PhysicsEditor 并不带有 Defold 的 Exporter, 为了方便使用我就自己写了一个.
配合 Box2D Native Extension 使用.

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defold.lua

-- This file is for use with Defold & Box2D native extension
--
-- Usage example:
--			local scaleFactor = 0.04
--			local physicsData = (require "shapedefs").physicsData(scaleFactor)
--          local def = physicsData:get("defname")
--			for i, v in ipairs(def) do
--		        body:CreateFixture(v)
--	        end
--

-- copy needed functions to local scope
local unpack = unpack
local pairs = pairs
local ipairs = ipairs

local M = {}

function M.physicsData(scale)
	local physics = { data =
	{ {% for body in bodies %}
		{% if not forloop.first %}, {% endif %}
		["{{body.name}}"] = {
                    {% for fixture in body.fixtures %}
                    {% if not forloop.first %} ,{% endif %}
                    {% if fixture.isCircle %}
                    {
                    density = {{fixture.density}}, friction = {{fixture.friction}}, restitution = {{fixture.restitution}}, {% if fixture.isSensor %}isSensor=true, {% endif %}
                    filter = { categoryBits = {{fixture.filter_categoryBits}}, maskBits = {{fixture.filter_maskBits}}, groupIndex = {{fixture.filter_groupIndex}} },
                    shape = {shape = 0, circle_radius = {{fixture.radius|floatformat:3}}}
                    }
                    {% else %}
                    {% for polygon in fixture.polygons %}{% if not forloop.first %} ,{% endif %}
                    {
                    density = {{fixture.density}}, friction = {{fixture.friction}}, restitution = {{fixture.restitution}}, {% if fixture.isSensor %}isSensor=true, {% endif %}
                    filter = { categoryBits = {{fixture.filter_categoryBits}}, maskBits = {{fixture.filter_maskBits}}, groupIndex = {{fixture.filter_groupIndex}} },
                    shape ={shape = 2, polygon_vertices = { {% for point in polygon %} {% if not forloop.first %}, {% endif %} vmath.vector3({{point.x}}, {{point.y}}, 0) {% endfor %} }}
                    }
                    {% endfor %}
                    {% endif %}
                    {% endfor %}
		}
		{% endfor %}
	} }

        -- apply scale factor
        local s = scale or 0.04
        for bi,body in pairs(physics.data) do
                for fi,fixture in ipairs(body) do
                    if(fixture.shape.polygon_vertices) then
                        for ci,coordinate in ipairs(fixture.shape.polygon_vertices) do
                            fixture.shape.polygon_vertices[ci] = s * coordinate
                        end
                    else
                        fixture.shape.circle_radius = s * fixture.shape.circle_radius
                    end
                end
        end
	
	function physics:get(name)
		return self.data[name]
	end

	return physics;
end

return M


exporter.xml

<exporter>
	<name>defold-box2d</name>
        <displayName>Defold + Box2D NE</displayName>
        <description>Exporter for Defold-Box2D, lua</description>
        <version>1.0</version>
	<yAxisDirection>up</yAxisDirection>
	<physicsEngine>box2d</physicsEngine>
	<template>defold.lua</template>
	<fileExtension>lua</fileExtension>
	<anchorPoint>
		<enabled>no</enabled>
	</anchorPoint>
	<origin>
        <type>fixed</type>
	    <relX>0.5</relX>
		<relY>0.5</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>yes</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>restitution</name>
			<displayName>Restitution</displayName>
			<type>float</type>
			<min>0</min>
			<max>1</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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FYI, 如果 body:CreateFixture() 支持 table 做参数就更好了.