Returns X component of collision surface normal (direction away from surface, unit vector).
Takes entity (entity handle), index (collision index).
Returns NX (normal X component, -1.0 to +1.0 range).
3D Graphics
Parameters & Returns
Parameters
entityInt
indexInt
Returns
Double
Quick Summary
Returns X component of collision surface normal (direction away from surface, unit vector).
Takes entity (entity handle), index (collision index).
Returns NX (normal X component, -1.0 to +1.0 range).
Technical Exegesis...
Returns X component of collision surface normal (direction away from surface, unit vector). Takes entity (entity handle), index (collision index). Returns NX (normal X component, -1.0 to +1.0 range). Gets collision[index].normal.GetX(), normal flipped per entity (entityA gets +normal, entityB gets -normal for same collision). Use for bounce direction, reflection, or surface orientation. Normal points away from collision surface toward entity. Unit vector (length = 1.0 when combined with NY,NZ).
Returns X component of collision surface normal (direction away from surface, unit vector). Takes entity (entity handle), index (collision index). Returns NX (normal X component, -1.0 to +1.0 range). Gets collision[index].normal.GetX(), normal flipped per entity (entityA gets +normal, entityB gets -normal for same collision). Use for bounce direction, reflection, or surface orientation. Normal points away from collision surface toward entity. Unit vector (length = 1.0 when combined with NY,NZ). Common usage: bounce velocity reflection, orient particles perpendicular to surface, calculate sliding direction. Thread-safe, O(1), returns 0.0 if out of bounds.