New ramp types
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@@ -27,10 +27,16 @@ const ChunkTerrain = (() => {
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const TILE_SHAPE_RAMP_NORTHWEST = 7;
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const TILE_SHAPE_RAMP_SOUTHEAST = 8;
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const TILE_SHAPE_RAMP_SOUTHWEST = 9;
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const TILE_SHAPE_RAMP_NORTHEAST_INNER = 10;
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const TILE_SHAPE_RAMP_NORTHWEST_INNER = 11;
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const TILE_SHAPE_RAMP_SOUTHEAST_INNER = 12;
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const TILE_SHAPE_RAMP_SOUTHWEST_INNER = 13;
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// Per-shape corner heights as [sw, se, ne, nw] offsets from tile base Z.
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// NORTH=+Y, EAST=+X. Cardinal ramps: low face at 0, high face at 1.
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// Diagonal ramps: opposite corner at 0/1, adjacent corners at 0.5.
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// Diagonal outer-corner ramps: only the named corner raised, rest at 0.
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// Diagonal inner-corner ramps: only the corner opposite the named one is
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// lowered to 0, the rest (including the named corner) stay raised at 1.
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const RAMP_CORNERS = {
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[TILE_SHAPE_GROUND]: [0.0, 0.0, 0.0, 0.0],
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[TILE_SHAPE_RAMP_NORTH]: [0.0, 0.0, 1.0, 1.0],
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@@ -41,6 +47,10 @@ const ChunkTerrain = (() => {
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[TILE_SHAPE_RAMP_NORTHWEST]: [0.0, 0.0, 0.0, 1.0],
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[TILE_SHAPE_RAMP_SOUTHEAST]: [0.0, 1.0, 0.0, 0.0],
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[TILE_SHAPE_RAMP_SOUTHWEST]: [1.0, 0.0, 0.0, 0.0],
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[TILE_SHAPE_RAMP_NORTHEAST_INNER]: [0.0, 1.0, 1.0, 1.0],
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[TILE_SHAPE_RAMP_NORTHWEST_INNER]: [1.0, 0.0, 1.0, 1.0],
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[TILE_SHAPE_RAMP_SOUTHEAST_INNER]: [1.0, 1.0, 1.0, 0.0],
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[TILE_SHAPE_RAMP_SOUTHWEST_INNER]: [1.0, 1.0, 0.0, 1.0],
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};
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function tileIndex(x, y, z) {
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@@ -92,6 +102,8 @@ const ChunkTerrain = (() => {
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TILE_SHAPE_RAMP_SOUTH, TILE_SHAPE_RAMP_WEST,
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TILE_SHAPE_RAMP_NORTHEAST, TILE_SHAPE_RAMP_NORTHWEST,
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TILE_SHAPE_RAMP_SOUTHEAST, TILE_SHAPE_RAMP_SOUTHWEST,
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TILE_SHAPE_RAMP_NORTHEAST_INNER, TILE_SHAPE_RAMP_NORTHWEST_INNER,
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TILE_SHAPE_RAMP_SOUTHEAST_INNER, TILE_SHAPE_RAMP_SOUTHWEST_INNER,
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RAMP_CORNERS, tileIndex, buildTerrainVerts,
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});
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})();
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