EntitySnapshot

interface EntitySnapshot
simulation/src/snapshot.ts:68

Members

addressreadonly

address: string | null

altitudereadonly

altitude: number | null

angularVelocityreadonly

angularVelocity: Vec3

Current spin in hull axes, radians per second, for presentation.

characterreadonly

character: CharacterSnapshot | null

flightAssistreadonly

flightAssist: boolean

framereadonly

frame: FrameId

frameChainreadonly

frameChain: readonly FrameId[]

frameVelocityreadonly

frameVelocity: Vec3

Velocity relative to its own frame, in universe axes, m/s — what the frame's body sees, rather than what an outside observer measures.

The one a "where am I going" mark has to be drawn from. A ship in low Earth orbit has a universe velocity of thirty kilometers a second, almost all of it Earth's own year, and a prograde mark taken from it points along the ecliptic whatever the orbit does.

idreadonly

kindreadonly

landedreadonly

landed: boolean

localPositionreadonly

localPosition: Vec3

Position within its own frame — the small numbers gameplay works in.

localVelocityreadonly

localVelocity: Vec3

namereadonly

name: string

orientationreadonly

orientation: Quat

Orientation in universe axes.

positionreadonly

position: UniverseVector

Canonical universe position, interpolated.

speedreadonly

speed: number

thrustreadonly

thrust: ThrustDemand | null

Current maneuvering demand, as fractions of authority in body axes, including assist damping. Presentation can add brief valve cues without changing this demand. Null for anything that cannot maneuver.

velocityreadonly

velocity: Vec3

Velocity in universe axes, m/s.