// 0x24: Collision triangles
 // [X1 X1] [Y1 Y1] [Z1 Z1] [X2 X2] [Y2 Y2] [Z2 Z2] [X3 X3] [Y3 Y3] [Z3 Z3] [?? ??]
 private void decodeCollision24(byte[] data)
 {
     uint start = BE.U32(data, 0x24);
      uint end = BE.U32(data, 0x28);
      for (uint idx = start; idx < end; idx += 20)
      {
     Int16 x1, y1, z1;
     Int16 x2, y2, z2;
     Int16 x3, y3, z3;
     UInt16 t;
     x1 = BE.I16(data, idx);
     y1 = BE.I16(data, idx + 2);
     z1 = BE.I16(data, idx + 4);
     x2 = BE.I16(data, idx + 6);
     y2 = BE.I16(data, idx + 8);
     z2 = BE.I16(data, idx + 10);
     x3 = BE.I16(data, idx + 12);
     y3 = BE.I16(data, idx + 14);
     z3 = BE.I16(data, idx + 16);
     t = BE.U16(data, idx + 18);
     Collision24 zone = new Collision24(x1, y1, z1, x2, y2, z2, x3, y3, z3, t);
     collision24.Add(zone);
      }
 }
 private Vector3 GetNormal(Collision24 tri)
 {
     Vector3 a = new Vector3(tri.x1, tri.y1, tri.z1);
      Vector3 b = new Vector3(tri.x2, tri.y2, tri.z2);
      Vector3 c = new Vector3(tri.x3, tri.y3, tri.z3);
      return GetNormal(a, b, c);
 }