UnityEditor.ImportRawHeightmap.PickRawDefaults C# (CSharp) Method

PickRawDefaults() private method

private PickRawDefaults ( string path ) : void
path string
return void
        private void PickRawDefaults(string path)
        {
            FileStream stream = File.Open(path, FileMode.Open, FileAccess.Read);
            int length = (int) stream.Length;
            stream.Close();
            this.m_TerrainSize = base.terrainData.size;
            if ((base.terrainData.heightmapWidth * base.terrainData.heightmapHeight) == length)
            {
                this.m_Width = base.terrainData.heightmapWidth;
                this.m_Height = base.terrainData.heightmapHeight;
                this.m_Depth = Depth.Bit8;
            }
            else if (((base.terrainData.heightmapWidth * base.terrainData.heightmapHeight) * 2) == length)
            {
                this.m_Width = base.terrainData.heightmapWidth;
                this.m_Height = base.terrainData.heightmapHeight;
                this.m_Depth = Depth.Bit16;
            }
            else
            {
                this.m_Depth = Depth.Bit16;
                int num2 = length / this.m_Depth;
                int num3 = Mathf.RoundToInt(Mathf.Sqrt((float) num2));
                int num4 = Mathf.RoundToInt(Mathf.Sqrt((float) num2));
                if (((num3 * num4) * this.m_Depth) == length)
                {
                    this.m_Width = num3;
                    this.m_Height = num4;
                }
                else
                {
                    this.m_Depth = Depth.Bit8;
                    num2 = length / this.m_Depth;
                    num3 = Mathf.RoundToInt(Mathf.Sqrt((float) num2));
                    num4 = Mathf.RoundToInt(Mathf.Sqrt((float) num2));
                    if (((num3 * num4) * this.m_Depth) == length)
                    {
                        this.m_Width = num3;
                        this.m_Height = num4;
                    }
                    else
                    {
                        this.m_Depth = Depth.Bit16;
                    }
                }
            }
        }