1. PhysicsEdit will export with *.plist
2. Add plist and image into Box2D with following code:
CCSprite *sprite = [CCSprite spriteWithFile:@""];
sprite.position = pos;
[sef addChild:sprite];
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = [self toMeters:pos];
bodyDef.userData = sprite;
b2Body *body = world->CreateBody(&bodyDef);
//defeine shape by plist and assign it to the body fixture.
[[GB2ShapeCache sharedShapeCache] addShapesWithFile:@"shapedefs.plist"];
[[GB2ShapeCache sharedShapeCache] addFixturesToBody:body forShapeName:name]; //name can be found in the plist "<key>bodies</key> <dict> <key>test_rectangle</key>", where one plist can include more than one shape definition, if there is only one shape in the plist, generally the name is same with plist file name(not extension)-of cource, you can use different name(you can change name in the PhysicsEditor
[sprite setAnchorPoint: [[GB2ShapeCache sharedShapeCache] anchorPointForShape:name]];