/*************************************************************************/
/*  collision_solver_2d_sw.h                                             */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
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/*************************************************************************/
#ifndef COLLISION_SOLVER_2D_SW_H
#define COLLISION_SOLVER_2D_SW_H

#include "shape_2d_sw.h"

class CollisionSolver2DSW {
public:
	typedef void (*CallbackResult)(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata);
private:
	static bool solve_static_line(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result);
	static void concave_callback(void *p_userdata, Shape2DSW *p_convex);
	static bool solve_concave(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
	static bool solve_raycast(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL);



public:

	static bool solve(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);


};

#endif // COLLISION_SOLVER_2D_SW_H
