rayCast(line, result) {
		return game.world.detector.rayCast(line, result);
	}
Checks for object colliding with the given line
@name rayCast
@memberof collision
@public
@param {Line} line - line to be tested for collision
@param {Array.<Renderable>} [result] - a user defined array that will be populated with intersecting physic objects.
@returns {Array.<Renderable>} an array of intersecting physic objects
@example
   // define a line accross the viewport
   let ray = new Line(
       // absolute position of the line
       0, 0, [
       // starting point relative to the initial position
       new me.Vector2d(0, 0),
       // ending point
       new me.Vector2d(me.game.viewport.width, me.game.viewport.height)
   ]);

   // check for collition
   result = me.collision.rayCast(ray);

   if (result.length > 0) {
       // ...
   }