3 added 390 characters in body

Here is a video outlining the problem. https://www.youtube.com/watch?v=ZREQDA5BN0s Essentially since depth resolution isn't exact the == part of the if statement isn't used I know this because I placed a breakpoint in the first if statement it keeps going there with a depth of around .6. Then rounds down and doesn't move it at all. If I round it appropriately it just jitters a bunch.

Here is a video outlining the problem. https://www.youtube.com/watch?v=ZREQDA5BN0s Essentially since depth resolution isn't exact the == part of the if statement isn't used I know this because I placed a breakpoint in the first if statement it keeps going there with a depth of around .6. Then rounds down and doesn't move it at all. If I round it appropriately it just jitters a bunch.

2 added 358 characters in body

I also tried changing depth penetration too this but the results are no different.

float mDepth = rect2.Width / 2 + rect1.Width / 2 - r;
Vector2 direction = rect1.Location.ToVector2() - rect2.Location.ToVector2();
direction.Normalize();
Vector2 depth = direction * mDepth;
rect2.X -= (int)depth.X;
rect2.Y -= (int)depth.Y;


The only solution we could think of is creating a range of 5 in which the object could be at rest.

The only solution we could think of is creating a range of 5 in which the object could be at rest.

I also tried changing depth penetration too this but the results are no different.

float mDepth = rect2.Width / 2 + rect1.Width / 2 - r;
Vector2 direction = rect1.Location.ToVector2() - rect2.Location.ToVector2();
direction.Normalize();
Vector2 depth = direction * mDepth;
rect2.X -= (int)depth.X;
rect2.Y -= (int)depth.Y;


The only solution we could think of is creating a range of 5 in which the object could be at rest.

1

# Circle Depth Penetration

I'm resolving some collision between circles and I keep getting this problem.

Note: The rectangles are perfect squares fitting the circles so when I type rect.Width I mean the radius of the circle.

What I was trying to do was make it so that if it penetrated it would get pushed out and then the else if would take over and not call the if anymore. but the depth turns out to be a small number such as .6 and then since it's a float it rounds down and doesn't affect the rectangle at all. Even if I add a round function in there it just starts to jitter a bunch.

if (r < rect2.Width / 2 + rect1.Width / 2 && (fN + fG + fA).Length() != 0)
{
// Resolve depth penetration
float mDepth = rect2.Width / 2 + rect1.Width / 2 - r;
Vector2 depth = new Vector2(mDepth * (float)Math.Cos(theta), mDepth * (float)Math.Sin(theta));
rect2.X -= (int)depth.X;
rect2.Y -= (int)depth.Y;

// Apply an equal and opposite force
fN = -fG

// Stop the earth from moving
v2 = Vector2.Zero;
}
else if(r == rect2.Width / 2 + rect1.Width / 2)
fN = -fG;
else
fN = Vector2.Zero;


The only solution we could think of is creating a range of 5 in which the object could be at rest.

if (r < rect2.Width / 2 + rect1.Width / 2 + 5 && r > rect2.Width / 2 + rect1.Width / 2)
fN = -fG;
else if (r < rect2.Width / 2 + rect1.Width / 2 && (fN + fG + fA).Length() != 0)
{
// Resolve depth penetration
float mDepth = rect2.Width / 2 + rect1.Width / 2 - r;
Vector2 depth = new Vector2(mDepth * (float)Math.Cos(theta), mDepth * (float)Math.Sin(theta));
rect2.X -= (int)depth.X;
rect2.Y -= (int)depth.Y;

// Apply an equal and opposite force
fN = -fG;

// Stop the earth from moving
v2 = Vector2.Zero;
}
else
fN = Vector2.Zero;


Is there not a better way to do this?