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			<TokenIdentifier>//apple_ref/occ/intf/CCPhysicsCollisionDelegate</TokenIdentifier>
			<Abstract type="html">Delegate type called when two physics bodies collide.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
            
			
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			<TokenIdentifier>//apple_ref/occ/intfm/CCPhysicsCollisionDelegate/ccPhysicsCollisionBegin:typeA:typeB:</TokenIdentifier>
			<Abstract type="html">Begin methods are called on the first fixed time step when two bodies begin colliding.
If you return NO from a begin method, the collision between the two bodies will be ignored.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>- (BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair typeA:(CCNode *)nodeA typeB:(CCNode *)nodeB</Declaration>
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				<Parameter>
					<Name>pair</Name>
					<Abstract type="html">Collision pair.</Abstract>
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					<Name>nodeA</Name>
					<Abstract type="html">Node A.</Abstract>
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					<Name>nodeB</Name>
					<Abstract type="html">Node B.</Abstract>
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			<ReturnValue><Abstract type="html">BOOL</Abstract></ReturnValue>
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			<TokenIdentifier>//apple_ref/occ/intfm/CCPhysicsCollisionDelegate/ccPhysicsCollisionPreSolve:typeA:typeB:</TokenIdentifier>
			<Abstract type="html">Pre-solve methods are called every fixed time step when two bodies are in contact before the physics solver runs.
This gives you a chance to modify the collision&apos;s outcome by setting properties such as friction, restitution, or surfaceVelocity on CCPhysicsCollisionPair
Since the collisions have not been solved yet, you cannot access the outcome by using properties such as totalKineticEnergy or totalImpulse.
If you return NO from a pre-solve method, the collision will be ignored for the current time step.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>- (BOOL)ccPhysicsCollisionPreSolve:(CCPhysicsCollisionPair *)pair typeA:(CCNode *)nodeA typeB:(CCNode *)nodeB</Declaration>
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					<Name>pair</Name>
					<Abstract type="html">Collision pair.</Abstract>
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			<ReturnValue><Abstract type="html">BOOL</Abstract></ReturnValue>
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			<TokenIdentifier>//apple_ref/occ/intfm/CCPhysicsCollisionDelegate/ccPhysicsCollisionPostSolve:typeA:typeB:</TokenIdentifier>
			<Abstract type="html">Post-solve methods are called every fixed time step when two bodies are in contact after the physics solver runs.
You can call use properties such as totalKineticEnergy and totalImpulse on CCPhysicsCollisionPair from a post-solve method.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>- (void)ccPhysicsCollisionPostSolve:(CCPhysicsCollisionPair *)pair typeA:(CCNode *)nodeA typeB:(CCNode *)nodeB</Declaration>
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				<Parameter>
					<Name>pair</Name>
					<Abstract type="html">Collision pair.</Abstract>
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					<Abstract type="html">Node A.</Abstract>
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					<Name>nodeB</Name>
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			<TokenIdentifier>//apple_ref/occ/intfm/CCPhysicsCollisionDelegate/ccPhysicsCollisionSeparate:typeA:typeB:</TokenIdentifier>
			<Abstract type="html">Separate methods are called the first fixed time step after two bodies stop colliding.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>- (void)ccPhysicsCollisionSeparate:(CCPhysicsCollisionPair *)pair typeA:(CCNode *)nodeA typeB:(CCNode *)nodeB</Declaration>
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				<Parameter>
					<Name>pair</Name>
					<Abstract type="html">Collision pair.</Abstract>
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					<Name>nodeA</Name>
					<Abstract type="html">Node A.</Abstract>
				</Parameter><Parameter>
					<Name>nodeB</Name>
					<Abstract type="html">Node B.</Abstract>
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