custom export from physics editor

This commit is contained in:
Georgios Kaleadis 2014-03-20 13:38:25 +01:00
parent 634b1d1093
commit 66fa003901
3 changed files with 231 additions and 2 deletions

View file

@ -0,0 +1,95 @@
<exporter>
<name>lime-json</name>
<displayName>Phaser (JSON)</displayName>
<description>Exporter for Phaser, JSON</description>
<version>1.0</version>
<yAxisDirection>down</yAxisDirection>
<physicsEngine>box2d</physicsEngine>
<template>phaser.json</template>
<fileExtension>json</fileExtension>
<anchorPoint>
<enabled>no</enabled>
</anchorPoint>
<origin>
<type>fixed</type>
<relX>0.0</relX>
<relY>1.0</relY>
</origin>
<!-- Circle support does not work as with standard box2d - you can't change the center
or add more than one circle to a shape. This is why it is disabled for now -->
<supportsCircles>no</supportsCircles>
<body>
</body>
<global>
</global>
<body>
</body>
<fixture>
<parameter>
<name>density</name>
<displayName>Density</displayName>
<type>float</type>
<min>-1000</min>
<max>1000</max>
<default>2.0</default>
</parameter>
<parameter>
<name>bounce</name>
<displayName>Bounce</displayName>
<type>float</type>
<min>0</min>
<max>1000</max>
<default>0.0</default>
</parameter>
<parameter>
<name>friction</name>
<displayName>Friction</displayName>
<type>float</type>
<min>0</min>
<max>1000</max>
<default>0.0</default>
</parameter>
<parameter>
<name>isSensor</name>
<displayName>Is Sensor</displayName>
<description>If set the physial </description>
<type>bool</type>
<default>false</default>
</parameter>
<parameter>
<name>filter_groupIndex</name>
<displayName>Group</displayName>
<description>Collision group.</description>
<shortDescription></shortDescription>
<type>int</type>
<default>0</default>
</parameter>
<parameter>
<name>filter_bitfield</name>
<type>bitfield</type>
<size>16</size>
</parameter>
<parameter>
<name>filter_categoryBits</name>
<displayName>Cat.</displayName>
<description>Collision category</description>
<shortDescription>Collision category</shortDescription>
<type>uint16</type>
<default>1</default>
<bitfield>yes</bitfield>
</parameter>
<parameter>
<name>filter_maskBits</name>
<displayName>Mask</displayName>
<description>Collision mask</description>
<shortDescription>Collision mask</shortDescription>
<type>uint16</type>
<default>65535</default>
<bitfield>yes</bitfield>
</parameter>
</fixture>
</exporter>

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@ -0,0 +1,17 @@
{ {% for body in bodies %}
{% if not forloop.first %}, {% endif %}
"{{body.name}}": [
{% for fixture in body.fixtures %}{% if not forloop.first %} ,{% endif %}
{
"density": {{fixture.density}}, "friction": {{fixture.friction}}, "bounce": {{fixture.bounce}}, {% if fixture.isSensor %}"isSensor"=true, {% endif %}
"filter": { "categoryBits": {{fixture.filter_categoryBits}}, "maskBits": {{fixture.filter_maskBits}} },
"polygons":[
{% for polygon in fixture.polygons %}{% if not forloop.first %} ,{% endif %}
[ {% for point in polygon %} {% if not forloop.first %}, {% endif %} {{point.x}}, {{point.y}} {% endfor %} ]
{% endfor %}
]
}
{% endfor %}
]
{% endfor %}
}

View file

@ -1095,6 +1095,47 @@ Phaser.Physics.P2.Body.prototype = {
},
loadPhaserPolygon: function (key, object, options) {
var data = this.game.cache.getPhysicsData(key, object);
if (data.length === 1)
{
var temp = [];
data = data.pop()
// We've a list of numbers
for (var i = 0, len = data.shape.length; i < len; i += 2)
{
temp.push([data.shape[i], data.shape[i + 1]]);
}
return this.addPolygon(options, temp);
}
else
{
// We've multiple Convex shapes, they should be CCW automatically
var cm = p2.vec2.create();
//cycle through the fixtures
for (var i = 0; i < data.length; i++)
{
var fixtureData = data[i]
this.addPolygonShape(fixtureData)
}
this.data.aabbNeedsUpdate = true;
this.shapeChanged();
return true;
}
return false;
},
/**
* Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
*
@ -1107,8 +1148,84 @@ Phaser.Physics.P2.Body.prototype = {
* @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
* @return {boolean} True on success, else false.
*/
loadPolygon: function (key, object, options) {
addPolygonShape: function(fixtureData){
fixtureData.density
fixtureData.filter
fixtureData.friction
polygons = fixtureData.polygons
var cm = p2.vec2.create();
for (var i = 0; i < polygons.length; i++){
shapes = polygons[i]
var vertices = [];
for (var s = 0; s < shapes.length; s += 2)
{
vertices.push([ this.world.pxmi(shapes[s]), this.world.pxmi(shapes[s + 1]) ]);
}
var c = new p2.Convex(vertices);
// Move all vertices so its center of mass is in the local center of the convex
for (var j = 0; j !== c.vertices.length; j++)
{
var v = c.vertices[j];
p2.vec2.sub(v, v, c.centerOfMass);
}
p2.vec2.scale(cm, c.centerOfMass, 1);
cm[0] -= this.world.pxmi(this.sprite.width / 2);
cm[1] -= this.world.pxmi(this.sprite.height / 2);
c.updateTriangles();
c.updateCenterOfMass();
c.updateBoundingRadius();
this.data.addShape(c, cm);
}
/*for (var i = 0; i < data.length; i++)
{
polygons = fixtureData.polygons
for (var k = 0; k < polygons.length; k++)
{
polygon = polygons[k] //array of numbers
var vertices = [];
for (var s = 0; s < polygon.length; s += 2)
{
vertices.push([ this.world.pxmi(polygon[s]), this.world.pxmi(polygon[s + 1]) ]);
}
var c = new p2.Convex(vertices);
// Move all vertices so its center of mass is in the local center of the convex
for (var j = 0; j !== c.vertices.length; j++)
{
var v = c.vertices[j];
p2.vec2.sub(v, v, c.centerOfMass);
}
p2.vec2.scale(cm, c.centerOfMass, 1);
cm[0] -= this.world.pxmi(this.sprite.width / 2);
cm[1] -= this.world.pxmi(this.sprite.height / 2);
c.updateTriangles();
c.updateCenterOfMass();
c.updateBoundingRadius();
this.data.addShape(c, cm);
}
}*/
},
loadPolygon: function (key, object, options) {
var data = this.game.cache.getPhysicsData(key, object);
if (data.length === 1)
@ -1132,7 +1249,7 @@ Phaser.Physics.P2.Body.prototype = {
for (var i = 0; i < data.length; i++)
{
var vertices = [];
console.log(data[i].filter.categoryBits)
for (var s = 0; s < data[i].shape.length; s += 2)
{
vertices.push([ this.world.pxmi(data[i].shape[s]), this.world.pxmi(data[i].shape[s + 1]) ]);