text: /*global FM*/
  /**
   * The collision object represents a collision between two objects.
   * @class FM.Collision
   * @param {FM.PhysicComponent} pPhysicObjectA One of the two game objects' physic 
   * component colliding.
   * @param {FM.PhysicComponent} pPhysicObjectB One of the two game objects' physic 
   * component colliding.
   * @constructor
   * @author Simon Chauvin
   */
  FM.Collision = function (pPhysicObjectA, pPhysicObjectB) {
      "use strict";
      /**
       * Physic object A.
       * @type FM.PhysicComponent
       * @public
       */
      this.a = pPhysicObjectA || null;
      /**
       * Physic object B.
       * @type FM.PhysicComponent
       * @public
       */
      this.b = pPhysicObjectB || null;
      /**
       * How much the two objects penetrates one another.
       * @type float
       * @public
       */
      this.penetration = 0.0;
      /**
       * Normal of the collision, starting at the center of object a and ending
       * in the center of the object b.
       * @type FM.Vector
       * @public
       */
      this.normal = null;
  };
  FM.Collision.prototype.constructor = FM.Collision;
  /**
   * Destroy the manifold and its objects.
   * @method FM.Collision#destroy
   * @memberOf FM.Collision
   */
  FM.Collision.prototype.destroy = function () {
      "use strict";
      this.a = null;
      this.b = null;
      this.normal = null;
      this.penetration = null;
  };
  