public HitLine3D(Vertex3D v1, Vertex3D v2, ItemType itemType, IItem item) : base(new Vertex2D(), itemType, item)
        {
            var vLine = v2.Clone().Sub(v1);

            vLine.Normalize();

            // Axis of rotation to make 3D cylinder a cylinder along the z-axis
            var transAxis = new Vertex3D(vLine.Y, -vLine.X, 0);
            var l         = transAxis.LengthSq();

            if (l <= 1e-6)
            {
                // line already points in z axis?
                transAxis.Set(1, 0, 0);                 // choose arbitrary rotation vector
            }
            else
            {
                transAxis.DivideScalar(MathF.Sqrt(l));
            }

            // Angle to rotate the line into the z-axis
            var dot = vLine.Z;             //vLine.Dot(&vup);

            Matrix.RotationAroundAxis(transAxis, -MathF.Sqrt(1 - dot * dot), dot);

            var vTrans1  = v1.Clone().ApplyMatrix2D(Matrix);
            var vTrans2  = v2.Clone().ApplyMatrix2D(Matrix);
            var vTrans2Z = vTrans2.Z;

            // set up HitLineZ parameters
            Xy.Set(vTrans1.X, vTrans1.Y);
            ZLow  = MathF.Min(vTrans1.Z, vTrans2Z);
            ZHigh = MathF.Max(vTrans1.Z, vTrans2Z);

            V1 = v1;
            V2 = v2;

            HitBBox.Left   = MathF.Min(v1.X, v2.X);
            HitBBox.Right  = MathF.Max(v1.X, v2.X);
            HitBBox.Top    = MathF.Min(v1.Y, v2.Y);
            HitBBox.Bottom = MathF.Max(v1.Y, v2.Y);
            HitBBox.ZLow   = MathF.Min(v1.Z, v2.Z);
            HitBBox.ZHigh  = MathF.Max(v1.Z, v2.Z);
        }