pe_status_pos

#include

Inherits pe_status.

Public Types

enum entype { type_id = ePE_status_pos }

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)

Detailed Description

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 */
    }
}