integrate PhysicsEdit into cocos2d

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]];

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