Michixxx May 19, 2012 at 9:16 AM Hi! I need the information which side of my rectangle collides! How can i get it?   Thanks, Michixxx Pnikosis May 22, 2012 at 7:19 AM Check the contacts properties, there you should have the position where the collision has been detected. Michixxx May 22, 2012 at 1:06 PM I can't find there an option where you can get the information, which site of my rectangle(created with the bodyfactory) collides. elsch Developer May 22, 2012 at 1:22 PM Michixxx May 22, 2012 at 4:47 PM Great! Thanks. I am a beginnner and so its difficult to follow, although it looks like that its made with an older version of Farseer. I tried to import it in my project but it don't work. Creation of body: ```body = BodyFactory.CreateRectangle(world, (float)ConvertUnits.ToSimUnits(playertexture.Width), (float)ConvertUnits.ToSimUnits(playertexture.Height), 1f); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(ConvertUnits.ToSimUnits(position.X), ConvertUnits.ToSimUnits(position.Y)); body.Mass = 1f; body.OnCollision += new OnCollisionEventHandler(body_OnCollision); ```   On Collision: ``` bool body_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact) { Vector2 normal = contact[0].Normal; !!!Error!!! //Needed to reverse the normal depending on the first created geometry. if (fixtureA < fixtureB) !!!Error!!! normal *= -1; //Create rotation matrix Matrix r = Matrix.CreateRotationZ(- body.Rotation); //Transform the normal using the rotation matrix Vector2 rotatedVector = Vector2.Transform(normal, r); //Use Atan2() to get the angle between the vector and the positive x-axis. //Note that this function returns -Pi to Pi float radians = (float)Math.Atan2(rotatedVector.Y, rotatedVector.X); //Lookup the angle in the intervals _side = GetSideFromRadians(radians); return true; } ``` Pnikosis May 23, 2012 at 1:37 PM Hi Michixxx. Remove everything from the body_OnCollision method, just leave the "return true" (so you will have the collision reaction active). Now, check the contact's variables properties. Right now I can't remember which one is, but one of them will give you the coordinates of the collision point. Michixxx May 23, 2012 at 1:45 PM I have already looked for a propetie that gives me the point of collision, but I haven't find one. Pnikosis May 24, 2012 at 2:46 PM Sorry Michixxx, I'll have to check it on the code. Right now I'm at work, but as soon as I get home, I'll check it out for you. Cheers. Michixxx May 25, 2012 at 2:07 PM Have you found it? Cheers jerrysb May 25, 2012 at 6:36 PM The Contact has a property called Manifold which contains the contact points information and the normal. caravaggi0 May 27, 2012 at 7:29 AM Have you actually tried that though?  Every time I do it doesn't seem to give what I would think would be the right direction.  I also haven't been able to figure out if it takes into account multiple contacts.  If your square (in my case a character) is walking on a floor and runs into the wall at the same time, then which does it give you? You may have to use that onColission (or in my case, I was using the Begin Contact override function from the sensor test example) to make a list of each contact each frame.  Then check each one in that list against whatever your question may be.