UnityEditor.ImportRawHeightmap.ReadRaw C# (CSharp) Method

ReadRaw() private method

private ReadRaw ( string path ) : void
path string
return void
        private void ReadRaw(string path)
        {
            byte[] buffer;
            using (BinaryReader reader = new BinaryReader(File.Open(path, FileMode.Open, FileAccess.Read)))
            {
                buffer = reader.ReadBytes((this.m_Width * this.m_Height) * this.m_Depth);
                reader.Close();
            }
            int heightmapWidth = base.terrainData.heightmapWidth;
            int heightmapHeight = base.terrainData.heightmapHeight;
            float[,] heights = new float[heightmapHeight, heightmapWidth];
            if (this.m_Depth == Depth.Bit16)
            {
                float num3 = 1.525879E-05f;
                for (int i = 0; i < heightmapHeight; i++)
                {
                    for (int j = 0; j < heightmapWidth; j++)
                    {
                        int num6 = Mathf.Clamp(j, 0, this.m_Width - 1) + (Mathf.Clamp(i, 0, this.m_Height - 1) * this.m_Width);
                        if ((this.m_ByteOrder == ByteOrder.Mac) == BitConverter.IsLittleEndian)
                        {
                            byte num7 = buffer[num6 * 2];
                            buffer[num6 * 2] = buffer[(num6 * 2) + 1];
                            buffer[(num6 * 2) + 1] = num7;
                        }
                        float num9 = BitConverter.ToUInt16(buffer, num6 * 2) * num3;
                        int num10 = !this.m_FlipVertically ? i : ((heightmapHeight - 1) - i);
                        heights[num10, j] = num9;
                    }
                }
            }
            else
            {
                float num11 = 0.00390625f;
                for (int k = 0; k < heightmapHeight; k++)
                {
                    for (int m = 0; m < heightmapWidth; m++)
                    {
                        int index = Mathf.Clamp(m, 0, this.m_Width - 1) + (Mathf.Clamp(k, 0, this.m_Height - 1) * this.m_Width);
                        byte num15 = buffer[index];
                        float num16 = num15 * num11;
                        int num17 = !this.m_FlipVertically ? k : ((heightmapHeight - 1) - k);
                        heights[num17, m] = num16;
                    }
                }
            }
            base.terrainData.SetHeights(0, 0, heights);
        }