/// <summary> /// Will return the list of subpoint from start to end ... /// by default will use substep from MeshManager /// </summary> /// <param name="subStepX">substep in X, if is not provided will use substep from MeshManager</param> /// <param name="subStepZ">substep in Z, if is not provided will use substep from MeshManager</param> /// <returns></returns> List <Vector3> RetOneDirectionList(Vector3 start, Vector3 end, float subStepX, float subStepZ) { float epsilon = 0.001f; //find the common axis. H axis = RetCommonAxis(start, end, epsilon); //then we invert the axis bz that the one I will work on. The one is not common axis = invertAxis(axis); float min = UMath.ReturnMinFromVector3(start, end, axis); float max = UMath.ReturnMaxFromVector3(start, end, axis); float subStep = Mathf.Abs(RetSubStep(axis, subStepX, subStepZ)); //this is set only for X and Z List <Vector3> res = new List <Vector3>(); res = ReturnFromMinToMax(axis, subStep, min, max, start); return(res); }