#include 
Inherits pe_params.
| Public Attributes | |
| int | iSimClass | 
| float | maxTimeStep | 
| Maximum time step that entity can accept (larger steps will be split). | |
| float | minEnergy | 
| Minimun of kinetic energy below which entity falls asleep (divided by mass). | |
| float | damping | 
| Damped velocity = oridinal velocity * (1 - damping*time interval). | |
| Vec3 | gravity | 
| Per-entity gravity (note that if there are any phys areas with gravity, they will override it unless pef_ignore_areas is set. | |
| float | dampingFreefall | 
| Damping and gravity used when there are no collisions. | |
| Vec3 | gravityFreefall | 
| NOTE: if left unused, gravity value will be substituted (if provided). | |
| float | maxRotVel | 
| Rotational velocity is clamped to this value. | |
| float | mass | 
| Either mass of density should be set; mass = density*volume. | |
| float | density | 
| int | maxLoggedCollisions | 
| Maximum EventPhysCollisions reported per frame (only supported by rigid bodies/ragdolls/vehicles). | |
| int | disablePreCG | 
| Disables Pre-CG solver for the group this body is in (recommended for balls). | |
| float | maxFriction | 
| Sets upper friction limit for this object and all objects it's currently in contact with. | |
| int | collTypes | 
| Collision types (a combination of ent_xxx flags). | |
Used to set or get simulation parameters such as gravity and mass
#include 
// Queries the simulation parameters of an entity, for example to check current gravitational influence or mass.
void GetSimulationParameters(IPhysicalEntity& physicalEntity)
{
    pe_simulation_params simulationParameters;
    if (physicalEntity.GetParams(&simulationParameters))
    {
        /* simulationParameters can now be used */
    }
}