Inherits CryEngine.BasePhysicsStatus< pe_status_living >.
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bool | IsFlying [get] |
True if the Entity has no contact with the ground, otherwise false. More... | |
float | TimeFlying [get] |
How long the entity has been flying More... | |
Vector3 | CameraOffset [get] |
The offset of the camera More... | |
Vector3 | Velocity [get] |
The actual veloctity, as in rate of position change. More... | |
Vector3 | UnconstrainedVelocity [get] |
Physical movement velocity. It can be different from Velocity because in many cases when the entity bumps into an obstacle it will restrict the actual movement but keep the movement velocity the same. That way if on the next frame the obstacle ends no speed will be lost. More... | |
Vector3 | RequestedVelocity [get] |
The velocity requested in the last action More... | |
Vector3 | GroundVelocity [get] |
The velocity of the object the Entity is standing on More... | |
float | GroundHeight [get] |
The z-coordinate of the position where the last contact with the ground occurred More... | |
Vector3 | GroundSlope [get] |
The normal of the ground where the last contact with the ground occured More... | |
int | GroundSurfaceIdx [get] |
int | GroundSurfaceIdxAux [get] |
Contact with the ground that also has default collision flags More... | |
PhysicsEntity | GroundCollider [get] |
Only returns an actual PhysicsEntity if the ground collider is not static More... | |
int | GroundColliderPart [get] |
float | TimeSinceStanceChanged [get] |
Elapsed time since the stance has been changed More... | |
float | IsStuck [get] |
Tries to detect cases when the entity cannot move as before because of collisions More... | |
int | CurrentTime [get] |
Quantised time More... | |
bool | IsSquashed [get] |
If true, the entity is being pushed by heavy objects from opposite directions. More... | |
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The offset of the camera
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Quantised time
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Only returns an actual PhysicsEntity if the ground collider is not static
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The z-coordinate of the position where the last contact with the ground occurred
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The normal of the ground where the last contact with the ground occured
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Contact with the ground that also has default collision flags
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The velocity of the object the Entity is standing on
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True if the Entity has no contact with the ground, otherwise false.
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If true, the entity is being pushed by heavy objects from opposite directions.
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Tries to detect cases when the entity cannot move as before because of collisions
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The velocity requested in the last action
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How long the entity has been flying
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Elapsed time since the stance has been changed
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Physical movement velocity. It can be different from Velocity because in many cases when the entity bumps into an obstacle it will restrict the actual movement but keep the movement velocity the same. That way if on the next frame the obstacle ends no speed will be lost.
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The actual veloctity, as in rate of position change.