FooTest()
{
b2BodyDef myBodyDef;
myBodyDef.type = b2_dynamicBody; // this will be a dynamic body
myBodyDef.position.Set(-10, 20); // a little to the left
b2Body* dynamicBody1 = m_world->CreateBody(&myBodyDef);
};
b2CircleShape circleShape;
circleShape.m_p.Set(0, 0); // position, relative to body position
circleShape.m_radius = 1; // radius
b2FixtureDef myFixtureDef;
myFixtureDef.shape = &circleShape; // this is ......
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