How do you build a box2d project with cocos2dx beta 3.0

What is the terminal python command to create box2d project with cocos2dx beta 3.0 on OSX.

Also, Is there a way to change a current project file to have it.

I cannot get through
#if CC_ENABLE_BOX2D_INTEGRATION

thanks

cocos2dx 3.0 has embed box2d and chipmunk in itself.

You will find :
Scene::createWithPhysics();
Node::setPhysicsBody(PhysicsBody* body)
.etc
No need to create a box2d project

Thank you, thats good news.

I found where to define CC_ENABLE_BOX2D_INTEGRATION, but now im running into another issue, could be the build

In the physicssprite class i’m getting a “no viable =” error for this line

	// Rot, Translate Matrix
	_transform = AffineTransformMake( c *  _scaleX,	s * _scaleX, -s * _scaleY, c * _scaleY, x,	y );

cocos2dx 3.0 has embed box2d and chipmunk in itself.

You will find :
Scene::createWithPhysics();
Node::setPhysicsBody(PhysicsBody* body)
.etc
No need to create a box2d project

show your codes.
and we create a physical sprite with code following as :

auto sp = Sprite::create("a.png");

auto sp_body = PhysicsBody::createBox(Size(width, height));
sp_body->setDynamic(true);
sp_body->addMass(10);
sp_body->setVelocity(Vect(Point(0, -20)));
sp_body->setLinearDamping(0.1f);

sp->setPhysicsBody(sp_body);

@chezhe thanks for the reply, I implemented the way you are doing it above, at the same time updated the CCPhysicsSprite class to the newest version and that cleared up the error and got the sprites to render.

Thank you! :;ok