There is a class associated with the program Physics Editor called GB2ShapeCache that loads shapes that I make in the program. I noticed that it is not currently possible to change the scale of the shapes on the fly so I would like to be able to scale the fixtures for the shapes that I made in Physics Editor. Now the scale of my CCSprite in my app can be random so currently in the addShapesWithFile method, I do this for polygons:
vertices[vindex].x = (offset.x * sprite.scaleX) / ptmRatio_;
vertices[vindex].y = (offset.y * sprite.scaleY) / ptmRatio_;
and this for circles:
circleShape->m_radius = ([[circleData objectForKey:@"radius"] floatValue] / ptmRatio_) *sprite.scale;
I also changed the method so that I can pass in my sprite so I can get the scale to:
-(void) addShapesWithFile:(NSString*)plist forSprite:(CCSprite*)sprite
so that I can pass in my sprite so I can get the scale.
HOWEVER, I find this to be inefficient because I should not have to reload ALL my shapes in my plist since they are already added.
So is there any way to do what I am doing now but in the addFixturesToBody method? This way I do not re-create the already added plist shapes and I only scale the fixtures when it is ready to be added to my body.
If anyone needs to see more code or needs more info, feel free to ask. I know this issue must be simple!!!
Thanks!
I would recommend implementing it in the
addFixturesToBodymethod.(see https://github.com/AndreasLoew/GBox2D/blob/master/GBox2D/GB2ShapeCache.mm)
Try this method below, this should scale the shapes accordingly to the sprite’s they are for. Just pass in your CCSprite and this method will handle the rest.