void ControllHandle()
    {
        Handles.color = Color.green;
        int[]     triangles = myMeshCreator.GetMesh().triangles;
        Vector3[] vertices  = myMeshCreator.GetMesh().vertices;

        Vector3 minVertPos = Vector3.zero;
        // Focus Index 계산
        {
            minVert       = myMeshCreator.FindMinDistanceVertex();
            minMidVertPos = myMeshCreator.FindMinDistanceMidVertex();

            if (Vector3.Distance(vertices[minVert] + myMeshCreator.transform.position, MouseInfo.Position) <
                Vector3.Distance(minMidVertPos + myMeshCreator.transform.position, MouseInfo.Position))
            {
                minMidVertPos = Vector3.zero;
            }
        }


        // 기즈모
        {
            // Vertex 점 찍기
            for (int i = 0; i < vertices.Length; ++i)
            {
                Handles.color = Color.green;
                Handles.CubeHandleCap(0, vertices[i] + myMeshCreator.transform.position, Quaternion.identity, Camera.current.orthographicSize * 0.02f, EventType.Repaint);
            }

            Handles.color = Color.red;
            if (minMidVertPos == Vector3.zero)
            {
                minVertPos = vertices[minVert];
            }
            else
            {
                minVertPos = minMidVertPos;
            }

            // 가장 가까운 Vertex에 점 찍기
            if (HandleUtility.DistanceToRectangle(
                    minVertPos + myMeshCreator.transform.position,
                    Quaternion.identity, Camera.current.orthographicSize * 0.02f * 0.5f)
                < 50)
            {
                Handles.CubeHandleCap(0, minVertPos + myMeshCreator.transform.position, Quaternion.identity, Camera.current.orthographicSize * 0.02f, EventType.Repaint);
            }
        }
    }