godot/servers/physics_2d/collision_solver_2d_sat.h

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2.7 KiB
C++

/*************************************************************************/
/* collision_solver_2d_sat.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* The above copyright notice and this permission notice shall be */
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/*************************************************************************/
#ifndef COLLISION_SOLVER_2D_SAT_H
#define COLLISION_SOLVER_2D_SAT_H
#include "collision_solver_2d_sw.h"
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::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 // COLLISION_SOLVER_2D_SAT_H