Module GameTypes :: Class KX_MouseFocusSensor
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Class KX_MouseFocusSensor

PyObjectPlus --+                
               |                
          CValue --+            
                   |            
     SCA_ILogicBrick --+        
                       |        
             SCA_ISensor --+    
                           |    
             SCA_MouseSensor --+
                               |
                              KX_MouseFocusSensor

The mouse focus sensor detects when the mouse is over the current game object.

The mouse focus sensor works by transforming the mouse coordinates from 2d device space to 3d space then raycasting away from the camera.

Instance Methods
integer
getButtonStatus(button)
Get the mouse button status. (Inherited from GameTypes.SCA_MouseSensor)
integer
getXPosition()
Gets the x coordinate of the mouse. (Inherited from GameTypes.SCA_MouseSensor)
integer
getYPosition()
Gets the y coordinate of the mouse. (Inherited from GameTypes.SCA_MouseSensor)
bool
isA(game_type)
Check if this is a type or a subtype game_type. (Inherited from GameTypes.PyObjectPlus)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from GameTypes.SCA_ISensor)
    Deprecated
list [x, y, z]
getHitNormal()
Returns the normal (in worldcoordinates) at the point of collision where the object was hit by this ray.
KX_GameObject or None
getHitObject()
Returns the object that was hit by this ray or None.
list [x, y, z]
getHitPosition()
Returns the position (in worldcoordinates) at the point of collision where the object was hit by this ray.
list [x, y, z]
getRayDirection()
Returns the normalized direction (in worldcoordinates) of the ray cast by the mouse.
list [x, y, z]
getRaySource()
Returns the position (in worldcoordinates) the ray was cast from by the mouse.
list [x, y, z]
getRayTarget()
Returns the target of the ray (in worldcoordinates) that seeks the focus object.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from GameTypes.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from GameTypes.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from GameTypes.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from GameTypes.SCA_ISensor)
string
getName()
Returns the name of the CValue. (Inherited from GameTypes.CValue)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from GameTypes.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from GameTypes.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from GameTypes.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from GameTypes.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from GameTypes.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from GameTypes.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from GameTypes.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from GameTypes.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from GameTypes.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from GameTypes.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from GameTypes.SCA_ISensor)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from GameTypes.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from GameTypes.SCA_ISensor)
list (normalized vector of 3 floats) hitNormal
the worldspace normal from the face at point of intersection.
KX_GameObject or None hitObject
the last object the mouse was over.
list (vector of 3 floats) hitPosition
The worldspace position of the ray intersecton.
bool invalid
Test if the object has been freed by the game engine and is no longer valid. (Inherited from GameTypes.PyObjectPlus)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from GameTypes.SCA_ISensor)
boolean level
Option whether to detect level or edge transition when entering a state. (Inherited from GameTypes.SCA_ISensor)
integer mode
sensor mode: 1=KX_MOUSESENSORMODE_LEFTBUTTON 2=KX_MOUSESENSORMODE_MIDDLEBUTTON 3=KX_MOUSESENSORMODE_RIGHTBUTTON 4=KX_MOUSESENSORMODE_WHEELUP 5=KX_MOUSESENSORMODE_WHEELDOWN 9=KX_MOUSESENSORMODE_MOVEMENT (Inherited from GameTypes.SCA_MouseSensor)
string name
The name of this CValue derived object (read-only). (Inherited from GameTypes.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read-only). (Inherited from GameTypes.SCA_ILogicBrick)
[integer,interger] position
current [x,y] coordinates of the mouse, in frame coordinates (pixels) (Inherited from GameTypes.SCA_MouseSensor)
boolean positive
True if this sensor brick is in a positive state. (Inherited from GameTypes.SCA_ISensor)
list (normalized vector of 3 floats) rayDirection
The rayTarget - raySource normalized.
list (vector of 3 floats) raySource
The worldspace source of the ray (the view position)
list (vector of 3 floats) rayTarget
The worldspace target of the ray.
boolean tap
When enabled only sensors that are just activated will send a positive event, after this they will be detected as negative by the controllers. (Inherited from GameTypes.SCA_ISensor)
boolean triggered
True if this sensor brick is in a positive state. (Inherited from GameTypes.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from GameTypes.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from GameTypes.SCA_ISensor)
bool usePulseFocus
When enabled, moving the mouse over a different object generates a pulse.
Method Details

getHitNormal()

 

Returns the normal (in worldcoordinates) at the point of collision where the object was hit by this ray.

Returns: list [x, y, z]
the ray collision normal.

Deprecated: use the hitNormal property

getHitObject()

 

Returns the object that was hit by this ray or None.

Returns: KX_GameObject or None
the collision object.

Deprecated: use the hitObject property

getHitPosition()

 

Returns the position (in worldcoordinates) at the point of collision where the object was hit by this ray.

Returns: list [x, y, z]
the ray collision position.

Deprecated: use the hitPosition property

getRayDirection()

 

Returns the normalized direction (in worldcoordinates) of the ray cast by the mouse.

Returns: list [x, y, z]
the ray direction.

Deprecated: use the rayDirection property

getRaySource()

 

Returns the position (in worldcoordinates) the ray was cast from by the mouse.

Returns: list [x, y, z]
the ray source.

Deprecated: use the raySource property

getRayTarget()

 

Returns the target of the ray (in worldcoordinates) that seeks the focus object.

Returns: list [x, y, z]
the ray target.

Deprecated: use the rayTarget property


Instance Variable Details

usePulseFocus

When enabled, moving the mouse over a different object generates a pulse. (only used when the 'Mouse Over Any' sensor option is set)
Type:
bool