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/* | ||
Adds two methods to the CANNON.World class: .toJSON and .fromJSON. These methods are not complete but works for simple cases. | ||
Usage: | ||
Include this script after cannon.js or cannon.min.js: | ||
<script src="cannon.js"></script> | ||
<script src="cannon.serialize.js"></script> | ||
Now you can do this with your CANNON.World instance: | ||
var obj = world.toJSON(); // Create a serializable object | ||
var str = JSON.stringify(obj); // Convert to string | ||
Or, you can load the serialized scene from the JSON: | ||
var obj = JSON.parse(str); // Parse the string into a JSON object | ||
world.fromJSON(obj); // Load objects into the world | ||
*/ | ||
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CANNON.World.prototype.toJSON = function(){ | ||
function v2a(v){ | ||
return [v.x, v.y, v.z]; | ||
} | ||
function q2a(q){ | ||
return [q.x, q.y, q.z, q.w]; | ||
} | ||
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var json = { | ||
bodies: [] | ||
}; | ||
for (var i = 0; i < this.bodies.length; i++) { | ||
var body = this.bodies[i]; | ||
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var jsonBody = { | ||
mass: body.mass, | ||
type: body.type, | ||
position: [body.position.x, body.position.y, body.position.z], | ||
quaternion: [body.quaternion.x, body.quaternion.y, body.quaternion.z, body.quaternion.w], | ||
shapes: [], | ||
shapeOffsets: [], | ||
shapeOrientations: [] | ||
}; | ||
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for (var j = 0; j < body.shapes.length; j++) { | ||
var shape = body.shapes[j]; | ||
var jsonShape = { | ||
type: shape.type | ||
}; | ||
switch(shape.type){ | ||
case CANNON.Shape.types.BOX: | ||
jsonShape.halfExtents = v2a(shape.halfExtents); | ||
break; | ||
case CANNON.Shape.types.SPHERE: | ||
jsonShape.radius = shape.radius; | ||
break; | ||
default: | ||
console.log('unhandled shape: ' + shape.type); | ||
continue; | ||
} | ||
jsonBody.shapes.push(jsonShape); | ||
jsonBody.shapeOffsets.push(v2a(body.shapeOffsets[j])); | ||
jsonBody.shapeOrientations.push(q2a(body.shapeOrientations[j])); | ||
} | ||
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json.bodies.push(jsonBody); | ||
} | ||
return json; | ||
}; | ||
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CANNON.World.prototype.fromJSON = function(json){ | ||
function a2v(a,v){ | ||
v = v || new CANNON.Vec3(); | ||
v.x = a[0]; | ||
v.y = a[1]; | ||
v.z = a[2]; | ||
return v; | ||
} | ||
function a2q(a,q){ | ||
q = q || new CANNON.Quaternion(); | ||
q.x = a[0]; | ||
q.y = a[1]; | ||
q.z = a[2]; | ||
q.w = a[3]; | ||
return q; | ||
} | ||
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for (var i = 0; i < json.bodies.length; i++) { | ||
var jsonBody = json.bodies[i]; | ||
var body = new CANNON.Body({ | ||
mass: jsonBody.mass, | ||
type: jsonBody.type, | ||
position: a2v(jsonBody.position), | ||
quaternion: a2q(jsonBody.quaternion) | ||
}); | ||
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for (var j = 0; j < jsonBody.shapes.length; j++) { | ||
var jsonShape = jsonBody.shapes[j]; | ||
var shape; | ||
var offset = a2v(jsonBody.shapeOffsets[j]); | ||
var orientation = a2q(jsonBody.shapeOrientations[j]); | ||
switch(jsonShape.type){ | ||
case CANNON.Shape.types.BOX: | ||
shape = new CANNON.Box(a2v(jsonShape.halfExtents)); | ||
break; | ||
case CANNON.Shape.types.SPHERE: | ||
shape = new CANNON.Sphere(jsonShape.radius); | ||
break; | ||
} | ||
if(shape){ | ||
body.addShape(shape, offset, orientation); | ||
} | ||
} | ||
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this.addBody(body); | ||
} | ||
}; | ||
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CANNON.World.prototype.empty = function(){ | ||
while(this.bodies.length) { | ||
this.remove(this.bodies[0]); | ||
} | ||
}; |