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camtar = camera->getTarget();
campos = camera->getPosition();
float length = sqrt(pow(camtar.X-campos.X,2)+pow(camtar.Y-campos.Y,2)+pow(camtar.Z-campos.Z,2));
vector3df HandPos;
HandPos.X = ((camtar.X-campos.X)*30/length)+campos.X;
HandPos.Y = ((camtar.Y-campos.Y)*30/length)+campos.Y;
HandPos.Z = ((camtar.Z-campos.Z)*30/length)+campos.Z;
Hand_Node.irr_node->setPosition(HandPos);
Vector3 v;
float length = sqrt(pow(itr->worldFragment->singleIntersection.x-mCamera->getPosition().x,2)+pow(itr->worldFragment->singleIntersection.y-mCamera->getPosition().y,2)+pow(itr->worldFragment->singleIntersection.x-mCamera->getPosition().z,2));
v.x = ((itr->worldFragment->singleIntersection.x-mCamera->getPosition().x)*30/length)+mCamera->getPosition().x;
v.y = ((itr->worldFragment->singleIntersection.y-mCamera->getPosition().y)*30/length)+mCamera->getPosition().y;
v.z = ((itr->worldFragment->singleIntersection.x-mCamera->getPosition().z)*30/length)+mCamera->getPosition().z;
mCurrentObject->setPosition(v);
// cout<<"源座标"<<itr->worldFragment->singleIntersection<<endl;
// cout<<"更新后的座标"<<v<<endl;
cout<<"Distence="<<itr->distance<<endl;
cout<<"new Distence ="<<length<<endl;