/// <summary>
        /// The new line on which the cone should be modeled around
        /// </summary>
        /// <param name="rotation">The rotation of the cone</param>
        /// <param name="q">The quadrant the bone is inside</param>
        /// <param name="radius">The x,y radius of the cone</param>
        /// <returns>The new Line on which the cone should be modeled</returns>
        private Vector3 GetNewL(Quaternion rotation, Quadrant q, Vector2 radius)
        {
            Quaternion inverRot = Quaternion.Invert(rotation);
            Vector3    right    = Vector3.Transform(Vector3.UnitX, inverRot);
            Vector3    forward  = Vector3.Transform(Vector3.UnitZ, inverRot);
            Vector3    L2;

            switch (q)
            {
            case Quadrant.q1:
                if (radius.X > 90)
                {
                    L2 = right;
                }
                else
                {
                    L2 = forward;
                }
                break;

            case Quadrant.q2:
                if (radius.X > 90)
                {
                    L2 = right;
                }
                else
                {
                    L2 = -forward;
                }
                break;

            case Quadrant.q3:
                if (radius.X > 90)
                {
                    L2 = -right;
                }
                else
                {
                    L2 = -forward;
                }
                break;

            case Quadrant.q4:
                if (radius.X > 90)
                {
                    L2 = -right;
                }
                else
                {
                    L2 = forward;
                }
                break;

            default:
                L2 = right;
                break;
            }
            L2.NormalizeFast();
            return(L2);
        }