can generate one or several convex collision shapes from the editor by
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selecting a MeshInstance and using the **Mesh** menu at the top of the 3D
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viewport. The editor exposes two generation modes:
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-- **Create Single Convex Collision Sibling** uses the Quickhull algorithm.
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- It creates one CollisionShape node with an automatically generated convex
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- collision shape. Since it only generates a single shape, it provides better
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- performance and is recommended for small objects.
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+- **Create Single Convex Collision Sibling** uses the Quickhull algorithm. It
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+ creates one CollisionShape node with an automatically generated convex
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+ collision shape. Since it only generates a single shape, it provides good
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+ performance and is ideal for small objects.
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-- **Create Multiple Convex Collision Siblings** uses the V-HACD algorithm.
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- It creates several CollisionShape nodes, each with their own convex collision
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- shape. Since it generates multiple shapes, it is more accurate for concave
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- objects at the cost of performance. For objects with medium complexity, it
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- will likely be faster than using a single concave collision shape.
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+- **Create Multiple Convex Collision Siblings** uses the V-HACD algorithm. It
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+ creates several CollisionShape nodes, each with a convex shape. Since it
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+ generates multiple shapes, it is more accurate for concave objects at the cost
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+ of performance. For objects with medium complexity, it will likely be faster
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+ than using a single concave collision shape.
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-Concave (trimesh) collision shapes
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-----------------------------------
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+Concave or trimesh collision shapes
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+-----------------------------------
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-:ref:`Concave collision shapes <class_ConcavePolygonShape>` (also called trimesh
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-collision shapes) can take any form, from a few triangles to thousands of
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-triangles. Concave shapes are the slowest option, but are also the most accurate
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-collision shapes available in Godot. **Concave shapes can only be used within
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-StaticBodies.** They will not work with KinematicBodies or RigidBodies unless
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-the RigidBody's mode is set to Static.
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+:ref:`Concave collision shapes <class_ConcavePolygonShape>`, also called trimesh
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+collision shapes, can take any form, from a few triangles to thousands of
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+triangles. Concave shapes are the slowest option but are also the most accurate
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+in Godot. **You can only use concave shapes within StaticBodies.** They will not
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+work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static.
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.. note::
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Even though concave shapes offer the most accurate *collision*, contact
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- reporting can be less accurate compared to primitive shapes.
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+ reporting can be less precise than primitive shapes.
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-When not using GridMaps for level design, concave collision shapes are usually
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-the best approach for level collision. That said, if your level has small
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-details, you will probably want to exclude those from collision for better
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-performance and reliability. To do so, you can build a simplified collision mesh
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-in a 3D modeler and have Godot generate a collision shape for it automatically
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-(see below).
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+When not using GridMaps for level design, concave shapes are the best approach
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+for a level's collision. That said, if your level has small details, you may
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+want to exclude those from collision for performance and game feel. To do so,
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+you can build a simplified collision mesh in a 3D modeler and have Godot
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+generate a collision shape for it automatically. More on that below
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Note that unlike primitive and convex shapes, a concave collision shape doesn't
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-have an actual "volume". Objects can be placed both *outside* of the shape as
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+have an actual "volume". You can place objects both *outside* of the shape as
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well as *inside*.
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You can generate a concave collision shape from the editor by selecting a
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-MeshInstance and using the **Mesh** menu at the top of the 3D viewport.
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-The editor exposes two generation options:
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+MeshInstance and using the **Mesh** menu at the top of the 3D viewport. The
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+editor exposes two options:
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-- **Create Trimesh Static Body** is a convenience option. It will create a
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- StaticBody containing a concave shape matching the mesh's geometry.
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+- **Create Trimesh Static Body** is a convenient option. It creates a StaticBody
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+ containing a concave shape matching the mesh's geometry.
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-- **Create Trimesh Collision Sibling** will create a CollisionShape node
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- containing the a concave shape matching the mesh's geometry.
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+- **Create Trimesh Collision Sibling** creates a CollisionShape node with a
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+ concave shape matching the mesh's geometry.
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.. note::
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- If you need to make a RigidBody *slide* on a concave collision shape, you
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- may notice that sometimes, the RigidBody will bump upwards. To solve this,
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- open **Project > Project Settings** and enable
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+ Suppose you need to make a RigidBody *slide* on a concave collision shape.
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+ In that case, you may notice that sometimes, the RigidBody will bump
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+ upwards. To solve this, open **Project > Project Settings** and enable
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**Physics > 3d > Smooth Trimesh Collision**.
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Once you've enabled smooth trimesh collision, make sure the concave shape is
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- the only shape of your StaticBody and that it's at located at its origin
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+ the only shape of your StaticBody and that it's located at its origin
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without any rotation. This way, the RigidBody should slide perfectly on the
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StaticBody.
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@@ -127,19 +128,19 @@ The editor exposes two generation options:
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Performance caveats
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-------------------
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-While you aren't limited to a single collision shape per PhysicsBody, it's
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-recommended to keep the number of shapes as low as possible to improve
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-performance. This is especially true for dynamic objects such as RigidBodies and
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-KinematicBodies. On top of that, avoid translating, rotating or scaling
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+You aren't limited to a single collision shape per PhysicsBody. Still, we
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+recommend keeping the number of shapes as low as possible to improve
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+performance, especially for dynamic objects like RigidBodies and
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+KinematicBodies. On top of that, avoid translating, rotating, or scaling
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CollisionShapes to benefit from the physics engine's internal optimizations.
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-When a single non-transformed collision shape is used in a StaticBody, the
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+When using a single non-transformed collision shape in a StaticBody, the
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engine's *broad phase* algorithm can discard inactive PhysicsBodies. The *narrow
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-phase* will then only have to take into account the active bodies's shapes. If a
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-StaticBody has many collision shapes, the broad phase would fail and the narrow
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-phase (which is slower) must perform a collision check against each shape.
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+phase* will then only have to take into account the active bodies' shapes. If a
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+StaticBody has many collision shapes, the broad phase will fail. The narrow
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+phase, which is slower, must then perform a collision check against each shape.
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If you run into performance issues, you may have to make tradeoffs in terms of
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-accuracy. Most games out there don't actually have 100% accurate collision. They
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-just find creative ways to hide it or otherwise make it unnoticeable during
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-normal gameplay :)
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+accuracy. Most games out there don't have a 100% accurate collision. They find
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+creative ways to hide it or otherwise make it unnoticeable during normal
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+gameplay.
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