void ProcessVertex(ref Vector3F position, out Vector3F result)
        {
            Matrix4? nullable = new Matrix4?(PosCenter.Value.ToMatrix4());
            Matrix4  matrix4  = nullable ?? Matrix4.Identity;
            Matrix4F matrix4f = matrix4.ToMatrix4F();
            bool     inv      = matrix4f.Inverse();

            MatrixInv = inv;

            ResPosVec1 = matrix4f * Pos1n.Value.Position.ToVector3F();

            result = position;
            var sc        = new Vector3F(0.2f, 0.2f, 0.2f);
            var rposition = position * sc;

            var   l_r01   = (float)Pos01n.Value.Scale.X;
            var   relp01  = (Pos01n.Value.Position).ToVector3F();
            var   l_dist1 = (rposition - relp01);
            float l_l01   = l_dist1.Length();

            var   l_r02   = (float)Pos02n.Value.Scale.X;
            var   relp02  = (Pos02n.Value.Position).ToVector3F();
            var   l_dist2 = (rposition - relp02);
            float l_l02   = l_dist2.Length();

            var   l_r03   = (float)Pos03n.Value.Scale.X;
            var   relp03  = (Pos03n.Value.Position).ToVector3F();
            var   l_dist3 = (rposition - relp03);
            float l_l03   = l_dist3.Length();

            var   l_r04   = (float)Pos04n.Value.Scale.X;
            var   relp04  = (Pos04n.Value.Position).ToVector3F();
            var   l_dist4 = (rposition - relp04);
            float l_l04   = l_dist4.Length();

            var f = ((ResPos1.Value.Position - PosCenter.Value.Position) / sc).ToVector3F().GetNormalize();
            SphericalDirectionF sd = new SphericalDirectionF(f.X, f.Y);
            float       ax         = MathEx.Acos(f.X);
            float       ay         = MathEx.Asin(f.X);
            QuaternionF q          = new AnglesF().ToQuaternion();


            if (l_l01 <= l_r01)
            {
                var relp1 = matrix4f * Pos1n.Value.Position.ToVector3F();
                result = relp1;
            }
            if (l_l02 <= l_r02)
            {
                var relp2 = matrix4f * Pos2n.Value.Position.ToVector3F();;
                result = relp2;
            }
            if (l_l03 <= l_r03)
            {
                var relp3 = matrix4f * Pos3n.Value.Position.ToVector3F();;
                result = relp3;
            }
            if (l_l04 <= l_r04)
            {
                var relp4 = matrix4f * Pos4n.Value.Position.ToVector3F();;
                result = relp4;
            }
        }