Event fired when two 3D entities collide.
Normal components are flattened to avoid per-event allocation in the hot path.
Penetration depth (positive = overlapping)
Contact normal X, pointing from entityA toward entityB
Contact normal Y, pointing from entityA toward entityB
Contact normal Z, pointing from entityA toward entityB
Event fired when two 3D entities collide.
Normal components are flattened to avoid per-event allocation in the hot path.