void Update()
    {
        Quaternion r    = transform.rotation;
        Vector3    left = (transform.position + (r * Vector3.left) * this.half_length);

        Debug.DrawLine(transform.position, left, Color.red);

        Vector3 right = (transform.position + (r * Vector3.right) * this.half_length);

        Debug.DrawLine(transform.position, right, Color.red);

        Vector3 leftEnd = (left + (r * Vector3.forward) * this.width);

        Debug.DrawLine(left, leftEnd, Color.red);

        Vector3 rightEnd = (right + (r * Vector3.forward) * this.width);

        Debug.DrawLine(right, rightEnd, Color.red);

        Debug.DrawLine(leftEnd, rightEnd, Color.red);

        Vector3 point = pointTransform.position;

        //是否在矩形内
        if (MyTool.isINRect(point, leftEnd, rightEnd, right, left))
        {
            Debug.Log("in");
        }
        else
        {
            Debug.Log("not in");
        }
    }