/// <summary>
        /// Finds the point on the surface of a hull closest to a world point.
        /// </summary>
        public static float3 ClosestPoint(RigidTransform t, NativeHull hull, float3 point)
        {
            float       distance         = -float.MaxValue;
            int         closestFaceIndex = -1;
            NativePlane closestPlane     = default;

            // Find the closest face plane.
            for (int i = 0; i < hull.FaceCount; ++i)
            {
                NativePlane plane = t * hull.GetPlane(i);
                float       d     = plane.Distance(point);
                if (d > distance)
                {
                    distance         = d;
                    closestFaceIndex = i;
                    closestPlane     = plane;
                }
            }

            var closestPlanePoint = closestPlane.ClosestPoint(point);

            if (distance > 0)
            {
                // Use a point along the closest edge if the plane point would be outside the face bounds.
                ref NativeFace     face    = ref hull.GetFaceRef(closestFaceIndex);
                ref NativeHalfEdge start   = ref hull.GetEdgeRef(face.Edge);
        public unsafe static void CreateFaceContact(ref NativeManifold output, FaceQueryResult input, RigidTransform transform1, NativeHull hull1, RigidTransform transform2, NativeHull hull2, bool flipNormal)
        {
            var         refPlane       = hull1.GetPlane(input.Index);
            NativePlane referencePlane = transform1 * refPlane;

            var clippingPlanesStackPtr = stackalloc ClipPlane[hull1.FaceCount];
            var clippingPlanes         = new NativeBuffer <ClipPlane>(clippingPlanesStackPtr, hull1.FaceCount);

            //NativeList<ClipPlane> clippingPlanes = new NativeList<ClipPlane>((int)hull1.FaceCount, Allocator.Temp);

            // Find only the side planes of the reference face
            GetFaceSidePlanes(ref clippingPlanes, referencePlane, input.Index, transform1, hull1);

            var incidentPolygonStackPtr = stackalloc ClipVertex[hull1.FaceCount];
            var incidentPolygon         = new NativeBuffer <ClipVertex>(incidentPolygonStackPtr, hull1.VertexCount);

            var incidentFaceIndex = ComputeIncidentFaceIndex(referencePlane, transform2, hull2);

            ComputeFaceClippingPolygon(ref incidentPolygon, incidentFaceIndex, transform2, hull2);

            //HullDrawingUtility.DrawFaceWithOutline(incidentFaceIndex, transform2, hull2, Color.yellow.ToOpacity(0.3f));

            var outputPolygonStackPtr = stackalloc ClipVertex[hull1.FaceCount];

            // Clip face polygon against the clipping planes.
            for (int i = 0; i < clippingPlanes.Length; ++i)
            {
                var outputPolygon = new NativeBuffer <ClipVertex>(outputPolygonStackPtr, hull1.FaceCount);

                Clip(clippingPlanes[i], ref incidentPolygon, ref outputPolygon);

                if (outputPolygon.Length == 0)
                {
                    return;
                }

                incidentPolygon = outputPolygon;
            }

            // Get all contact points below reference face.
            for (int i = 0; i < incidentPolygon.Length; ++i)
            {
                ClipVertex vertex   = incidentPolygon[i];
                float      distance = referencePlane.Distance(vertex.position);

                if (distance <= 0)
                {
                    // Below reference plane -> position constraint violated.
                    ContactID id = default;
                    id.FeaturePair = vertex.featurePair;

                    if (flipNormal)
                    {
                        output.Normal = -referencePlane.Normal;
                        Swap(id.FeaturePair.InEdge1, id.FeaturePair.InEdge2);
                        Swap(id.FeaturePair.OutEdge1, id.FeaturePair.OutEdge2);
                    }
                    else
                    {
                        output.Normal = referencePlane.Normal;
                    }

                    // Project clipped point onto reference plane.
                    float3 position = referencePlane.ClosestPoint(vertex.position);
                    // Add point and distance to the plane to the manifold.
                    output.Add(position, distance, id);
                }
            }

            //clippingPlanes.Dispose();
            //incidentPolygon.Dispose();
        }