// Copyright Epic Games, Inc. All Rights Reserved. #include "ClothCollisionPrim.h" void FClothCollisionPrim_Convex::RebuildSurfacePoints() { const int32 NumPlanes = Faces.Num(); if (NumPlanes >= 3) { SurfacePoints.Reset(NumPlanes * (NumPlanes - 1) * (NumPlanes - 2) / 6); // Maximum number of intersections auto PointInHull = [this](const FVector& Point) -> bool { for (const FClothCollisionPrim_ConvexFace& Face : Faces) { if (Face.Plane.PlaneDot(Point) > KINDA_SMALL_NUMBER) { return false; } } return true; }; for (int32 Index0 = 0; Index0 < NumPlanes; ++Index0) { for (int32 Index1 = Index0 + 1; Index1 < NumPlanes; ++Index1) { for (int32 Index2 = Index1 + 1; Index2 < NumPlanes; ++Index2) { FVector Intersection; if (FMath::IntersectPlanes3(Intersection, Faces[Index0].Plane, Faces[Index1].Plane, Faces[Index2].Plane) && PointInHull(Intersection)) { SurfacePoints.Add(Intersection); } } } } } else { SurfacePoints.Reset(); } }