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/*************************************************************************/
/*  godot_collision_solver_2d_sat.h                                      */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
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/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/

#ifndef GODOT_COLLISION_SOLVER_2D_SAT_H
#define GODOT_COLLISION_SOLVER_2D_SAT_H

#include "godot_collision_solver_2d.h"

bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);

#endif // GODOT_COLLISION_SOLVER_2D_SAT_H