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, }; } }