SetCollisionFromCollisionGroup = function (collides, recalculateFaces, layer)
{
    if (collides === undefined) { collides = true; }
    if (recalculateFaces === undefined) { recalculateFaces = true; }

    for (var ty = 0; ty < layer.height; ty++)
    {
        for (var tx = 0; tx < layer.width; tx++)
        {
            var tile = layer.data[ty][tx];

            if (!tile) { continue; }

            var collisionGroup = tile.getCollisionGroup();

            // It's possible in Tiled to have a collision group without any shapes, e.g. create a
            // shape and then delete the shape.
            if (collisionGroup && collisionGroup.objects && collisionGroup.objects.length > 0)
            {
                SetTileCollision(tile, collides);
            }
        }
    }

    if (recalculateFaces)
    {
        CalculateFacesWithin(0, 0, layer.width, layer.height, layer);
    }
}
Sets collision on the tiles within a layer by checking each tile's collision group data
(typically defined in Tiled within the tileset collision editor). If any objects are found within
a tile's collision group, the tile's colliding information will be set. The `collides` parameter
controls if collision will be enabled (true) or disabled (false).

@function Phaser.Tilemaps.Components.SetCollisionFromCollisionGroup
@since 3.0.0

@param {boolean} collides - If true it will enable collision. If false it will clear collision.
@param {boolean} recalculateFaces - Whether or not to recalculate the tile faces after the update.
@param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.