void HandleEndPression()
    {
        Ray        inputRay = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(inputRay, out hit))
        {
            MeshDeformerByCS deformer = hit.collider.GetComponent <MeshDeformerByCS>();
            if (deformer)
            {
                deformer.ClearVertexVelocities();
            }
        }
    }
    void HandleInInput()
    {
        Ray        inputRay = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(inputRay, out hit))
        {
            MeshDeformerByCS deformer = hit.collider.GetComponent <MeshDeformerByCS>();
            if (deformer)
            {
                Vector3 point = hit.point;         //World space
                point += hit.normal * forceOffset; //world space 用于计算受力的方向
                deformer.AddInDeformingForce(point, force);
            }
        }
    }