private bool CheckPigEscape(BoundingCylinder cylinder, float elapsed, Vector3 velocity)
        {
            BoundingCylinder pigCylinder = Pig.GetBoundingCylinder();

            BoundingCylinder newPigCylinder = pigCylinder;
            newPigCylinder.Point = Pig.Position + velocity * elapsed;

            return cylinder.Contains(pigCylinder) && !cylinder.Contains(newPigCylinder);
        }