private static void r_rebound(PhysicActor actor, Rectangle rect, double dt) {
    /*
     * Employ a heuristic
     * ------------
     * |    0     |
     * | 1 RECT 3 |
     * |    2     |
     * ------------
     */
    actor.set_last_obstacle_collided(rect);

    Vector actor_pos = actor.get_position().add(actor.get_velocity().multiply(dt));
    Rectangle actor_mbr = actor.get().get_mbr();
    double h[] = {
      actor_pos.y + actor_mbr.y1 - rect.y2,
      actor_pos.y + actor_mbr.y2 - rect.y1,
      actor_pos.x + actor_mbr.x2 - rect.x1,
      actor_pos.x + actor_mbr.x1 - rect.x2
    };

    for (int i = 0; i < 4; i++) h[i] = Math.abs(h[i]);

    // now the question is - which of those is the smallest?

    double smallest_val = Double.POSITIVE_INFINITY;
    int smallest_index = -1;

    for (int i = 0; i < 4; i++)
      if (smallest_val > h[i]) {
        smallest_val = h[i];
        smallest_index = i;
      }

    assert (smallest_index != -1);

    // ok, smallest_index is that

    if (smallest_index == 0) // colliding with floor
    Rebound.actor_hit_floor(actor, rect.y2, dt);

    if (smallest_index == 1) // colliding with roof
    Rebound.actor_hit_roof(actor, rect.y1, dt);

    if (smallest_index == 2) {
      Rebound.actor_hit_rightside(actor, rect.x1, dt);
      if (actor.get_last_obstacle_collided() != rect) {
        actor.set_v_braked(true);
        actor.set_last_obstacle_collided(rect);
      }
    }

    if (smallest_index == 3) {
      Rebound.actor_hit_leftside(actor, rect.x2, dt);
      if (actor.get_last_obstacle_collided() != rect) {
        actor.set_v_braked(true);
        actor.set_last_obstacle_collided(rect);
      }
    }
  }
 /**
  * Rebound an actor by a LSG. Actor must collide with LSG.
  *
  * <p>Can mutate both position, velocity and flags. Will not touch anchor.
  */
 public static void rebound(PhysicActor actor, LargeStaticGeometry lsg, double dt) {
   // determine the colliding rect
   for (Rectangle rect : lsg) {
     if (actor.intersects(rect, dt)) {
       Rebound.r_rebound(actor, rect, dt);
       break;
     }
   }
 }
  /**
   * Rebound an actor against a game world box. Actor must not be wholly contained within rect.
   *
   * @param actor the actor
   * @param rect rectangle describing the box game is taking place within
   * @param dt time delta
   */
  public static void rebound(PhysicActor actor, Rectangle rect, double dt) {
    Rectangle actor_mbr =
        actor
            .get()
            .get_mbr()
            .translate(actor.get_velocity().multiply(dt).add(actor.get_position()));

    if (actor_mbr.y2 >= rect.y2) {
      Rebound.actor_hit_roof(actor, rect.y2, dt);
    }
    if (actor_mbr.y1 <= rect.y1) {
      Rebound.actor_hit_floor(actor, rect.y1, dt);
    }
    if (actor_mbr.x1 <= rect.x1) {
      Rebound.actor_hit_leftside(actor, rect.x1, dt);
    }
    if (actor_mbr.x2 >= rect.x2) {
      Rebound.actor_hit_rightside(actor, rect.x2, dt);
    }
  }