public void DeserializeInto(CurvySplineSegment controlPoint, CurvySerializationSpace space = CurvySerializationSpace.WorldSpline)
        {
            if (controlPoint)
            {
#if UNITY_EDITOR
                Undo.RegisterCompleteObjectUndo(controlPoint, "Deserialize");
#endif
                if (space == CurvySerializationSpace.World)
                {
                    controlPoint.position = P;
                    controlPoint.rotation = Quaternion.Euler(R);
                }
                else
                {
                    controlPoint.localPosition = P;
                    controlPoint.localRotation = Quaternion.Euler(R);
                }
                controlPoint.AutoBakeOrientation = Bake;
                controlPoint.OrientationAnchor   = Anchor;
                controlPoint.Swirl              = Swirl;
                controlPoint.SwirlTurns         = SwirlT;
                controlPoint.AutoHandles        = BzAuto;
                controlPoint.AutoHandleDistance = BzAutoDist;
                controlPoint.SetBezierHandleIn(BzIn);
                controlPoint.SetBezierHandleOut(BzOut);
            }
        }