void gimpacttrimeshpart_vs_plane_collision( btCollisionObjectWrapper * body0Wrap, btCollisionObjectWrapper * body1Wrap, btGImpactMeshShapePart * shape0, btStaticPlaneShape * shape1,bool swapped);
void collide_sat_triangles(btCollisionObjectWrapper* body0Wrap, btCollisionObjectWrapper* body1Wrap, btGImpactMeshShapePart * shape0, btGImpactMeshShapePart * shape1, int * pairs, int pair_count);