private static void SetPointScale(Vector3 handlePos, PathPoint point)
        {
            Vector3    tangentDir    = point.GetPointSpaceTangent(PathTangentType.Out);
            Quaternion pivotRotation = Quaternion.LookRotation(tangentDir);
            Quaternion roll          = Quaternion.AngleAxis(point.normalAngle, Vector3.back);
            float      handleSize    = HandleUtility.GetHandleSize(handlePos);

            EditorGUI.BeginChangeCheck();
            Vector2 scale = Handles.ScaleHandle(point.scale, handlePos, _currentPath.transform.rotation * pivotRotation * roll, handleSize);

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(_currentPath, "Scale Path Point");
                EditorUtility.SetDirty(_currentPath);
                point.scale = scale;
            }
        }
        private static void SetPointRotation(PathPoint point)
        {
            EditorGUI.BeginChangeCheck();
            Vector3    tangentDir    = _currentPath.transform.rotation * point.GetPointSpaceTangent(PathTangentType.Out);
            Quaternion pivotRotation = Quaternion.LookRotation(tangentDir);
            Quaternion roll          = Quaternion.AngleAxis(point.normalAngle, Vector3.back);
            Vector3    pointWorldPos = CurveSpaceToWorldSpace(point.position);
            float      handleSize    = HandleUtility.GetHandleSize(pointWorldPos);
            Quaternion newRot        = Handles.Disc(pivotRotation * roll,
                                                    pointWorldPos, tangentDir, handleSize, false, 0.0f);

            //Line rotation
            Quaternion lineRot = newRot * Quaternion.Inverse(pivotRotation) * Quaternion.LookRotation(tangentDir, _currentPath.transform.up);

            Handles.DrawLine(pointWorldPos + lineRot * Vector3.left * handleSize, pointWorldPos + lineRot * Vector3.right * handleSize);


            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(_currentPath, "Rotate Point");
                EditorUtility.SetDirty(_currentPath);
                float deltaRot = -((point.normalAngle % 360) + newRot.eulerAngles.z);

                /*if (_lastDeltaRotation * (deltaRot) < 0.0f && Mathf.Abs(deltaRot) > 180.0f)
                 * {
                 * Debug.Log(deltaRot);
                 * if(deltaRot > 0)
                 * {
                 * deltaRot -= 360.0f;
                 * }
                 * else
                 * {
                 * deltaRot += 360.0f;
                 * }
                 *
                 * Debug.Log("Loop");
                 * }*/

                //Debug.Log("Delta Rotation : " + (-(point.normalAngle + newRot.eulerAngles.z)));
                //float
                point.normalAngle += deltaRot;
                _lastDeltaRotation = deltaRot;
            }
        }