void HandleCollision(Vector3 a, Vector3 b)
    {
        Debug.Log("COLLISION DETECTED");


        velocity.x = cb.vix;
        velocity.y = cb.viy;

        normal.x = b.y - a.y;
        normal.y = -(b.x - a.x);

        reflected = Vector3.Reflect(velocity, normal);


        cb.vix = -reflected.x * 3 / 4;
        cb.viy = -reflected.y * 3 / 4;

        cb.MoveCannonball();
    }