case PatchInteractionModel<CloudType>::itRebound:
{
keepParticle = true;
active = true;
vector nw;
vector Up;
this->owner().patchData(p, pp, nw, Up);
// Calculate motion relative to patch velocity
U -= Up;
scalar Un = U & nw;
vector Ut = U - Un*nw;
if (Un > 0)
{
U -= (1.0 + e_)*Un*nw;
}
U -= mu_*Ut;
// Return velocity to global space
U += Up;
break;
}