bool IsColliding(const Collider &collider_a, const Collider &collider_b, Contacts &contacts)
    {
        // quick check with the individual collider AABBs for a quick out
        if (!collider_a.aabb.Overlap(collider_b.aabb))
            return false;

        // our simplex for this collision test
        Simplex simplex;

        // Set initial search direction to the difference of centers
        Vector2 d = Vector2(1, -1);//Vector2(collider_b.root_trans.PositionWC() - collider_a.root_trans.PositionWC());

        // get the first minkowski difference point
        simplex.Add(Support(collider_a, collider_b, d));

        // negate the support point, giving us a vector in the direction of the origin
        d = -simplex.A().vert;

        int count = 0;
        // start looping
        while (count < 100)
        {
            // add a new point to the simplex because we haven't terminated yet
            simplex.Add(Support(collider_a, collider_b, d));

            // see if the simplex is on the correct side of the origin
            if (Vector2::OppositeDirection(simplex.A().vert, d))
            {
                // if the point added last was not past the origin in the direction of d
                // then the Minkowski Sum cannot possibly contain the origin since
                // the last point added is on the edge of the Minkowski Difference
                return false;
            }
            else
            {
                // oterwise we need to determine if the origin is in the current simplex
                // this function will set the next search direction for us if it fails.
                if (simplex.ContainsOrigin(d))
                {
                    // if it does then we know there is a collision

                    // handle the collision with the EPA algorithm
                    EPAHandle(collider_a, collider_b, simplex, contacts);

                    // find the incident edge.
                    if (contacts.size())
                    {
                        auto &it = contacts.back();
                        it.info.e.edge_a = collider_a.FindIndex(it.normal);
                        it.info.e.edge_b = collider_b.FindIndex(-it.normal);
                    }

                    return true;
                }
            }

            ++count;
        }

        return false;
    }