cannon
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A lightweight 3D physics engine written in JavaScript.
127 lines (107 loc) • 2.97 kB
JavaScript
/*
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
*/
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];
}
var json = {
bodies: []
};
for (var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
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: []
};
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]));
}
json.bodies.push(jsonBody);
}
return json;
};
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;
}
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)
});
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);
}
}
this.addBody(body);
}
};
CANNON.World.prototype.empty = function(){
while(this.bodies.length) {
this.remove(this.bodies[0]);
}
};