var position = new b2Vec2(200, 100);
var rotation = 0.3 * Math.PI;
spclBodyDef.position.Set(basicX, basicY);
slectBody.SetCenterPosition(position, rotation);
var CenterPosition = new b2Vec2();
CenterPosition = slectBody.GetCenterPosition();
alert(CenterPosition.x + "," + CenterPosition.y);
var RotationMatrix = new b2Mat22();
RotationMatrix = slectBody.GetRotationMatrix();
alert(RotationMatrix);
var LinearVelocity = new b2Vec2(500, -500);
slectBody.WakeUp();
slectBody.SetLinearVelocity(LinearVelocity);
var LinearVelocity = new b2Vec2();
LinearVelocity = slectBody.GetLinearVelocity();
alert(LinearVelocity.x + "," + LinearVelocity.y);
var AngularVelocity = 100;
slectBody.WakeUp();
slectBody.SetAngularVelocity(AngularVelocity);
var AngularVelocity;
AngularVelocity = slectBody.GetAngularVelocity();
alert(AngularVelocity);
var force = new b2Vec2(10000, 1000000000);
var point = new b2Vec2(slectBody.GetCenterPosition().x, slectBody.GetCenterPosition().y);
slectBody.WakeUp();
slectBody.ApplyForce(force, point);
alert(slectBody.m_linearVelocity);
var torque = 100000000000;
slectBody.WakeUp();
slectBody.ApplyTorque(torque);
var impulse = new b2Vec2(0, 100000000);
var point = new b2Vec2(slectBody.GetCenterPosition().x, slectBody.GetCenterPosition().y);
slectBody.WakeUp();
slectBody.ApplyImpulse(impulse, point);