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