private void DistributeCircle_Box(LSBody box, LSBody circle)
        {
            xMore = circle._position.x > box._position.x;
            yMore = circle._position.y > box._position.y;

            if (xMore)
            {
                PenetrationX = (circle.XMin - box.XMax);
            }
            else
            {
                PenetrationX = (circle.XMax - box.XMin);
            }
            if (yMore)
            {
                PenetrationY = (circle.YMin - box.YMax);
            }
            else
            {
                PenetrationY = (circle.YMax - box.YMin);
            }

            //PenetrationX = PenetrationX + circle.Velocity.x;
            //PenetrationY = PenetrationY + circle.Velocity.y;
            xAbs = PenetrationX < 0 ? -PenetrationX : PenetrationX;
            yAbs = PenetrationY < 0 ? -PenetrationY : PenetrationY;

            if ((xAbs <= circle.Radius && yAbs <= circle.Radius))
            {
                Vector2d corner;
                corner.x = xMore ? box.Position.x + box.HalfWidth : box.Position.x - box.HalfWidth;
                corner.y = yMore ? box.Position.y + box.HalfHeight : box.Position.y - box.HalfHeight;
                Vector2d dir = circle.Position - corner;
                dir.Normalize();

                circle.Position = corner + dir * circle.Radius;
            }
            else
            {
                if (xAbs > yAbs)
                {
                    PenetrationX = 0;
                    //if (yAbs < circle.Radius) PenetrationY = PenetrationY * yAbs / circle.Radius;
                    if (PenetrationY > 0 == yMore)
                    {
                        PenetrationY = -PenetrationY;
                    }
                }
                else
                {
                    PenetrationY = 0;
                    //if (xAbs < circle.Radius) PenetrationX = PenetrationX * xAbs / circle.Radius;
                    if (PenetrationX > 0 == xMore)
                    {
                        PenetrationX = -PenetrationX;
                    }
                }



                //Resolving
                circle._position.x -= PenetrationX;
                circle._position.y -= PenetrationY;
            }



            circle.PositionChanged = true;
            circle.BuildBounds();
        }