Protectedrayfor raycasting
the last collision result
check all bodies collisions with callback
check all bodies collisions in area with callback
check one body collisions with callback
create box at position with options and add to system
Optionaloptions: BodyOptions<any>OptionalClass: BoxConstructor<TBox>create circle at position with options and add to system
Optionaloptions: BodyOptions<any>OptionalClass: CircleConstructor<TCircle>create ellipse at position with options and add to system
Optionalstep: numberOptionaloptions: BodyOptions<any>OptionalClass: EllipseConstructor<TEllipse>create line at position with options and add to system
Optionaloptions: BodyOptions<any>OptionalClass: LineConstructor<TLine>create point at position with options and add to system
Optionaloptions: BodyOptions<any>OptionalClass: PointConstructor<TPoint>create polygon at position with options and add to system
Optionaloptions: BodyOptions<any>OptionalClass: PolygonConstructor<TPolygon>draw exact bodies colliders outline
draw bounding boxes hierarchy outline
re-insert body into collision tree and update its bbox every body can be part of only one system
separate (move away) bodies
separate (move away) 1 body, with optional callback before collision
used to find body deep inside data with finder function returning boolean found or not
update all bodies aabb
collision system