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Fixed JSDocs
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/**
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* @typedef {(MatterJS.Body|Phaser.Physics.Matter.MatterGameObject|Phaser.Physics.Matter.Image|Phaser.Physics.Matter.Sprite|Phaser.Physics.Matter.TileBody)} Phaser.Types.Physics.Matter.MatterBody
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* @typedef {(MatterJS.Body|Phaser.GameObjects.GameObject|Phaser.Physics.Matter.Image|Phaser.Physics.Matter.Sprite|Phaser.Physics.Matter.TileBody)} Phaser.Types.Physics.Matter.MatterBody
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* @since 3.22.0
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*/

src/physics/matter-js/typedefs/MatterCollisionData.js

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* @property {number} depth - The depth of the collision on the minimum overlap.
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* @property {MatterJS.Body} parentA - A reference to the parent of Body A, or to Body A itself if it has no parent.
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* @property {MatterJS.Body} parentB - A reference to the parent of Body B, or to Body B itself if it has no parent.
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* @property {vector} normal - The collision normal, facing away from Body A.
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* @property {vector} tangent - The tangent of the collision normal.
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* @property {vector} penetration - The penetration distances between the two bodies.
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* @property {vector[]} supports - An array of support points, either exactly one or two points.
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* @property {MatterJS.Vector} normal - The collision normal, facing away from Body A.
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* @property {MatterJS.Vector} tangent - The tangent of the collision normal.
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* @property {MatterJS.Vector} penetration - The penetration distances between the two bodies.
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* @property {MatterJS.Vector[]} supports - An array of support points, either exactly one or two points.
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* @property {number} inverseMass - The resulting inverse mass from the collision.
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* @property {number} friction - The resulting friction from the collision.
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* @property {number} frictionStatic - The resulting static friction from the collision.

src/physics/matter-js/typedefs/MatterCollisionPair.js

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* @property {string} id - The unique auto-generated collision pair id. A combination of the body A and B IDs.
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* @property {MatterJS.Body} bodyA - A reference to the first body involved in the collision.
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* @property {MatterJS.Body} bodyB - A reference to the second body involved in the collision.
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* @property {array} activeContacts - An array containing all of the active contacts between bodies A and B.
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* @property {MatterJS.Vector[]} activeContacts - An array containing all of the active contacts between bodies A and B.
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* @property {number} separation - The amount of separation that occured between bodies A and B.
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* @property {boolean} isActive - Is the collision still active or not?
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* @property {boolean} confirmedActive - Has Matter determined the collision are being active yet?

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