#include
Inherits pe_status.
Public Attributes | |
| int | partid |
| part identifier, -1 for entire entity | |
| int | ipart |
| optionally, part slot index | |
| unsigned int | flags |
| status_local if part coordinates should be returned in entity CS rather than world CS | |
| unsigned int | flagsOR |
| boolean OR for all parts flags of the object (or just flags for the selected part) | |
| unsigned int | flagsAND |
| boolean AND for all parts flags of the object (or just flags for the selected part) | |
| Vec3 | pos |
| position of center | |
| Vec3 | BBox [2] |
| bounding box relative to pos (bbox[0]-min, bbox[1]-max) | |
| quaternionf | q |
| float | scale |
| int | iSimClass |
| Matrix34 * | pMtx3x4 |
| optional 3x4 transformation matrix | |
| Matrix33 * | pMtx3x3 |
| optional 3x3 rotation+scale matrix | |
| IGeometry * | pGeom |
| IGeometry * | pGeomProxy |
| float | timeBack |
| can retrieve previous position; only supported by rigid entities; pos and q; one step back | |
| const IPhysicalEntity * | pGridRefEnt |
| Target grid (set via a reference entity) | |
Gets the world-space position of an entity
#include
// Gets the position of a physical entity using the pe_status_pos structure
void GetPhysicalEntityPosition(IPhysicalEntity& physicalEntity)
{
// The pe_status_pos structure is used to query the world-coordinates of an entity
pe_status_pos positionStatus;
if (physicalEntity.GetStatus(&positionStatus))
{
/* positionStatus can now be used */
}
}