/// <summary>
        /// Add a key point at a specified index
        /// </summary>
        /// <param name="index">The index at which the key point will be added</param>
        /// <returns>The new key point</returns>
        public BezierPoint3D AddKeyPointAt(int index)
        {
            BezierPoint3D newPoint = new GameObject("Point " + this.KeyPoints.Count, typeof(BezierPoint3D)).GetComponent <BezierPoint3D>();

            newPoint.Curve                   = this;
            newPoint.transform.parent        = this.transform;
            newPoint.transform.localRotation = Quaternion.identity;

            if (this.KeyPointsCount == 0 || this.KeyPointsCount == 1)
            {
                newPoint.LocalPosition = Vector3.zero;
            }
            else
            {
                if (index == 0)
                {
                    newPoint.Position = (this.KeyPoints[0].Position - this.KeyPoints[1].Position).normalized + this.KeyPoints[0].Position;
                }
                else if (index == this.KeyPointsCount)
                {
                    newPoint.Position = (this.KeyPoints[index - 1].Position - this.KeyPoints[index - 2].Position).normalized + this.KeyPoints[index - 1].Position;
                }
                else
                {
                    newPoint.Position = BezierCurve3D.GetPointOnCubicCurve(0.5f, this.KeyPoints[index - 1], this.KeyPoints[index]);
                }
            }

            this.KeyPoints.Insert(index, newPoint);

            return(newPoint);
        }
        public Vector3 GetNormal(float time, Vector3 up)
        {
            BezierPoint3D startPoint;
            BezierPoint3D endPoint;
            float         timeRelativeToSegment;

            this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);

            return(BezierCurve3D.GetNormalOnCubicCurve(timeRelativeToSegment, up, startPoint, endPoint));
        }
        public Quaternion GetRotation(float time, Vector3 up)
        {
            BezierPoint3D startPoint;
            BezierPoint3D endPoint;
            float         timeRelativeToSegment;

            this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);

            return(BezierCurve3D.GetRotationOnCubicCurve(timeRelativeToSegment, up, startPoint, endPoint));
        }
        /// <summary>
        /// Evaluates a position along the curve at a specified normalized time [0, 1]
        /// </summary>
        /// <param name="time">The normalized length at which we want to get a position [0, 1]</param>
        /// <returns>The evaluated Vector3 position</returns>
        public Vector3 GetPoint(float time)
        {
            // The evaluated points is between these two points
            BezierPoint3D startPoint;
            BezierPoint3D endPoint;
            float         timeRelativeToSegment;

            this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment);

            return(BezierCurve3D.GetPointOnCubicCurve(timeRelativeToSegment, startPoint, endPoint));
        }
        public float GetApproximateLength()
        {
            float length           = 0;
            int   subCurveSampling = (this.Sampling / (this.KeyPointsCount - 1)) + 1;

            for (int i = 0; i < this.KeyPointsCount - 1; i++)
            {
                length += BezierCurve3D.GetApproximateLengthOfCubicCurve(this.KeyPoints[i], this.KeyPoints[i + 1], subCurveSampling);
            }

            return(length);
        }
        public void GetCubicSegment(float time, out BezierPoint3D startPoint, out BezierPoint3D endPoint, out float timeRelativeToSegment)
        {
            startPoint            = null;
            endPoint              = null;
            timeRelativeToSegment = 0f;

            float subCurvePercent   = 0f;
            float totalPercent      = 0f;
            float approximateLength = this.GetApproximateLength();
            int   subCurveSampling  = (this.Sampling / (this.KeyPointsCount - 1)) + 1;

            for (int i = 0; i < this.KeyPointsCount - 1; i++)
            {
                subCurvePercent = BezierCurve3D.GetApproximateLengthOfCubicCurve(this.KeyPoints[i], this.KeyPoints[i + 1], subCurveSampling) / approximateLength;
                if (subCurvePercent + totalPercent > time)
                {
                    startPoint = this.KeyPoints[i];
                    endPoint   = this.KeyPoints[i + 1];

                    break;
                }

                totalPercent += subCurvePercent;
            }

            if (endPoint == null)
            {
                // If the evaluated point is very near to the end of the curve we are in the last segment
                startPoint = this.KeyPoints[this.KeyPointsCount - 2];
                endPoint   = this.KeyPoints[this.KeyPointsCount - 1];

                // We remove the percentage of the last sub-curve
                totalPercent -= subCurvePercent;
            }

            timeRelativeToSegment = (time - totalPercent) / subCurvePercent;
        }