Different collision shapes for different needs:

Babylon.js provides several impostor types for different collision needs:

  • BoxImpostor: Simple box collision - efficient for rectangular objects
  • SphereImpostor: Spherical collision - most efficient, good for round objects
  • CylinderImpostor: Cylindrical collision - for tubes, pillars, etc.
  • MeshImpostor: Uses actual mesh geometry - most accurate but computationally expensive
  • HeightmapImpostor: Efficient for terrain - uses height data for collision
  • ConvexHullImpostor: Creates simplified collision from mesh vertices - good balance
  • ParticleImpostor: Point with mass but no rotation - for simple particles
  • NoImpostor: For compound objects with child impostors

For performance, always use the simplest collision shape that adequately represents your object.

// Complex mesh with accurate collision
const complexMesh = BABYLON.MeshBuilder.CreateTorusKnot("tk", {}, scene);
complexMesh.position.y = 10;

// Options for different collision types
// 1. Exact mesh collision (expensive)
complexMesh.physicsImpostor = new BABYLON.PhysicsImpostor(
    complexMesh,
    BABYLON.PhysicsImpostor.MeshImpostor,
    { mass: 3, restitution: 0.4 },
    scene
);

// 2. Convex hull (better performance)
complexMesh.physicsImpostor = new BABYLON.PhysicsImpostor(
    complexMesh,
    BABYLON.PhysicsImpostor.ConvexHullImpostor,
    { mass: 3, restitution: 0.4 },
    scene
);

// 3. Simple approximation (best performance)
complexMesh.physicsImpostor = new BABYLON.PhysicsImpostor(
    complexMesh,
    BABYLON.PhysicsImpostor.SphereImpostor,
    { mass: 3, restitution: 0.4 },
    scene
);