namespace AcDream.Core.Terrain; /// /// How a 24×24 terrain cell is split into two triangles. The direction is a /// deterministic hash of the landblock+cell coordinates so that the visible /// terrain mesh agrees with the server's collision triangulation. /// Enum values match WorldBuilder's CellSplitDirection so ported code stays /// byte-identical at bit-packing boundaries. /// public enum CellSplitDirection { SWtoNE = 0, SEtoNW = 1, }