//LRL
        private static OneDubinsPath Get_LRL_Path()
        {
            //Find both tangent positions and the position of the 3rd circle
            Vector3 startTangent = Vector3.zero;
            Vector3 goalTangent  = Vector3.zero;
            //Center of the 3rd circle
            Vector3 middleCircle = Vector3.zero;

            float turningRadius = startCar.turningRadius;

            DubinsMath.GetRLRorLRLTangents(
                startLeftCircle,
                goalLeftCircle,
                true,
                out startTangent,
                out goalTangent,
                out middleCircle,
                turningRadius);

            //Calculate the total length of this path
            float length1 = DubinsMath.GetArcLength(startLeftCircle, startCar.pos, startTangent, true, turningRadius);

            float length2 = DubinsMath.GetArcLength(middleCircle, startTangent, goalTangent, false, turningRadius);

            float length3 = DubinsMath.GetArcLength(goalLeftCircle, goalTangent, goalCar.pos, true, turningRadius);

            //Save the data
            OneDubinsPath pathData = new OneDubinsPath(length1, length2, length3, startTangent, goalTangent, PathType.LRL);


            return(pathData);
        }
        //Get the shortest path
        public static OneDubinsPath GetShortestPath(Vector3 startPos, float startHeading, Vector3 goalPos, float goalHeading, float turningRadius)
        {
            startCar = new Car(startPos, startHeading, turningRadius);
            goalCar  = new Car(goalPos, goalHeading, turningRadius);


            List <OneDubinsPath> allPaths = new List <OneDubinsPath>();

            //Position the circles that are to the left/right of the cars
            PositionLeftRightCircles();

            //Find the length of each path with tangent coordinates
            CalculateDubinsPathsLengths(allPaths);

            //If we have paths
            if (allPaths.Count > 0)
            {
                //Sort the list with paths so the shortest path is first
                allPaths.Sort((x, y) => x.totalLength.CompareTo(y.totalLength));

                //Get the shortest path
                OneDubinsPath shortestPath = allPaths[0];

                //Generate the final coordinates of the path from tangent points and segment lengths
                GeneratePathWaypoints(shortestPath);

                return(shortestPath);
            }

            //No paths could be found
            return(null);
        }
        //
        // Generate the final waypoints we need for navigation
        //
        private static void GeneratePathWaypoints(OneDubinsPath pathData)
        {
            //Store the waypoints of the final path here
            List <Vector3> waypoints = new List <Vector3>();

            //The car that will be simulated along the path
            Car car = startCar;

            //We always have to add the first position manually = the position of the car
            waypoints.Add(car.pos);

            //To be able to get evenly spaced waypoints
            //Will be reset when we reach a waypoint
            float distanceTravelled = 0f;

            //The steering wheel positions of each segment
            //Tturning left (-1), right (1) or driving forward (0)
            int[] steeringWheelPos = pathData.GetSteeringWheelPositions();

            //Each path consists of 3 segments
            for (int i = 0; i < pathData.segmentLengths.Length; i++)
            {
                AddCoordinatesToSegment(
                    ref car,
                    waypoints,
                    pathData.segmentLengths[i],
                    steeringWheelPos[i],
                    driveStepDistance,
                    distanceBetweenWaypoints,
                    ref distanceTravelled);
            }

            //Make sure the goal endpoint is at the goal position
            waypoints[waypoints.Count - 1] = goalCar.pos;

            //Save the final path in the path data
            pathData.waypoints = waypoints;
        }
        //LSR
        private static OneDubinsPath Get_LSR_Path()
        {
            //Find both tangent positions
            Vector3 startTangent = Vector3.zero;
            Vector3 goalTangent  = Vector3.zero;

            float turningRadius = startCar.turningRadius;

            DubinsMath.RSLorLSR(startLeftCircle, goalRightCircle, true, out startTangent, out goalTangent, turningRadius);

            //Calculate lengths
            float length1 = DubinsMath.GetArcLength(startLeftCircle, startCar.pos, startTangent, true, turningRadius);

            float length2 = (startTangent - goalTangent).magnitude;

            float length3 = DubinsMath.GetArcLength(goalRightCircle, goalTangent, goalCar.pos, false, turningRadius);

            //Save the data
            OneDubinsPath pathData = new OneDubinsPath(length1, length2, length3, startTangent, goalTangent, PathType.LSR);


            return(pathData);
        }