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ParticleSystem

Struct ParticleSystem 

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pub struct ParticleSystem {
    pub effect: ParticleEffect,
    pub origin: [f32; 3],
    pub axis: [f32; 3],
    /* private fields */
}
Expand description

A single particle system instance with its own buffers and emitter state. Uses a shared ParticlePipeline for GPU dispatch.

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§effect: ParticleEffect§origin: [f32; 3]

Emitter position in world space.

§axis: [f32; 3]

Emitter facing axis (unit vector). Newly emitted particles spray in a cone around this axis. Already-emitted particles are unaffected. Default is [0, 1, 0] (upward).

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impl ParticleSystem

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pub fn destroy(&mut self, context: &Context)

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pub fn burst(&mut self, count: u32, position: [f32; 3])

Queue a burst of particles at a world position.

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pub fn update( &mut self, pipeline: &ParticlePipeline, encoder: &mut CommandEncoder, dt: f32, )

Update particle simulation and emit new particles.

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pub fn draw( &self, pipeline: &ParticlePipeline, pass: &mut RenderCommandEncoder<'_>, camera: &CameraParams, )

Draw particles with 3D camera projection.

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