#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 */
    }
}