I'd like to use RUBE to design scenes for a game, and load the scenes with the b2djson c++ library.
The game features a number of game bodies that I will instantiate, or spawn, multiple times. Each time the body is spawned, the player will interact with it for a bit, moving it about in the process, and it'll then disappear. At some later point it will be recreated at the original location for further interaction. It would be really handy to have these bodies defined in the RUBE scene description and be able to instantiate them multiple times, but I can't see a way to do this.
A partial solution, I think, would be to add the bodies to the RUBE scene, mark them as not being "active" and tag them with a custom property. I can use b2djson to locate these bodies when I load the scene, then generate a fragment of JSON for them with "b2j(b2Body* body)". I can then use this JSON to recreate fresh body instances with "j2b2Body". I think this would work, but I don't think it will correctly hook up any joints that the bodies have attached to them. I've looked at the joint creation code and it doesn't seem like it would easily support this usage.
Is there something neat that I'm missing? Does b2d already have a way of achieving this that I'm not aware of? Should I just knuckle down and write some code that can directly clone a body and it's joints?
Suggestions would be very welcome

Thanks!