add spot constructor
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@@ -38,39 +38,61 @@ class DirectLight {
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this.sunHaloSize = 10.0,
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this.sunHaloSize = 10.0,
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this.sunHaloFallof = 80.0,
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this.sunHaloFallof = 80.0,
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});
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});
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DirectLight.point({
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double color = 6500,
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double intensity = 100000,
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bool castShadows = false,
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Vector3? position,
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double falloffRadius = 1.0,
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}) : this(
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type: LightType.POINT,
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color: color,
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intensity: intensity,
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castShadows: castShadows,
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position: position ?? Vector3(0, 1, 0),
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direction: Vector3.zero(),
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falloffRadius: falloffRadius,
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);
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DirectLight.sun({
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DirectLight.point({
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double color = 6500,
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double color = 6500,
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double intensity = 100000,
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double intensity = 100000,
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bool castShadows = true,
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bool castShadows = false,
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Vector3? direction,
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Vector3? position,
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double sunAngularRadius = 0.545,
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double falloffRadius = 1.0,
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double sunHaloSize = 10.0,
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}) : this(
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double sunHaloFalloff = 80.0,
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type: LightType.POINT,
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}) : this(
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color: color,
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type: LightType.DIRECTIONAL,
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intensity: intensity,
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color: color,
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castShadows: castShadows,
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intensity: intensity,
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position: position ?? Vector3(0, 1, 0),
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castShadows: castShadows,
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direction: Vector3.zero(),
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position: Vector3(0, 0, 0),
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falloffRadius: falloffRadius,
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direction: direction ?? Vector3(0, -1, 0),
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);
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sunAngularRadius: sunAngularRadius,
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sunHaloSize: sunHaloSize,
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DirectLight.sun({
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sunHaloFallof: sunHaloFalloff,
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double color = 6500,
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);
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double intensity = 100000,
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}
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bool castShadows = true,
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Vector3? direction,
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double sunAngularRadius = 0.545,
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double sunHaloSize = 10.0,
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double sunHaloFalloff = 80.0,
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}) : this(
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type: LightType.DIRECTIONAL,
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color: color,
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intensity: intensity,
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castShadows: castShadows,
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position: Vector3(0, 0, 0),
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direction: direction ?? Vector3(0, -1, 0),
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sunAngularRadius: sunAngularRadius,
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sunHaloSize: sunHaloSize,
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sunHaloFallof: sunHaloFalloff,
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);
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DirectLight.spot({
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double color = 6500,
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double intensity = 100000,
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bool castShadows = true,
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Vector3? position,
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Vector3? direction,
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double falloffRadius = 1.0,
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double spotLightConeInner = pi / 8,
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double spotLightConeOuter = pi / 4,
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}) : this(
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type: LightType.SPOT,
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color: color,
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intensity: intensity,
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castShadows: castShadows,
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position: position ?? Vector3(0, 1, 0),
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direction: direction ?? Vector3(0, -1, 0),
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falloffRadius: falloffRadius,
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spotLightConeInner: spotLightConeInner,
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spotLightConeOuter: spotLightConeOuter,
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);
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}
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