void PhysicsSystem::ResolveCollision(const TransformPtr &ball_transform, const vec3 &normal, const vec3 &intersection) {
	BallComponentPtr ball_comp = ball_comp_mapper_(ball_);

	ball_transform->set_position(intersection);

	vec3 direction = ball_comp->velocity;
	vec3 w = glm::dot(normal, -direction) * normal;
	vec3 result = w + (w + direction);
	ball_comp->velocity = result;
}