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for (SDK::FKConvexElem& convexElement : bodySetup->AggGeom.ConvexElems) { const SDK::TArray
& vertexData = convexElement.VertexData; const size_t vertexDataLength = vertexData.Num(); if (vertexDataLength == 0) continue; const SDK::TArray
& indexData = convexElement.IndexData; const size_t indexDataLength = indexData.Num(); if (indexDataLength < 3 || indexDataLength % 3 != 0) continue; for (int32_t i = 0; i + 2 < indexDataLength; i += 3) { int32_t A_Index = indexData[i]; int32_t B_Index = indexData[i + 1]; int32_t C_Index = indexData[i + 2]; if (A_Index < 0 || A_Index >= vertexDataLength || B_Index < 0 || B_Index >= vertexDataLength || C_Index < 0 || C_Index >= vertexDataLength) continue; if (A_Index == B_Index || B_Index == C_Index || C_Index == A_Index) continue; SDK::FVector A_Local = vertexData[A_Index]; SDK::FVector B_Local = vertexData[B_Index]; SDK::FVector C_Local = vertexData[C_Index]; SDK::FVector A_World = SDK::UKismetMathLibrary::TransformLocation(transform, A_Local); SDK::FVector B_World = SDK::UKismetMathLibrary::TransformLocation(transform, B_Local); SDK::FVector C_World = SDK::UKismetMathLibrary::TransformLocation(transform, C_Local); SDK::FVector2D A_Screen, B_Screen, C_Screen; bool A_Project = SDK::UGameplayStatics::ProjectWorldToScreen(playerController, A_World, &A_Screen, false); bool B_Project = SDK::UGameplayStatics::ProjectWorldToScreen(playerController, B_World, &B_Screen, false); bool C_Project = SDK::UGameplayStatics::ProjectWorldToScreen(playerController, C_World, &C_Screen, false); if (A_Project && B_Project && C_Project) { iDrawList->AddLine(ImVec2(A_Screen.X, A_Screen.Y), ImVec2(B_Screen.X, B_Screen.Y), color, 0.5f); iDrawList->AddLine(ImVec2(B_Screen.X, B_Screen.Y), ImVec2(C_Screen.X, C_Screen.Y), color, 0.5f); iDrawList->AddLine(ImVec2(C_Screen.X, C_Screen.Y), ImVec2(A_Screen.X, A_Screen.Y), color, 0.5f); } } }
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