use strict;
use warnings;
use Box2D;
use Test::More;
my $vec = Box2D::b2Vec2->new(0,-10);
my $world = Box2D::b2World->new($vec, 1);
my $body_def = Box2D::b2BodyDef->new();
$body_def->position->Set(0.0, -10.0);
my $groundBody = $world->CreateBody($body_def);
my $groundBox = Box2D::b2PolygonShape->new();
$groundBox->SetAsBox(50.0, 10.0);
$groundBody->CreateFixture( $groundBox, 0.0 );
my $bodyDef = Box2D::b2BodyDef->new();
$bodyDef->type(Box2D::b2_dynamicBody);
is( $bodyDef->type(), 2, "returning enum" );
$bodyDef->position->Set(0.0, 4.0);
my $body = $world->CreateBody($bodyDef);
pass( "Create body for world " );
my $dynamicBox = Box2D::b2PolygonShape->new();
$dynamicBox->SetAsBox( 1.0, 1.0 );
pass( "Create box" );
my $fixtureDef = Box2D::b2FixtureDef->new();
$fixtureDef->shape( $dynamicBox );
$fixtureDef->density(1.0);
$fixtureDef->friction(0.3);
$body->CreateFixtureDef($fixtureDef);
pass( "Create fixture Def" );
my $timeStep = 1.0/60.0;
my $velocityIterations = 6;
my $positionIterations = 2;
foreach ( 0.. 60 )
{
$world->Step( $timeStep, $velocityIterations, $positionIterations );
$world->ClearForces();
my $position = $body->GetPosition();
my $angle = $body->GetAngle();
warn( "Position ". $position->x(). ", ". $position->y() ."\n" );
warn( "Angle ".$angle."\n");
}
pass( "Run step and clear forces");
pass("Made stuff and survived");
$world->DestroyBody( $body );
$body = undef;
pass("Destroyed the body");
done_testing;