public Vector3 GetCollisionPointWithViewBox(Vector3 origin, Vector3 direction)
        {
            Vector3 point = Vector3.zero;

            foreach (var line in viewbox)
            {
                Vector2 q = line.start;
                Vector2 s = line.end - line.start;

                Vector2 p = SMath.Vec3ToVec2(origin);
                Vector2 r = SMath.Vec3ToVec2(direction);

                // The intersection is where q + u*s == p + t*r, and 0 <= u <= 1 && 0 <= t
                // t = (q − p) × s / (r × s)
                // u = (q − p) × r / (r × s)

                float crossRS   = SMath.CrossProduct2D(r, s);
                float crossQP_S = SMath.CrossProduct2D(q - p, s);
                float crossQP_R = SMath.CrossProduct2D(q - p, r);

                if (crossRS == 0)
                {
                    // TODO: other situations
                }
                else
                {
                    float t = crossQP_S / crossRS;
                    float u = crossQP_R / crossRS;

                    if (0 <= u && u <= 1 && 0 <= t)
                    {
                        point = q + u * s;
                        break;
                    }
                }
            }
            return(point);
        }