Getting the correct vert buffer position with a known triangle index in a mesh

I am trying to figure out how I can get and modify a Vertex buffer position while knowing the triangle index of the mesh.
Somewhat working code below, I cannot make sense of the VBO and how the verts are described. Basically the idea is to select a tri on the mesh, then move it along an axis so it becomes deformed.
`
Triangle t = new Triangle();
results.getClosestCollision().getTriangle(t);

             System.out.println(t.getIndex());
             results.getCollision(i).getGeometry().getMesh().setDynamic();
             
             
             //System.out.println(results.getCollision(i).getGeometry().getMesh().getBufferList())
            VertexBuffer buf = results.getCollision(i).getGeometry().getMesh().getBuffer(VertexBuffer.Type.Position);
           VertexBuffer bufi = results.getCollision(i).getGeometry().getMesh().getBuffer(VertexBuffer.Type.Index);
           FloatBuffer pos = (FloatBuffer) buf.getData();
            
            ShortBuffer ind  = (ShortBuffer) bufi.getData();
            int id = t.getIndex(); //ind.get
          
           float fpos = pos.get(id);//(ind.get(t.getIndex()));
           //pos.rewind();
           pos.put(id,fpos*5);
           //pos.flip();
           
            results.getCollision(i).getGeometry().getMesh().clearBuffer(VertexBuffer.Type.Position);
            buf.updateData(pos); //apply to vbo
            results.getCollision(i).getGeometry().getMesh().setBuffer(buf);

`