using System.Runtime.InteropServices;
namespace SabreTools.Data.Models.BSP
{
///
/// The worldlights lumps (Lump 15 for LDR and Lump 54 for HDR)
/// contain information on each static light entity in the world,
/// and are used to provide direct lighting for dynamically lit entities.
/// The data is generated by VRAD from the entity lump. VRAD uses
/// information from these lumps instead of referring to light
/// entities from Entity lump.
///
///
[StructLayout(LayoutKind.Sequential)]
public sealed class WorldLight
{
public Vector3D Origin = new();
public Vector3D Intensity = new();
///
/// For surfaces and spotlights
///
public Vector3D Normal = new();
public int Cluster;
public EmitType EmitType;
public int Style;
///
/// Start of penumbra for emit_spotlight
///
public float StopDot;
///
/// End of penumbra for emit_spotlight
///
public float StopDot2;
public float Exponent;
///
/// Cutoff distance
///
public float Radius;
// falloff for emit_spotlight + emit_point:
// 1 / (constant_attn + linear_attn * dist + quadratic_attn * dist^2)
public float ConstantAttn;
public float LinearAttn;
public float QuadraticAttn;
///
/// Uses a combination of the DWL_FLAGS_ defines.
///
public int Flags;
public int Texinfo;
///
/// Entity that this light it relative to
///
public int Owner;
}
}