// Update is called once per frame
    void Update()
    {
        if (Game.currentState.Equals(Game.GameState.Aiming))
        {
            gameObject.renderer.enabled = true;
            cueStick.renderer.enabled   = true;
            Hand    hand           = Game.leapManager.frontmostHand();
            Finger  pointingFinger = LeapManager.pointingFigner(hand);
            Vector3 tip            = pointingFinger.TipPosition.ToUnityTranslated();
            tip = new Vector3(tip.z, tip.y, -1 * tip.x);
            Vector3 mid = hand.PalmPosition.ToUnityTranslated();
            mid = new Vector3(mid.z, mid.y, -1 * mid.x);

            float   globalResizeCoef = (2 * Vector3.Distance(camera.transform.position, cueBall.transform.position)) / (LeapManager.HandMaxZ - LeapManager.HandMinZ);
            Vector3 tmp = camera.transform.position + (globalResizeCoef * new Vector3(tip.x, tip.y, tip.z));



            if (hand.IsValid && pointingFinger.IsValid)
            {
                cueStickTipPosition = new Vector3(tmp.x, 0.25f, tmp.z);
                cueStickVelocity    = pointingFinger.TipVelocity.ToUnityScaled();
            }
            else
            {
                cueStickVelocity = Vector3.zero;
            }


            //Debug.Log ("tip:" + mid.x +
            //     ", " + mid.y + ", " + mid.z);
            //Vector3 vca = camera.transform.rotation.eulerAngles;
            //Vector3 dir = tip - mid;
            //float dax = Vector3.Angle (dir, Vector3.right);
            //float daz = Vector3.Angle (dir, Vector3.up);
            //float day = Vector3.Angle (dir, Vector3.forward);
            //cueStickRotation = Quaternion.Euler (new Vector3 (dax, day + vca.y, daz));
            //Vector3 cueStickPosition = cueStickTipPosition;
            //Vector3.MoveTowards (cueStickPosition, dir.normalized, 2.0f);
            //cueStickRotation = Quaternion.Euler (new Vector3 (90.0f, (day - 90) + vca.y, 0.0f));
            //Debug.Log ("vca:" + vca.x + ", " + vca.y + ", " + vca.z + " dax:" + dax + ", " + day + ", " + daz);
        }
        else
        {
            gameObject.renderer.enabled = true;
            cueStick.renderer.enabled   = true;
        }
    }