---
title: "Vector Hulls: API"
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/api
site: Phaser - https://phaser.io
---

# Vector Hulls: API

`@phaser-ae/vector-hull` — Convexity for physics: hulls, decomposition into convex pieces, and triangulation of an arbitrary outline.

## The pack

### `vectorHull`

```ts
function vectorHull(): Pack<{ vecHull: VecHullApi }>
```

The `vector-hull` pack. Pure maths, so it needs no backend and runs headless.

## Functions

### `convexHull`

```ts
function convexHull(points: readonly VecPt[]): VecPt[]
```

The convex hull of a point set (monotone chain), counter-clockwise in
standard axes — which is CLOCKWISE on screen, y being down.

Fewer than three distinct points comes back as-is; collinear points are
dropped.

### `convexPieces`

```ts
function convexPieces(points: readonly VecPt[], max = MAX_HULL_POINTS, tolerance = 0): VecPt[][]
```

Split an outline into CONVEX pieces (ear clipping, then merging ears back
together while the join stays convex and within `max` vertices).

The honest way to give a concave silhouette — a ship, a plus, a letter — real
collision instead of the hull's approximation: each piece becomes its own
Box2D polygon on ONE body, so the notch is a notch.

Built for outlines a hand drew, not only clean authored ones. Repeated
points, runs of collinear points and zero-width spikes are cleaned out
first; an outline that touches itself at a point still decomposes; one that
CROSSES itself is cut at each crossing into loops, each decomposed on its own.

`tolerance` is the smallest feature that counts, in the outline's own units:
points nearer each other than this are one point, and a vertex nearer than
this to the line through its neighbours lies on that line. No piece comes
back with fewer than three points, two points that close, a vertex that
flat, or a thickness under it. A sliver is merged into a neighbour where the
join stays convex and is dropped where it will not, which loses at most a
strip `tolerance` thick. At 0 (the default) it is a billionth of the
outline's size, which removes rounding and nothing anyone could see; a
physics wrapper passes its solver's own weld distance, so every piece
survives the solver's hull step.

Pieces wind counter-clockwise in standard axes (clockwise on screen) and
have at most `max` vertices; a `max` below 3 is taken as 3, since a triangle
cannot be split. An outline that is already convex and within budget comes
back as one piece, so the cheap case stays cheap; one with fewer than three
usable points comes back as `[]`.

### `hullFor`

```ts
function hullFor(points: readonly VecPt[], max = MAX_HULL_POINTS): VecPt[]
```

Outline → a point list Box2D will actually accept: convex, at most
`MAX_HULL_POINTS` vertices, in the shape's own local frame.

**Do not re-centre the result on its centroid.** Box2D computes centroid,
mass and inertia from the polygon in body-local space, so passing the raw
local points keeps the drawn outline and the collision shape registered.
Re-centring looks tidier and is the bug — a shape that spins about a point
it isn't drawn around.

### `isConvex`

```ts
function isConvex(p: readonly VecPt[]): boolean
```

True if every turn goes the same way (a convex simple polygon).

### `simplifyHull`

```ts
function simplifyHull(points: readonly VecPt[], max = MAX_HULL_POINTS): VecPt[]
```

Reduce a CONVEX outline to at most `max` vertices, dropping the ones that
cost the least area — so the silhouette survives as well as it can.

This is the step that stops an 11-point asteroid becoming a null Box2D
shape. Run `convexHull` first; on a concave input the areas are meaningless.

### `triangulate`

```ts
function triangulate(points: readonly VecPt[]): Array<[number, number, number]>
```

Ear-clipping triangulation of a simple polygon — index triples into
`points`. Handles concave outlines and either winding; no holes, no
self-intersection. Degenerate input fans the remainder rather than looping.

This is what turns a vector OUTLINE into a filled face. It lives here rather
than being borrowed from the 3D geometry module because the vector layer
must never pull in the 3D chunk.

## Constants

### `MAX_HULL_POINTS`

```ts
const MAX_HULL_POINTS: 8
```

Vertex limit for one hull or convex piece: 8, Box2D's polygon maximum; the default `max` of the hull and piece functions.

## Types

### `Vec2`

```ts
interface Vec2
```

A 2D point or vector. Plain data, so anything can produce one.

- `x: number` — Horizontal coordinate in the caller's own units (pixels for screen paths); grows rightward.
- `y: number` — Vertical coordinate in the caller's own units (pixels for screen paths); grows downward on screen.

### `VecHullApi`

```ts
type VecHullApi = typeof kit
```

`game.vecHull` — every function this pack carries, as one namespace.

### `VecPt`

```ts
type VecPt = Vec2
```

A point on a path — the same shape, named for what it is used as.

---

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