public Planet(GraphicsDevice GraphicsDevice, ContentManager Content)
        {
            this.isWater = false;
            Effect effect = Content.Load<Effect>(@"effects/PPModel");
            Texture2D texture = Content.Load<Texture2D>(@"textures/base");

            Vector3 pos = Vector3.Zero;
            top = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, effect, texture, Terrain.Type.CubeFace);
            top.GenerateFractual();

            float[][] borders = new float[4][];
            borders[2] = top.MyHeightBorders[0].ToArray();

            left = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, effect, texture, Terrain.Type.CubeFace);
            left.GenerateFractualSlice(new Vector3(0, 0, 90), borders, Fractal.BorderType.Right);

            borders = new float[4][];
            borders[0] = top.MyHeightBorders[2].ToArray();

            right = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, effect, texture, Terrain.Type.CubeFace);
            right.GenerateFractualSlice(new Vector3(0, 0, -90), borders, Fractal.BorderType.Left);

            borders = new float[4][];
            borders[0] = left.MyHeightBorders[3].ToArray();
            borders[1] = top.MyHeightBorders[3].ToArray();
            borders[2] = right.MyHeightBorders[3].ToArray();

            Array.Reverse(borders[0]);

            front = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, effect, texture, Terrain.Type.CubeFace);
            front.GenerateFractualSlice(new Vector3(90, 0, 0), borders, Fractal.BorderType.Left | Fractal.BorderType.Top | Fractal.BorderType.Right);

            borders = new float[4][];
            borders[0] = left.MyHeightBorders[1].ToArray();
            borders[2] = right.MyHeightBorders[1].ToArray();
            borders[3] = top.MyHeightBorders[1].ToArray();

            Array.Reverse(borders[2]);

            back = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, effect, texture, Terrain.Type.CubeFace);
            back.GenerateFractualSlice(new Vector3(-90, 0, 0), borders, Fractal.BorderType.Left | Fractal.BorderType.Bottom | Fractal.BorderType.Right);

            borders = new float[4][];
            borders[0] = left.MyHeightBorders[0].ToArray();
            borders[1] = front.MyHeightBorders[3].ToArray();
            borders[2] = right.MyHeightBorders[2].ToArray();
            borders[3] = back.MyHeightBorders[1].ToArray();

            Array.Reverse(borders[0]);
            Array.Reverse(borders[2]);

            bottom = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, effect, texture, Terrain.Type.CubeFace);
            bottom.GenerateFractualSlice(new Vector3(180, 0, 0), borders, Fractal.BorderType.All);

            ///////////////////
            top.loadPosBorders(left.MyRawHeightBorders[2], Fractal.BorderType.Left, false);
            top.loadPosBorders(right.MyRawHeightBorders[0], Fractal.BorderType.Right, false);
            top.loadPosBorders(front.MyRawHeightBorders[1], Fractal.BorderType.Bottom, false);
            top.loadPosBorders(back.MyRawHeightBorders[3], Fractal.BorderType.Top, false);
            top.PostNormalize();

            left.loadPosBorders(top.MyRawHeightBorders[0], Fractal.BorderType.Right, false);
            left.loadPosBorders(front.MyRawHeightBorders[0], Fractal.BorderType.Bottom, true);
            left.loadPosBorders(back.MyRawHeightBorders[0], Fractal.BorderType.Top, false);
            left.loadPosBorders(bottom.MyRawHeightBorders[0], Fractal.BorderType.Left, true);
            left.PostNormalize();

            right.loadPosBorders(top.MyRawHeightBorders[2], Fractal.BorderType.Left, false);
            right.loadPosBorders(front.MyRawHeightBorders[2], Fractal.BorderType.Bottom, false);
            right.loadPosBorders(back.MyRawHeightBorders[2], Fractal.BorderType.Top, true);
            right.loadPosBorders(bottom.MyRawHeightBorders[2], Fractal.BorderType.Right, true);
            right.PostNormalize();

            front.loadPosBorders(top.MyRawHeightBorders[3], Fractal.BorderType.Top, false);
            front.loadPosBorders(left.MyRawHeightBorders[3], Fractal.BorderType.Left, true);
            front.loadPosBorders(right.MyRawHeightBorders[3], Fractal.BorderType.Right, false);
            front.loadPosBorders(bottom.MyRawHeightBorders[1], Fractal.BorderType.Bottom, false);
            front.PostNormalize();

            back.loadPosBorders(top.MyRawHeightBorders[1], Fractal.BorderType.Bottom, false);
            back.loadPosBorders(right.MyRawHeightBorders[1], Fractal.BorderType.Right, true);
            back.loadPosBorders(left.MyRawHeightBorders[1], Fractal.BorderType.Left, false);
            back.loadPosBorders(bottom.MyRawHeightBorders[3], Fractal.BorderType.Top, false);
            back.PostNormalize();

            bottom.loadPosBorders(left.MyRawHeightBorders[0], Fractal.BorderType.Left, true);
            bottom.loadPosBorders(front.MyRawHeightBorders[3], Fractal.BorderType.Top, false);
            bottom.loadPosBorders(right.MyRawHeightBorders[2], Fractal.BorderType.Right, true);
            bottom.loadPosBorders(back.MyRawHeightBorders[1], Fractal.BorderType.Bottom, false);
            bottom.PostNormalize();

            topBlock = new TerrainBlock(top, 0, GraphicsDevice, effect, TerrainBlock.PlanetBlock.Top, this.GetNeighbourTerrain, new Point(), null);
            leftBlock = new TerrainBlock(left, 0, GraphicsDevice, effect, TerrainBlock.PlanetBlock.Left, this.GetNeighbourTerrain, new Point(), null);
            rightBlock = new TerrainBlock(right, 0, GraphicsDevice, effect, TerrainBlock.PlanetBlock.Right, this.GetNeighbourTerrain, new Point(), null);
            frontBlock = new TerrainBlock(front, 0, GraphicsDevice, effect, TerrainBlock.PlanetBlock.Front, this.GetNeighbourTerrain, new Point(), null);
            backBlock = new TerrainBlock(back, 0, GraphicsDevice, effect, TerrainBlock.PlanetBlock.Back, this.GetNeighbourTerrain, new Point(), null);
            bottomBlock = new TerrainBlock(bottom, 0, GraphicsDevice, effect, TerrainBlock.PlanetBlock.Bottom, this.GetNeighbourTerrain, new Point(), null);

            topBlock.GetNeighbour = this.GetNeighbourTerrain;
            leftBlock.GetNeighbour = this.GetNeighbourTerrain;
            rightBlock.GetNeighbour = this.GetNeighbourTerrain;
            frontBlock.GetNeighbour = this.GetNeighbourTerrain;
            backBlock.GetNeighbour = this.GetNeighbourTerrain;
            bottomBlock.GetNeighbour = this.GetNeighbourTerrain;

            water = new Planet(GraphicsDevice, Content, true);
        }
        public Planet(GraphicsDevice GraphicsDevice, ContentManager Content, Vector3 sunPosition)
        {
            this.isWater = false;

            Vector3 pos = Vector3.Zero;
            top = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, new Vector3(1, -1, 0), GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"), Content.Load<Texture2D>(@"textures/base"), Terrain.Type.CubeFace);
            top.GenerateFractual();
            top.LightPosition = sunPosition;

            topBlock = new TerrainBlock(top, 0, true, GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"));

            //l,t,r,b
            float[,] borders = new float[4, PlanetRes];
            for (int i = 0; i < 4; i++)
                for (int c = 0; c < PlanetRes; c++)
                    if (i == 2)
                        borders[i, c] = top.heightMaps[0, c];

            left = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, new Vector3(1, -1, 0), GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"), Content.Load<Texture2D>(@"textures/base"), Terrain.Type.CubeFace);
            left.GenerateFractualSlice(new Vector3(0, 0, 90), borders, Fractal.BorderType.Right);
            left.LightPosition = sunPosition;

            leftBlock = new TerrainBlock(left, 0, true, GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"));

            //l,t,r,b
            borders = new float[4, PlanetRes];
            for (int i = 0; i < 4; i++)
                for (int c = 0; c < PlanetRes; c++)
                    if (i == 0)
                        borders[i, c] = top.heightMaps[(PlanetRes - 1), c];

            right = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, new Vector3(1, -1, 0), GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"), Content.Load<Texture2D>(@"textures/base"), Terrain.Type.CubeFace);
            right.GenerateFractualSlice(new Vector3(0, 0, -90), borders, Fractal.BorderType.Left);
            right.LightPosition = sunPosition;

            rightBlock = new TerrainBlock(right, 0, true, GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"));

            //l,t,r,b
            borders = new float[4, PlanetRes];
            for (int i = 0; i < 4; i++)
                for (int c = 0; c < PlanetRes; c++)
                    if (i == 0)
                        borders[i, c] = left.heightMaps[(PlanetRes - 1) - c, (PlanetRes - 1)];
                    else if (i == 1)
                        borders[i, c] = top.heightMaps[c, (PlanetRes - 1)];
                    else if (i == 2)
                        borders[i, c] = right.heightMaps[c, (PlanetRes - 1)];

            front = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, new Vector3(1, -1, 0), GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"), Content.Load<Texture2D>(@"textures/base"), Terrain.Type.CubeFace);
            front.GenerateFractualSlice(new Vector3(90, 0, 0), borders, Fractal.BorderType.Left | Fractal.BorderType.Top | Fractal.BorderType.Right);
            front.LightPosition = sunPosition;

            frontBlock = new TerrainBlock(front, 0, true, GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"));

            //l,t,r,b
            borders = new float[4, PlanetRes];
            for (int i = 0; i < 4; i++)
                for (int c = 0; c < PlanetRes; c++)
                    if (i == 0)
                        borders[i, c] = left.heightMaps[c, 0];
                    else if (i == 2)
                        borders[i, c] = right.heightMaps[(PlanetRes - 1) - c, 0];
                    else if (i == 3)
                        borders[i, c] = top.heightMaps[c, 0];

            back = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, new Vector3(1, -1, 0), GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"), Content.Load<Texture2D>(@"textures/base"), Terrain.Type.CubeFace);
            back.GenerateFractualSlice(new Vector3(-90, 0, 0), borders, Fractal.BorderType.Left | Fractal.BorderType.Bottom | Fractal.BorderType.Right);
            back.LightPosition = sunPosition;

            backBlock = new TerrainBlock(back, 0, true, GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"));

            //l,t,r,b
            borders = new float[4, PlanetRes];
            for (int i = 0; i < 4; i++)
                for (int c = 0; c < PlanetRes; c++)
                    if (i == 0)
                        borders[i, c] = left.heightMaps[0, (PlanetRes - 1) - c];
                    else if (i == 1)
                        borders[i, c] = front.heightMaps[c, (PlanetRes - 1)];
                    else if (i == 2)
                        borders[i, c] = right.heightMaps[(PlanetRes - 1), (PlanetRes - 1) - c];
                    else if (i == 3)
                        borders[i, c] = back.heightMaps[c, 0];

            bottom = new Terrain(4096, HeightMag, 1f, PlanetRes, pos, new Vector3(1, -1, 0), GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"), Content.Load<Texture2D>(@"textures/base"), Terrain.Type.CubeFace);
            bottom.GenerateFractualSlice(new Vector3(180, 0, 0), borders, Fractal.BorderType.All);
            bottom.LightPosition = sunPosition;

            bottomBlock = new TerrainBlock(bottom, 0, true, GraphicsDevice, Content.Load<Effect>(@"effects/Terrain"));

            water = new Planet(GraphicsDevice, Content, true, sunPosition);
        }