The player's collider is an axis-aligned bounding box in my 2D platformer, but the environment can be different shapes. I already have collision-detection that prevents the player from going through colliders, but I don't have anything for getting the player out of concave polygons if he ends up inside one by for example flipping the collider when changing direction from/to left/right.
SAT doesn't work on concave polygons, so I need an algorithm that can tell me if an AABB and any polygon intersects and give me the minimum translation vector to push the shapes apart. (The velocity of the objects will not need to be considered).
BTW the game is written in C# with the MonoGame framework if that's of any relevance.