/// <summary> /// Get vertices calculated using the current VertexMode /// </summary> /// <returns>an array of vertices</returns> public Vector3[] getVertices() { Vector3[] points = new Vector3[0]; switch (VertexMode) { case VertexCalculation.ByAngle: List <float> tf; List <Vector3> tan; points = Spline.GetPolygon(0, 1, Angle, Distance, -1, out tf, out tan, false); break; default: points = Spline.GetApproximation(); break; } if (Space == Space.World) { for (int i = 0; i < points.Length; i++) { points[i] = Spline.transform.TransformPoint(points[i]); } } return(points); }