KX_MouseFocusSensor(SCA_MouseSensor)#

base class — SCA_MouseSensor

class KX_MouseFocusSensor(SCA_MouseSensor)#

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.

raySource#

The worldspace source of the ray (the view position).

Type:

list (vector of 3 floats)

rayTarget#

The worldspace target of the ray.

Type:

list (vector of 3 floats)

rayDirection#

The rayTarget - raySource normalized.

Type:

list (normalized vector of 3 floats)

hitObject#

the last object the mouse was over.

Type:

KX_GameObject or None

hitPosition#

The worldspace position of the ray intersecton.

Type:

list (vector of 3 floats)

hitNormal#

the worldspace normal from the face at point of intersection.

Type:

list (normalized vector of 3 floats)

hitUV#

the UV coordinates at the point of intersection.

Type:

list (vector of 2 floats)

If the object has no UV mapping, it returns [0, 0].

The UV coordinates are not normalized, they can be < 0 or > 1 depending on the UV mapping.

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:

boolean

useXRay#

If enabled it allows the sensor to see through game objects that don’t have the selected property or material.

Type:

boolean

mask#

The collision mask (16 layers mapped to a 16-bit integer) combined with each object’s collision group, to hit only a subset of the objects in the scene. Only those objects for which collisionGroup & mask is true can be hit.

Type:

bitfield

propName#

The property or material the sensor is looking for.

Type:

string

useMaterial#

Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property.

Type:

boolean