using System.Numerics; using KeepersCompound.LGS.Database.Chunks; namespace KeepersCompound.Lightmapper; public class Light { public Vector3 Position; public Vector3 Color; public float InnerRadius; public float Radius; public float R2; public bool Spotlight; public Vector3 SpotlightDir; public float SpotlightInnerAngle; public float SpotlightOuterAngle; public int ObjId; public int LightTableIndex; public bool Anim; public WorldRep.LightTable.LightData ToLightData(float lightScale) { return new WorldRep.LightTable.LightData { Location = Position, Direction = SpotlightDir, Color = Color / lightScale, InnerAngle = SpotlightInnerAngle, OuterAngle = SpotlightOuterAngle, Radius = Radius == float.MaxValue ? 0 : Radius, }; } }