OptionalangularAngular velocity colour. Defaults to DEBUG_DRAW_DEFAULT_COLORS.
OptionalcolorLinear velocity colour. Defaults to DEBUG_DRAW_DEFAULT_COLORS.
OptionalincludeAlso draw the angular velocity vector (rad/s), from the same origin, with
the same scale. Defaults to false because in a "2d" world the angular
velocity lies on ±Z (§21) and is therefore invisible to a Z-facing camera —
useful in 3D, misleading as a default in 2D.
OptionalscaleSeconds of travel the drawn vector represents: the segment runs from the
body origin to origin + velocity * scale, so scale is a time and the
tip is where the body would be after that long at its current velocity.
Defaults to 1 (§7a: seconds everywhere).
OptionalskipSkip bodies the solver reports asleep (§32). Defaults to false: a
sleeping body's velocity is zero, so its segment is a degenerate point and
costs one segment; skipping is offered for large worlds where that adds up.
Options for collectBodyVelocities.