TV_EVENT_PHYSICSCOLLISION coll = pEngine.GetEventCollisionDesc(EventNumber);
Console.WriteLine(coll.iBody2.ToString());
As far as collision events go iBody2 seems to be return physics bodies that don't
even exist.
For example I setup a landscape and the ID that is return is 17
int landID = pEngine.CreateStaticTerrainBody(land);
landID will equal 0.
Then I create a spherical phsyics body
int ballID = pEngine.CreateBody(1);
pEngine.AddMesh(ballID, ball, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_SPHERE, true);
ballID will equal 17.
But coll.iBody2 returns 1.
If I reverse it(create the ball phsyics body first then the land physics body) ballID will be 0, landId will be 1 and coll.iBody2 returns 2.
I'm assuming iBody1 and iBody2 return the index of the physics bodies that collide.