Returns X world position of collision contact point (index 0 to b3dCountCollisions-1).
Takes entity (entity handle with physics body), index (collision index 0-based, which collision to query).
Returns X coordinate (world space, collision position).
3D Graphics
Parameters & Returns
Parameters
entityInt
indexInt
Returns
Double
Quick Summary
Returns X world position of collision contact point (index 0 to b3dCountCollisions-1).
Takes entity (entity handle with physics body), index (collision index 0-based, which collision to query).
Returns X coordinate (world space, collision position).
Technical Exegesis...
Returns X world position of collision contact point (index 0 to b3dCountCollisions-1). Takes entity (entity handle with physics body), index (collision index 0-based, which collision to query). Returns X coordinate (world space, collision position). Gets collision vector from g_entityCollisions[entity], returns collision[index].position.GetX(). Use to spawn particles at impact, position sound effects, or calculate impact direction.
This function gets collision X position.
Returns X world position of collision contact point (index 0 to b3dCountCollisions-1). Takes entity (entity handle with physics body), index (collision index 0-based, which collision to query). Returns X coordinate (world space, collision position). Gets collision vector from g_entityCollisions[entity], returns collision[index].position.GetX(). Use to spawn particles at impact, position sound effects, or calculate impact direction.
This function gets collision X position. Collision position: world space coordinates (absolute position in 3D scene, not relative), contact point from Jolt (inManifold.GetWorldSpaceContactPointOn1(0), first contact point), same position for both entities (entityA and entityB share same collision position, symmetric). Index parameter: valid range 0 to count-1 (count = b3dCountCollisions(entity), zero-based indexing), index 0 = first collision (earliest collision in vector), index N = Nth collision (multiple collisions indexed sequentially), out of bounds returns 0.0 (index < 0 or >= count, default value). Common usage: spawn particles b3dCreateParticle(b3dCollisionX(entity, i), b3dCollisionY(entity, i), b3dCollisionZ(entity, i)), position sounds BBR_PlaySound3D(sound, b3dCollisionX/Y/Z), calculate direction dx = b3dCollisionX - entityX for impact vector. Typical patterns: iterate collisions For i = 0 To b3dCountCollisions(entity) - 1, get position x = b3dCollisionX(entity, i), combine with Y/Z for full position vector. Thread-safe: mutex-protected access (same mutex as b3dCountCollisions, safe to call during physics update). Performance: O(1) array access (vector[index], constant time), typical <0.001ms per query. Related: b3dCollisionY returns Y position (vertical coordinate, up-down), b3dCollisionZ returns Z position (north-south coordinate), b3dCollisionNX/NY/NZ return normal (surface direction at collision), b3dCountCollisions gets total count (use to bound index).