/// <summary>
        /// Returns the new rotation of the projectile for a given traveled distance
        /// </summary>
        /// <param name="distance"></param>
        /// <returns></returns>
        public Quaternion CalculateRotation(double distance)
        {
            float   t             = (float)distance / _startToEndDistance;
            Vector3 forwardVector = _bezierCurve.GetSpeed(t);

            return(Quaternion.LookRotation(forwardVector));
        }