Module GameTypes :: Class KX_RaySensor
[frames] | no frames]

Class KX_RaySensor

PyObjectPlus --+            
               |            
          CValue --+        
                   |        
     SCA_ILogicBrick --+    
                       |    
             SCA_ISensor --+
                           |
                          KX_RaySensor

A ray sensor detects the first object in a given direction.

Instance Methods
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
KX_GameObject
getHitObject()
Returns the game object that was hit by this ray.
list [x, y, z]
getHitPosition()
Returns the position (in worldcoordinates) where the object was hit by this ray.
list [nx, ny, nz]
getHitNormal()
Returns the normal (in worldcoordinates) of the object at the location where the object was hit by this ray.
list [dx, dy, dz]
getRayDirection()
Returns the direction from the ray (in worldcoordinates)
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 from 0 to 5 KX_RAY_AXIS_POS_X, KX_RAY_AXIS_POS_Y, KX_RAY_AXIS_POS_Z, KX_RAY_AXIS_NEG_X, KX_RAY_AXIS_NEG_Y, KX_RAY_AXIS_NEG_Z axis
The axis the ray is pointing on.
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 [x, y, z] hitNormal
The normal (in worldcoordinates) of the object at the location where the object was hit by the ray.
KX_GameObject hitObject
The game object that was hit by the ray.
list [x, y, z] hitPosition
The position (in worldcoordinates) where the object was hit by the ray.
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)
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)
boolean positive
True if this sensor brick is in a positive state. (Inherited from GameTypes.SCA_ISensor)
string propName
The property the ray is looking for.
float range
The distance of the ray.
list [x, y, z] rayDirection
The direction from the ray (in worldcoordinates).
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 useMaterial
Whether or not to look for a material (false = property)
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)
boolean useXRay
Whether or not to use XRay.
Method Details

getHitObject()

 

Returns the game object that was hit by this ray.

Returns: KX_GameObject

Deprecated: Use the hitObject attribute instead.

getHitPosition()

 

Returns the position (in worldcoordinates) where the object was hit by this ray.

Returns: list [x, y, z]

Deprecated: Use the hitPosition attribute instead.

getHitNormal()

 

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

Returns: list [nx, ny, nz]

Deprecated: Use the hitNormal attribute instead.

getRayDirection()

 

Returns the direction from the ray (in worldcoordinates)

Returns: list [dx, dy, dz]

Deprecated: Use the rayDirection attribute instead.


Instance Variable Details

hitNormal

The normal (in worldcoordinates) of the object at the location where the object was hit by the ray. (Read-only)
Type:
list [x, y, z]

hitObject

The game object that was hit by the ray. (Read-only)
Type:
KX_GameObject

hitPosition

The position (in worldcoordinates) where the object was hit by the ray. (Read-only)
Type:
list [x, y, z]

rayDirection

The direction from the ray (in worldcoordinates). (Read-only)
Type:
list [x, y, z]