code: function( data ){
  
              var bodies = this.getTargets()
                  ,dt = data.dt
                  ,body
                  ,collisions = []
                  ,ret
                  ,bounds = this._edges
                  ,dummy = this.body
                  ,prevContacts = this.prevContacts || {}
                  ,contactList = {}
                  ,pairHash = Physics.util.pairHash
                  ,hash
                  ;
  
              for ( var i = 0, l = bodies.length; i < l; i++ ){
  
                  body = bodies[ i ];
  
                  // only detect dynamic bodies
                  if ( body.treatment === 'dynamic' ){
  
                      ret = checkEdgeCollide( body, bounds, dummy );
  
                      if ( ret ){
                          hash = pairHash( body.uid, dummy.uid );
  
                          for ( var j = 0, ll = ret.length; j < ll; j++ ){
                              contactList[ hash ] = true;
                              ret[ j ].collidedPreviously = prevContacts[ hash ];
                          }
  
                          collisions.push.apply( collisions, ret );
                      }
                  }
              }
  
              this.prevContacts = contactList;
  
              if ( collisions.length ){
  
                  this._world.emit( this.options.channel, {
                      collisions: collisions
                  });
              }
          }
docs: internal
  EdgeCollisionDetectionBehavior#checkAll( data )
  - data (Object): Event data
  
  Event callback to check all bodies for collisions with the edge