/// <summary>
    /// 显示Vector的方向和大小
    /// </summary>
    /// <param name="pos">Position.</param>
    /// <param name="dir">Dir.</param>
    void ShowTheDatasPosAndDir(Vector pos, Vector dir)
    {
        UnityEngine.Vector3 unityDir = VectorTrans.ToUnityVector3(dir);
        UnityEngine.Vector3 unityPos = VectorTrans.ToUnityVector3(pos);

        Debug.DrawRay(unityPos, unityDir * 10, Color.blue);
        print(unityPos + "," + unityDir);
    }
    //___________________Test_______________
    /// <summary>
    /// test Hand.Direction,
    /// 该方法只有在手掌平摊伸直时有意义。
    /// </summary>
    void HandDirection()
    {
        Frame   frame = m_LeapCtrl.Frame();
        Hand    hand  = frame.Hands [0];
        Vector3 v1    = VectorTrans.ToUnityVector3(hand.PalmPosition);
        Vector3 v2    = VectorTrans.ToUnityVector3(hand.Direction);

        Debug.DrawRay(v1,
                      v2 * 100,
                      Color.red);
        print(v1 + "," + v2);
    }
    //显示单个手指的数据
    //1.掌心到手指的连线-红色
    //2.手指的方向-蓝色
    void ShowFingerData(int handIndex, PointData palmData, FingerData fingerData)
    {
        Vector3 handPos = VectorTrans.ToUnityVector3(palmData.m_Position);
        Vector3 handDir = VectorTrans.ToUnityVector3(palmData.m_Direction);

        Vector3 fingerPos       = VectorTrans.ToUnityVector3(fingerData.m_Position);
        Vector3 fingerDistalPos = VectorTrans.ToUnityVector3(fingerData.m_Point.m_Position);
        Vector3 fingerDir       = VectorTrans.ToUnityVector3(fingerData.m_Point.m_Direction);

        Debug.DrawLine(handPos, fingerPos, Color.red);
        Debug.DrawLine(fingerPos, fingerDistalPos, Color.red);
        //手心到指尖的连线
        Debug.DrawLine(handPos, fingerDistalPos, Color.yellow);

        float vecLength = (fingerPos - fingerDistalPos).magnitude;

        Debug.DrawRay(fingerDistalPos, fingerDir * vecLength * 0.1f, Color.blue);
        Debug.DrawRay(handPos, handDir * vecLength * 0.1f, Color.blue);
    }
    //显示食指的骨根位置,近端位置,和指尖的位置及其连线
    void ShowIndexFinger()
    {
        Vector3  pos0 = Vector3.zero;
        Vector3  pos1 = Vector3.zero;
        Vector3  pos2 = Vector3.zero;
        HandList hs   = m_LeapCtrl.Frame().Hands;

        foreach (var f in hs.Leftmost.Fingers)
        {
            if (f.Type() == Finger.FingerType.TYPE_INDEX)
            {
                pos0 = VectorTrans.ToUnityVector3(f.Bone(Bone.BoneType.TYPE_METACARPAL).Center);
                pos1 = VectorTrans.ToUnityVector3(f.Bone(Bone.BoneType.TYPE_PROXIMAL).Center);
                pos2 = VectorTrans.ToUnityVector3(f.Bone(Bone.BoneType.TYPE_DISTAL).Center);
            }
        }
        Debug.DrawLine(pos0, pos1, Color.red);
        Debug.DrawLine(pos0, pos2, Color.yellow);
        Debug.DrawLine(pos1, pos2, Color.green);
    }