[Feature request] implement an 'after-step' event in physics manager

In order to move nodes into position after physics have taken place I’d like to have an ‘after-step’ event in physics manager.

This way I can make motion streaks look correct.

Here’s an example with update/lateUpdate
late-update

and one with an after-step event
after-step

CCPhysicsManager.js example

update: function (dt) {
        var world = this._world;
        if (!world || !this.enabled) return;

        this.emit('before-step');

        this._steping = true;

        var velocityIterations = PhysicsManager.VELOCITY_ITERATIONS;
        var positionIterations = PhysicsManager.POSITION_ITERATIONS;

        if (this.enabledAccumulator) {
            this._accumulator += dt;

            // max accumulator time to avoid spiral of death
            if (this._accumulator > MAX_ACCUMULATOR) {
                this._accumulator = MAX_ACCUMULATOR;
            }

            while (this._accumulator > FIXED_TIME_STEP) {
                world.Step(FIXED_TIME_STEP, velocityIterations, positionIterations);
                this._accumulator -= FIXED_TIME_STEP;
            }
        }
        else {
            var timeStep = 1/cc.game.config['frameRate'];
            world.Step(timeStep, velocityIterations, positionIterations);
        }


        world.DrawDebugData();

        this._steping = false;

        var events = this._delayEvents;
        for (var i = 0, l = events.length; i < l; i++) {
            var event = events[i];
            event.target[event.func].apply(event.target, event.args);
        }
        events.length = 0;

        this._syncNode();

        this.emit('after-step');
    },

lateUpdate will be called after PhysicsManager.update and update will be called before PhysicsManager.update.
Your update/lateUpdate the same effect?