public float DefaultHeight(int y, int x, float[,] GroundPlane, float[,] Heights, CollisionIndex[,] MeshIndex)
        {
            float gp        = GroundPlane[x, y];
            float testPlane = gp;

            CollisionIndex W = MeshIndex[x, y];

            if (W == null)
            {
                return(testPlane);
            }

            if (testPlane + 2f < MinZ)
            {
                testPlane = MinZ - 2;
            }
            //Heights[x, y] = testPlane;
            return(W.GetZLevel(testPlane, testPlane + 16f, CollisionIndex.AvatarCapsuleZ));
        }