public BezierPoint(Vector2 m, Vector2 l, Vector2 r)
{
main = m;
control1 = l;
control2 = r;
/*Vector2 topleft = Vector2(Mathf.Infinity,Mathf.Infinity);
Vector2 bottomright = Vector2(Mathf.NegativeInfinity,Mathf.NegativeInfinity);
topleft.x = Mathf.Min (topleft.x,main.x);
topleft.x = Mathf.Min (topleft.x,control1.x);
topleft.x = Mathf.Min (topleft.x,control2.x);
topleft.y = Mathf.Min (topleft.y,main.y);
topleft.y = Mathf.Min (topleft.y,control1.y);
topleft.y = Mathf.Min (topleft.y,control2.y);
bottomright.x = Mathf.Max (bottomright.x,main.x);
bottomright.x = Mathf.Max (bottomright.x,control1.x);
bottomright.x = Mathf.Max (bottomright.x,control2.x);
bottomright.y = Mathf.Max (bottomright.y,main.y);
bottomright.y = Mathf.Max (bottomright.y,control1.y);
bottomright.y = Mathf.Max (bottomright.y,control2.y);
rect = new Rect(topleft.x,topleft.y,bottomright.x-topleft.x,bottomright.y-topleft.y);*/
}