---
title: "Vector Hulls"
package: "@phaser-ae/vector-hull"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Turns a drawn 2D outline into what a physics engine needs, with convex hulls cut to a vertex budget, concave shapes split into convex pieces, and triangles for fills."
url: https://phaser.io/packs/vector-hull
site: Phaser - https://phaser.io
---

# Vector Hulls

What a physics engine needs and a vector outline never has. Hulls, convex pieces and triangles, so an outline you drew
can become a collider or a fill.

## What it does

A 2D physics solver wants convex polygons, and refuses or quietly truncates one with too many points. A lumpy rock, a
ship with swept wings or a horseshoe is neither convex nor small. The pack gives four steps, and the one you want
depends on how faithful the collider has to be.

`convexHull` wraps a point set in its convex hull: the fastest, and wrong for anything with a real concavity, since a
horseshoe becomes a disc. `simplifyHull` cuts a hull down to a vertex budget while keeping its extent. `hullFor` does
both, outline in and physics-ready convex polygon out, and is the call most games want. `convexPieces` decomposes a
concave outline into a set of convex polygons, each within the budget, so a body built from several fixtures keeps its
notch; it merges neighbouring pieces back together where the join stays convex, so a shape ends up as six polygons
rather than forty triangles.

Beside those, `isConvex` tests a polygon, and `triangulate` ear-clips an outline into triangles, returned as index
triples, for filling it.

## Features

- **Convex hulls** — `convexHull` of any point set.
- **A vertex budget** — `simplifyHull` and `hullFor` cut a hull to a maximum, 8 by default (`MAX_HULL_POINTS`), and
  keep its extent.
- **Convex decomposition** — `convexPieces` splits a concave outline into merged convex pieces within the budget.
- **Triangulation** — `triangulate` ear-clips a simple polygon into index triples for a fill.
- **A convexity test** — `isConvex`.
- **Deterministic** — the same outline always gives the same collider, so replays and tests agree.

## Good for

- **Physics games with line art** — ships, rocks and props that must collide as real bodies.
- **Generated shapes** — an outline made at run time turned into a collider on the spot.
- **Drawing games** — a shape the player draws becoming a physics object, once it is checked for crossings.
- **Filled vector shapes** — triangles to give an outline a solid face.

## Make it yours

Every hull call takes its own vertex budget, so a game can match its physics engine's limit or trade accuracy for
speed. A small asteroid can be one `hullFor` polygon, cheap and close enough; a space station with a docking bay can be
`convexPieces`, several fixtures on one body, so a ship can fly into the bay rather than bouncing off a lid that is not
drawn. Filling is separate: `triangulate` the same outline for its face, and keep the hull for the collider.

## Works with

- `physics-box2d` — hulls outlines with `hullFor` for a polygon body and keeps every concavity with `convexPieces` for
  a decomposed one, within Box2D's eight-vertex limit.
- `vector-hit` — point tests and circle overlaps, when a full collider is more than the game needs.
- `vector-art` — the drawn outlines that most often need a collider.

## Good to know

- `triangulate` wants a simple polygon, one that does not cross itself. A self-intersecting outline gives nonsense
  rather than an error, so if players draw shapes, check them first.
- Decomposition is a heuristic, not an optimal cover: it produces a good set quickly rather than the smallest possible
  one.
- A plain hull fills in every concavity; reach for `convexPieces` whenever the notch is the point.

---

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