/// <summary>
        /// Create the terrain for the road
        /// </summary>
        /// <param name="sections">The number of sections</param>
        /// <param name="tm">The terrain modifier</param>
        private void CreateCrossRoadsTerrain(int sections, TerrainModifier tm)
        {
            float couveSize = 2.5f;

            _roadNetworkNode.OrderRoads();

            IMaterialFrequency materialFrequency = _roadNetworkNode.GetComponent <OverridableMaterialFrequency>();

            if (materialFrequency == null)
            {
                materialFrequency = RoadConstructorHelper.MaterialFrequencySet;
            }

            RoadNetworkNode  roadA, roadB, roadC, roadD;
            RoadCrossSection rA, rB, rC, rD;

            RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 0, _roadNetworkNode, out roadA, out rA);
            RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 1, _roadNetworkNode, out roadB, out rB);
            RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 2, _roadNetworkNode, out roadC, out rC);
            RoadUnionHelper.DefineCrossSectionOffSet(couveSize, 3, _roadNetworkNode, out roadD, out rD);

            int connectionSet = IntersectionManager.Instance.AddLinkedIntersecions(rA, rB, rC, rD);

            DrawDetailsCrossRoad drs = new DrawDetailsCrossRoad(connectionSet, _roadNetworkNode, RoadConstructorHelper.GetMainMaterial(materialFrequency));

            drs.ModifyTerrain(_roadNetworkNode.BuildData, tm);

            RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 0);
            RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 1);
            RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 2);
            RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 3);
        }
        /// <summary>
        /// Modify the terrain for the corner
        /// </summary>
        /// <param name="sections">The number of sections</param>
        /// <param name="tm">The terrain modifier</param>
        private void CreateCornerTerrain(int sections, TerrainModifier tm)
        {
            // this is not the best way - but it's a start
            // maybe have a function that returns a list of cross sections

            // find the point where the two roads meet
            Vector3 pos = _roadNetworkNode.gameObject.transform.position;

            // create a corne at this postion
            Vector3 newpos = pos;

            float roadAngleA = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 0) - Mathf.PI / 2);
            float roadAngleB = RoadUnionHelper.AngleClamp(RoadUnionHelper.GetAngleOfRoadClampped(_roadNetworkNode, 1) + Mathf.PI / 2);
            float roadAngleDifference = roadAngleB - roadAngleA;
            float couveSize = 1.85f;
            float x, z;

            float road_A_length = GetLengthOfRoad(0);
            float road_B_length = GetLengthOfRoad(1);

            float minLength = Mathf.Min(road_A_length, road_B_length);

            float offSetDownRoad = RoadConstructorHelper.CrossSectionDetails.RoadWidthValue * couveSize;

            if (offSetDownRoad > minLength / 2)
            {
                offSetDownRoad = minLength / 2;
            }

            RoadNetworkNode oppositeEnd = _roadNetworkNode.Details.Roads[1].GetComponent <RoadNetworkNode>();
            Vector3         roadPointA  = oppositeEnd.GetOffSetDownRoad(pos, (offSetDownRoad));
            Vector3         outA;
            bool            offSetPos   = _roadNetworkNode.GetInnerCorner(0, 1, (offSetDownRoad), out outA);
            Vector3         CornerPoint = outA;

            newpos = CornerPoint;

            // get the gap form point to point
            Vector3 gap = CornerPoint - roadPointA;

            couveSize = offSetPos ? gap.magnitude : 0;
            couveSize = offSetPos ? gap.magnitude : 0;

            Radian currentAngle = new Radian(roadAngleA - (float)(Math.PI / 2));

            roadAngleDifference = MathsHelper.ClampAngle(roadAngleDifference);
            if (roadAngleDifference > Mathf.PI)
            {
                roadAngleDifference = (Mathf.PI * 2) - roadAngleDifference;
                currentAngle        = new Radian(roadAngleB + (float)(Math.PI / 2));
            }

            float diff = roadAngleDifference;

            x = Mathf.Sin(currentAngle.Value) * (couveSize);
            z = Mathf.Cos(currentAngle.Value) * (couveSize);

            newpos.x -= x;
            newpos.z += z;

            ICrossSection      crossSectionMiddle = RoadConstructorHelper.CrossSection(_roadNetworkNode);
            IMaterialFrequency materialFrequency  = _roadNetworkNode.gameObject.GetComponent <IMaterialFrequency>();

            if (materialFrequency == null)
            {
                materialFrequency = RoadConstructorHelper.MaterialFrequencySet;
            }

            RoadCrossSection rA = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency);

            float angleStep = Mathf.Abs(diff / sections);

            for (int i = 0; i < sections; i++)
            {
                newpos              = CornerPoint;
                currentAngle.Value += angleStep;

                x         = Mathf.Sin(currentAngle.Value) * (couveSize);
                z         = Mathf.Cos(currentAngle.Value) * (couveSize);
                newpos.x -= x;
                newpos.z += z;

                RoadCrossSection rB = new RoadCrossSection(newpos, currentAngle.Value, crossSectionMiddle, materialFrequency);
                tm.ApplyToTerrain(rA, rB);
                rA = rB;
            }

            RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 0);
            RoadConstructorHelper.ApplyLeadingStrights(_roadNetworkNode, tm, 1);
        }