/// <reference path="p2.d.ts"/>

// Create a physics world, where bodies and constraints live
var world = new p2.World({
    gravity:[0, -9.82]
});

// Create an empty dynamic body
var circleBody = new p2.Body({
    mass: 5,
    position: [0, 10]
});

// Add a circle shape to the body.
var circleShape = new p2.Circle({ radius: 1 });
circleBody.addShape(circleShape);

// ...and add the body to the world.
// If we don't add it to the world, it won't be simulated.
world.addBody(circleBody);

// Create an infinite ground plane.
var groundBody = new p2.Body({
    mass: 0 // Setting mass to 0 makes the body static
});
var groundShape = new p2.Plane();
groundBody.addShape(groundShape);
world.addBody(groundBody);

// To get the trajectories of the bodies,
// we must step the world forward in time.
// This is done using a fixed time step size.
var timeStep = 1 / 60; // seconds

// The "Game loop". Could be replaced by, for example, requestAnimationFrame.
setInterval(function(){

    // The step method moves the bodies forward in time.
    world.step(timeStep);

    // Print the circle position to console.
    // Could be replaced by a render call.
    console.log("Circle y position: " + circleBody.position[1]);

}, 1000 * timeStep);
