Code works more or less good

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Vladislav Khorev committed 2026-04-25 21:11:07 +03:00
1 parent 3495d28edf
commit 348aa632dd
17 files changed
+4180 -56

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@@ -50,6 +50,10 @@ namespace ZL {
std::string shaderProgramName;
// Sparks spawn within this radius of each emission point. 0 means
// "spawn exactly at the point" (legacy behavior).
float emissionRadius;
bool configured;
// Rebuilds the CPU-side quad/UV arrays. If cameraViewMatrix is identity,
// particles are rendered as axis-aligned quads in world XY and sorted by
@@ -90,6 +94,9 @@ namespace ZL {
void setScaleRange(float minVal, float maxVal) { scaleRange.min = minVal; scaleRange.max = maxVal; }
void setLifeTimeRange(float minVal, float maxVal) { lifeTimeRange.min = minVal; lifeTimeRange.max = maxVal; }
void setEmissionDirection(const Vector3f& dir) { emissionDirection = dir; }
// 0 = spawn exactly at the emission point; >0 = spawn at a uniform random
// point inside a 3D ball of this radius around the emission point.
void setEmissionRadius(float r) { emissionRadius = r; }
void markConfigured() { configured = true; }
bool isConfigured() const { return configured; }