public BezierPointInfo GetPointInfo(float t)
{
BezierPointInfo pInfo = new BezierPointInfo();
float v = map(t);
pInfo.point = bezierPoint( v );
Vector3 tangent = (this.point (v + 0.001f) - this.point (v)).normalized;
pInfo.tangent = tangent;
Quaternion q = Quaternion.Lerp(startRot, endRot, v);
Vector3 up = Vector3.Cross (tangent, q * Vector3.right);
pInfo.rotation = Quaternion.LookRotation(tangent, up);
return pInfo;
}