/**** Particle System Properties ****/
Name = TestParticles

// Particle System Options:

//TagRender // specify to individually mark particles for render in a global system.
VisCheckOnCreation // specify to avoid creating particles that are not immediately visible.
//LightOnCreation // specify to have particles affected by scene lights.
//AnimateTextures // textures animate over the life of the particle.
AdditiveTextures // textures add light to the background (default is an alpha blend).
//ClipParticlesWithinRange // destroy any particles that get outside of range.
//WrapParticlesWithinRange // wrap any particles that get outside of range.

// Particle source art - specify path, otherwise uses material if a mesh attachment.
SourceArt = data/particles/Explosion.tga
NumTextureAnimationLoops =0

// Particle system limits
MaxParticlesLowDetail = 300
MaxParticlesHighDetail = 500
DefaultParticleSize = .5
DefaultLifespan =.10
Range = 4 // max range of the particles from the source (specify in flags whether or not to clip.)
MinPixels = 2
MaxPixels = 10


// Specify a refernce size so that we can scale this system to objects of different size.
EmitScalarReference = 4.0f

/**** Individual Module Properties Below Here ****/

VolumeGenerator = {
  ParticlesPerSecond = 202 // generation rate
  EmitCount = 5 // number emitted at a time.
  EmitOffset = -.5, .5, 1 // lower left coordinate of emit region
  EmitDimensions = 1, -1,1 // size of emit region
  BoundaryVariance = 0 // random offset in meters to the boundary
  GeometryType =  SPHERE // geometry type fitted to box. Choices are: (POINT, BOX, SPHERE, PYRAMID, CONE, CYLINDER, CYLINDER_SHELL, SPHERICAL_SHELL, SPHERE_CW).
  Timing = { function( type=(3.5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0), P, period=6) }
}


InitialVelocity = {
  BoundaryOffset = 2, -2, 2// lower left coordinate of emit region
  BoundaryDimensions = -4, 4, 1// size of emit region
  BoundaryVariance = 0 // random offset in meters to the boundary
  GeometryType = SPHERE // geometry type fitted to box. Choices are: (POINT, BOX, SPHERE, PYRAMID, CONE, CYLINDER, CYLINDER_SHELL, SPHERICAL_SHELL, SPHERE_CW).
  // Flags (specify without '//' to enable).
  //RelativeEmitDirection // specify to have velocity be relative to the emitter direction.
  //RelativeEmitVelocity // specify to have velocity be relative to emitter velocity.
  //CalculateAsImpulse // calculate as an impules. (INITIAL MASS MUST COME FIRST IF THIS IS USED!!!)
}


PositionUpdater = {
  GlobalVelocity = 0.00000, 0.000000, 0.000000 // velocity to be added to every particle.


GrowthRate = { //increases the size of the particle 
  // Specify a function whose range is the particle life (0 to 1) and // has variation
  // whose value is the growth rate (in percent of current size per second. i.e. 1.0 is to double every second)
  function( type=(68) )



AlphaFunction = { // fade out over time use 0 to 255
  // Specify a function whose range is the particle life (0 to 1) and
  // whose value is the alpha channel of the color (0 to 255)
  function( type=(0,255))
}




2DRotation = {
  MinInitialRotationalVelocity = 0.000000 // Radians per second (any direction)
  MaxInitialRotationalVelocity = 1.000000 // Radians per second (any direction)
  RotationalVelocityPerSpeed = 0.000000 // (optionally specify to link rotational velocity to speed)
  //LinkRotationSpeedToLinearSpeed // specify to scale rotational speed up with particle linear speed.
}

LinearDrag = {
  DragConstant = 1 // drag constant (less than 0 = slow down, greater than 0 = speed up. Weights acceleration by current speed and inverse of mass.
}



StandardRenderer = {
}