How to handle circle penetration

Posted by Kaertserif on Game Development See other posts from Game Development or by Kaertserif
Published on 2012-04-06T15:17:11Z Indexed on 2012/04/06 17:43 UTC
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I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another.

This is the method which calculates the depth of the circle collision

public static Vector2 GetIntersectionDepth(Circle a, Circle b)
{
    float xValue = a.Center.X - b.Center.X;
    float yValue = a.Center.Y - b.Center.Y;

    Vector2 depth = Vector2.Zero;

    float distance = Vector2.Distance(a.Center, b.Center);

    if (a.Radius + b.Radius > distance)
    {
        float result = (a.Radius + b.Radius) - distance;
        depth.X = (float)Math.Cos(result);
        depth.Y = (float)Math.Sin(result);
    }

    return depth;
}

This is where I'm trying to apply the values to actually seperate the circles.

Vector2 depth = Vector2.Zero;
for (int i = 0; i < circlePositions.Count; i++)
{
    for (int j = 0; j < circlePositions.Count; j++)
    {
        Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2);
        Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2);

        if(i != j)
            depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2);

        if (depth != Vector2.Zero)
        {
            circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y);
        }
    }
}

If you can offer any help in this I would really appreciate it.

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