case PhysicsShapes.Circle: Vector3 Norm = new Vector3(); Vector3 Norm1 = new Vector3(); Vector3 Norm2 = new Vector3(); Vector3 Tang1 = new Vector3(); Vector3 Tang2 = new Vector3(); Norm = this.position - cObject.position; Norm.Normalize(); Norm1 = (Vector3.Dot(velocity, -Norm)) * -Norm; Norm2 = (Vector3.Dot(cObject.velocity, Norm)) * Norm; if (Norm1.X == 0 && Norm1.Y == 0) Norm1 = Norm2; else if (Norm2.X == 0 && Norm2.Y == 0) Norm2 = Norm1; Tang1 = Norm1 - velocity; Tang2 = Norm2 - cObject.velocity; mVector1 = Tang2 + Norm2; mVector2 = Tang1 + Norm1; mVector1.Normalize(); mVector2.Normalize(); float MyVel1 = ((((mElasticCoefficient + 1) * cObject.mMass * -cObject.velocity.Length()) + (velocity.Length() * (mMass - (mElasticCoefficient * cObject.mMass)))) / (mMass + cObject.mMass)); float MyVel2 = ((((cObject.mElasticCoefficient + 1) * mMass * velocity.Length()) + (-cObject.velocity.Length() * (cObject.mMass - (cObject.mElasticCoefficient * mMass)))) / (mMass + cObject.mMass)); velocity = mVector1 * MyVel1; cObject.velocity = mVector2 * MyVel2; break; }