void GB2ShapeCache::addFixturesToBody(b2Body *body, const std::string &shape,float scale) {
	/*if(scale == 1.0f)
	{
		addFixturesToBody(body,shape);
		return;
	}*/

	std::map<std::string, BodyDef *>::iterator pos = shapeObjects.find(shape);
	assert(pos != shapeObjects.end());

	BodyDef *so = (*pos).second;

	FixtureDef *fix = so->fixtures;
	
	while (fix) {
		const b2Shape* shape = fix->fixture.shape;
		b2FixtureDef fixtureDef;
		b2FixtureDef oldFixtureDef = fix->fixture;
		if(shape->GetType() == b2Shape::e_circle )
		{
			b2CircleShape* oldCircle = (b2CircleShape*)fix->fixture.shape;
			b2CircleShape newCircle;
			newCircle.m_radius = oldCircle->m_radius * scale;
			newCircle.m_p = scale * oldCircle->m_p;
			fixtureDef.shape = &newCircle;
			fixtureDef.density = oldFixtureDef.density;
			fixtureDef.filter = oldFixtureDef.filter;
			fixtureDef.friction = oldFixtureDef.friction;
			fixtureDef.isSensor = oldFixtureDef.isSensor;
			fixtureDef.restitution = oldFixtureDef.restitution;
			fixtureDef.userData = oldFixtureDef.userData;
			body->CreateFixture(&fixtureDef);
		}
		if(shape->GetType() == b2Shape::e_polygon)
		{
			b2PolygonShape* polygon = (b2PolygonShape*)fix->fixture.shape;
			int count = polygon->GetVertexCount();
			b2Vec2 *m_newVertices = new b2Vec2[count];

			for(int i = 0;i<count;i++)
			{
				m_newVertices[i] = scale * polygon->GetVertex(i);
			}

			b2PolygonShape newPolygon;
			newPolygon.Set(m_newVertices, count);

			fixtureDef.shape = &newPolygon;
			fixtureDef.density = oldFixtureDef.density;
			fixtureDef.filter = oldFixtureDef.filter;
			fixtureDef.friction = oldFixtureDef.friction;
			fixtureDef.isSensor = oldFixtureDef.isSensor;
			fixtureDef.restitution = oldFixtureDef.restitution;
			fixtureDef.userData = oldFixtureDef.userData;
			body->CreateFixture(&fixtureDef);
		}
		fix = fix->next;
	}
}