#include 
Inherits pe_status.
| Public Attributes | |
| int | partid | 
| int | ipart | 
| Vec3 | v | 
| velocity | |
| Vec3 | w | 
| angular velocity | |
| Vec3 | a | 
| linear acceleration | |
| Vec3 | wa | 
| angular acceleration | |
| Vec3 | centerOfMass | 
| float | submergedFraction | 
| percentage of the entity that is underwater; 0..1. not supported for individual parts | |
| float | mass | 
| entity's or part's mass | |
| float | energy | 
| kinetic energy; only supported by PE_ARTICULATED currently | |
| int | nContacts | 
| float | time_interval | 
| not used | |
Gets the dynamic state of an entity, such as its velocity, mass and angular velocity
#include 
// Gets the dynamic state of an entity, such as its velocity, mass and angular velocity
void GetDynamicsStatus(IPhysicalEntity& physicalEntity)
{
    pe_status_dynamics dynStatus;
    if (physicalEntity.GetStatus(&dynStatus))
    {
        /* The pe_status_dynamics can now be used */
        const Vec3& velocity = dynStatus.v;
        const Vec3& angularVelocity = dynStatus.w;
    }
}