private void DrawPath(BezierNode[] nodes)
        {
            CacheIfDirty();
            Gizmos.color = Color.magenta;
            for (int i = 0; i < nodes.Length - 1; ++i)
            {
                BezierNode prev = nodes[i];
                BezierNode next = nodes[i + 1];

                Vector3 lastPos = prev.transform.position;
                Vector3 nextPos;
                float   t = 0;

                for (int j = 0; j < _previewSegments; ++j)
                {
                    t      += 1f / _previewSegments;
                    nextPos = Curve(t, prev.transform.position, prev.h2, next.h1, next.transform.position);

                    Gizmos.color = Color.magenta;
                    Gizmos.DrawLine(lastPos, nextPos);

                    if (_showTangents)
                    {
                        Vector3 tang = (_sectors[i].TanLocal(t, false)) * _tangentScale * 0.1f;
                        Gizmos.color = Color.cyan;
                        Gizmos.DrawLine(nextPos, tang + nextPos);
                    }

                    lastPos = nextPos;
                }
            }
        }
            public Sector(BezierNode start, BezierNode end, float offset, int integrationSegments)
            {
                _start      = start;
                _end        = end;
                _offset     = offset;
                _segmentT1s = new float[integrationSegments];

                Vector3 a = _start.transform.position;
                Vector3 b = _start.h2;
                Vector3 c = _end.h1;
                Vector3 d = _end.transform.position;

                // Get constant coefficients
                _c1 = (d - (3 * c) + (3 * b) - a);
                _c2 = ((3 * c) - (6 * b) + (3 * a));
                _c3 = ((3 * b) - (3 * a));
                _c4 = a;

                // Calculate segment lengths
                Vector3 s  = _start.transform.position;
                Vector3 e  = _end.transform.position;
                Vector3 h2 = _start.h2;
                Vector3 h1 = _end.h1;
                Vector3 p0 = _start.transform.position;
                Vector3 p1 = _start.transform.position;
                float   t  = 0;

                // Loop over integration segments along sector
                for (int i = 0; i < _segmentT1s.Length; ++i)
                {
                    p1 = BezierSpline.Curve(t, s, h2, h1, e);
                    // Store local length
                    _segmentT1s[i] = Vector3.Distance(p1, p0);
                    length        += _segmentT1s[i];
                    // Move to next segment
                    p0 = p1;
                    t += 1f / (float)_segmentT1s.Length;
                }

                // Get each local length as fraction, for approximate t remapping
                for (int i = 0; i < _segmentT1s.Length; ++i)
                {
                    _segmentT1s[i] /= length;
                }
            }