KX_GameObject(SCA_IObject)¶
base class — SCA_IObject
- class KX_GameObject(SCA_IObject)¶
All game objects are derived from this class.
Properties assigned to game objects are accessible as attributes of this class.
Note
Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError, if an object may have been removed since last accessing it use the
invalid
attribute to check.KX_GameObject can be subclassed to extend functionality. For example:
import bge class CustomGameObject(bge.types.KX_GameObject): RATE = 0.05 def __init__(self, old_owner): # "old_owner" can just be ignored. At this point, "self" is # already the object in the scene, and "old_owner" has been # destroyed. # New attributes can be defined - but we could also use a game # property, like "self['rate']". self.rate = CustomGameObject.RATE def update(self): self.worldPosition.z += self.rate # switch direction if self.worldPosition.z > 1.0: self.rate = -CustomGameObject.RATE elif self.worldPosition.z < 0.0: self.rate = CustomGameObject.RATE # Called first def mutate(cont): old_object = cont.owner mutated_object = CustomGameObject(cont.owner) # After calling the constructor above, references to the old object # should not be used. assert(old_object is not mutated_object) assert(old_object.invalid) assert(mutated_object is cont.owner) # Called later - note we are now working with the mutated object. def update(cont): cont.owner.update()
When subclassing objects other than empties and meshes, the specific type should be used - e.g. inherit from
BL_ArmatureObject
when the object to mutate is an armature.- name¶
The object’s name.
- Type
string
- mass¶
The object’s mass
- Type
float
Note
The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0.
- isSuspendDynamics¶
The object’s dynamic state (read-only).
- Type
boolean
See also
suspendDynamics()
andrestoreDynamics()
allow you to change the state.
- linearDamping¶
The object’s linear damping, also known as translational damping. Can be set simultaneously with angular damping using the
setDamping()
method.- Type
float between 0 and 1 inclusive.
Note
The object must have a physics controller for the linear damping to be applied, otherwise the value will be returned as 0.0.
- angularDamping¶
The object’s angular damping, also known as rotationation damping. Can be set simultaneously with linear damping using the
setDamping()
method.- Type
float between 0 and 1 inclusive.
Note
The object must have a physics controller for the angular damping to be applied, otherwise the value will be returned as 0.0.
- linVelocityMin¶
Enforces the object keeps moving at a minimum velocity.
- Type
float
Note
Applies to dynamic and rigid body objects only.
Note
A value of 0.0 disables this option.
Note
While objects are stationary the minimum velocity will not be applied.
- linVelocityMax¶
Clamp the maximum linear velocity to prevent objects moving beyond a set speed.
- Type
float
Note
Applies to dynamic and rigid body objects only.
Note
A value of 0.0 disables this option (rather than setting it stationary).
- angularVelocityMin¶
Enforces the object keeps rotating at a minimum velocity. A value of 0.0 disables this.
- Type
non-negative float
Note
Applies to dynamic and rigid body objects only. While objects are stationary the minimum velocity will not be applied.
- angularVelocityMax¶
Clamp the maximum angular velocity to prevent objects rotating beyond a set speed. A value of 0.0 disables clamping; it does not stop rotation.
- Type
non-negative float
Note
Applies to dynamic and rigid body objects only.
- localInertia¶
the object’s inertia vector in local coordinates. Read only.
- Type
Vector((ix, iy, iz))
- parent¶
The object’s parent object. (read-only).
- Type
KX_GameObject
or None
- groupMembers¶
Returns the list of group members if the object is a group object (dupli group instance), otherwise None is returned.
- Type
EXP_ListValue
ofKX_GameObject
or None
- groupObject¶
Returns the group object (dupli group instance) that the object belongs to or None if the object is not part of a group.
- Type
KX_GameObject
or None
- collisionGroup¶
The object’s collision group.
- Type
bitfield
- collisionMask¶
The object’s collision mask.
- Type
bitfield
- collisionCallbacks¶
A list of functions to be called when a collision occurs.
- Type
list of functions and/or methods
Callbacks should either accept one argument (object), or four arguments (object, point, normal, points). For simplicity, per colliding object the first collision point is reported in second and third argument.
# Function form def callback_four(object, point, normal, points): print('Hit by %r with %i contacts points' % (object.name, len(points))) def callback_three(object, point, normal): print('Hit by %r at %s with normal %s' % (object.name, point, normal)) def callback_one(object): print('Hit by %r' % object.name) def register_callback(controller): controller.owner.collisionCallbacks.append(callback_four) controller.owner.collisionCallbacks.append(callback_three) controller.owner.collisionCallbacks.append(callback_one) # Method form class YourGameEntity(bge.types.KX_GameObject): def __init__(self, old_owner): self.collisionCallbacks.append(self.on_collision_four) self.collisionCallbacks.append(self.on_collision_three) self.collisionCallbacks.append(self.on_collision_one) def on_collision_four(self, object, point, normal, points): print('Hit by %r with %i contacts points' % (object.name, len(points))) def on_collision_three(self, object, point, normal): print('Hit by %r at %s with normal %s' % (object.name, point, normal)) def on_collision_one(self, object): print('Hit by %r' % object.name)
Note
For backward compatibility, a callback with variable number of arguments (using *args) will be passed only the object argument. Only when there is more than one fixed argument (not counting self for methods) will the four-argument form be used.
- visible¶
visibility flag.
- Type
boolean
Note
Game logic will still run for invisible objects.
- layer¶
The layer mask used for shadow and real-time cube map render.
- Type
bitfield
- cullingBox¶
The object’s bounding volume box used for culling.
- Type
- culled¶
Returns True if the object is culled, else False.
Warning
This variable returns an invalid value if it is called outside the scene’s callbacks
KX_Scene.pre_draw
andKX_Scene.post_draw
.- Type
boolean (read only)
- color¶
The object color of the object. [r, g, b, a]
- Type
- occlusion¶
occlusion capability flag.
- Type
boolean
- physicsCulling¶
True if the object suspends its physics depending on its nearest distance to any camera.
- Type
boolean
- logicCulling¶
True if the object suspends its logic and animation depending on its nearest distance to any camera.
- Type
boolean
- physicsCullingRadius¶
Suspend object’s physics if this radius is smaller than its nearest distance to any camera and
physicsCulling
set to True.- Type
float
- logicCullingRadius¶
Suspend object’s logic and animation if this radius is smaller than its nearest distance to any camera and
logicCulling
set to True.- Type
float
- position¶
The object’s position. [x, y, z] On write: local position, on read: world position
Deprecated since version use:
localPosition
andworldPosition
.- Type
- orientation¶
The object’s orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector. On write: local orientation, on read: world orientation
Deprecated since version use:
localOrientation
andworldOrientation
.- Type
- scaling¶
The object’s scaling factor. [sx, sy, sz] On write: local scaling, on read: world scaling
Deprecated since version use:
localScale
andworldScale
.- Type
- localOrientation¶
The object’s local orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
- Type
- worldOrientation¶
The object’s world orientation. 3x3 Matrix.
- Type
- localScale¶
The object’s local scaling factor. [sx, sy, sz]
- Type
- worldScale¶
The object’s world scaling factor. [sx, sy, sz]
- Type
- localPosition¶
The object’s local position. [x, y, z]
- Type
- worldPosition¶
The object’s world position. [x, y, z]
- Type
- localTransform¶
The object’s local space transform matrix. 4x4 Matrix.
- Type
- worldTransform¶
The object’s world space transform matrix. 4x4 Matrix.
- Type
- localLinearVelocity¶
The object’s local linear velocity. [x, y, z]
- Type
- worldLinearVelocity¶
The object’s world linear velocity. [x, y, z]
- Type
- localAngularVelocity¶
The object’s local angular velocity. [x, y, z]
- Type
- worldAngularVelocity¶
The object’s world angular velocity. [x, y, z]
- Type
- gravity¶
The object’s gravity. [x, y, z]
- Type
- timeOffset¶
adjust the slowparent delay at runtime.
- Type
float
- state¶
the game object’s state bitmask, using the first 30 bits, one bit must always be set.
- Type
int
- meshes¶
a list meshes for this object.
- Type
list of
KX_Mesh
Note
Most objects use only 1 mesh.
Note
Changes to this list will not update the KX_GameObject.
- batchGroup¶
The object batch group containing the batched mesh.
- Type
- sensors¶
a sequence of
SCA_ISensor
objects with string/index lookups and iterator support.- Type
list
Note
This attribute is experimental and may be removed (but probably wont be).
Note
Changes to this list will not update the KX_GameObject.
- controllers¶
a sequence of
SCA_IController
objects with string/index lookups and iterator support.- Type
list of
SCA_ISensor
Note
This attribute is experimental and may be removed (but probably wont be).
Note
Changes to this list will not update the KX_GameObject.
- actuators¶
a list of
SCA_IActuator
with string/index lookups and iterator support.- Type
list
Note
This attribute is experemental and may be removed (but probably wont be).
Note
Changes to this list will not update the KX_GameObject.
- attrDict¶
get the objects internal python attribute dictionary for direct (faster) access.
- Type
dict
- components¶
All python components.
- Type
- children¶
direct children of this object, (read-only).
- Type
- childrenRecursive¶
all children of this object including children’s children, (read-only).
- Type
- life¶
The number of frames until the object ends, assumes one frame is 1/50 second (read-only).
- Type
float
- debug¶
If true, the object’s debug properties will be displayed on screen.
- Type
boolean
- debugRecursive¶
If true, the object’s and children’s debug properties will be displayed on screen.
- Type
boolean
- currentLodLevel¶
The index of the level of detail (LOD) currently used by this object (read-only).
- Type
int
- lodManager¶
Return the lod manager of this object. Needed to access to lod manager to set attributes of levels of detail of this object. The lod manager is shared between instance objects and can be changed to use the lod levels of an other object. If the lod manager is set to None the object’s mesh backs to the mesh of the previous first lod level.
- Type
- endObject()¶
Delete this object, can be used in place of the EndObject Actuator.
The actual removal of the object from the scene is delayed.
- replaceMesh(mesh, useDisplayMesh=True, usePhysicsMesh=False)¶
Replace the mesh of this object with a new mesh. This works the same was as the actuator.
- Parameters
mesh (
MeshProxy
or string) – mesh to replace or the meshes name.useDisplayMesh (boolean) – when enabled the display mesh will be replaced (optional argument).
usePhysicsMesh (boolean) – when enabled the physics mesh will be replaced (optional argument).
- setVisible(visible[, recursive])¶
Sets the game object’s visible flag.
- Parameters
visible (boolean) – the visible state to set.
recursive (boolean) – optional argument to set all childrens visibility flag too, defaults to False if no value passed.
- setOcclusion(occlusion[, recursive])¶
Sets the game object’s occlusion capability.
- Parameters
occlusion (boolean) – the state to set the occlusion to.
recursive (boolean) – optional argument to set all childrens occlusion flag too, defaults to False if no value passed.
- alignAxisToVect(vect, axis=2, factor=1.0)¶
Aligns any of the game object’s axis along the given vector.
- Parameters
vect (3D vector) – a vector to align the axis.
axis (integer) –
The axis you want to align
0: X axis
1: Y axis
2: Z axis
factor (float) – Only rotate a feaction of the distance to the target vector (0.0 - 1.0)
- getAxisVect(vect)¶
Returns the axis vector rotates by the object’s worldspace orientation. This is the equivalent of multiplying the vector by the orientation matrix.
- Parameters
vect (3D Vector) – a vector to align the axis.
- Returns
The vector in relation to the objects rotation.
- Return type
3d vector.
- applyMovement(movement[, local])¶
Sets the game object’s movement.
- Parameters
movement (3D Vector) – movement vector.
local –
False: get the “global” movement ie: relative to world orientation.
True: get the “local” movement ie: relative to object orientation.
Default to False if not passed.
local – boolean
- applyRotation(rotation[, local])¶
Sets the game object’s rotation.
- Parameters
rotation (3D Vector) – rotation vector.
local –
False: get the “global” rotation ie: relative to world orientation.
True: get the “local” rotation ie: relative to object orientation.
Default to False if not passed.
local – boolean
- applyForce(force[, local])¶
Sets the game object’s force.
This requires a dynamic object.
- Parameters
force (3D Vector) – force vector.
local (boolean) –
False: get the “global” force ie: relative to world orientation.
True: get the “local” force ie: relative to object orientation.
Default to False if not passed.
- applyTorque(torque[, local])¶
Sets the game object’s torque.
This requires a dynamic object.
- Parameters
torque (3D Vector) – torque vector.
local (boolean) –
False: get the “global” torque ie: relative to world orientation.
True: get the “local” torque ie: relative to object orientation.
Default to False if not passed.
- getLinearVelocity([local])¶
Gets the game object’s linear velocity.
This method returns the game object’s velocity through it’s center of mass, ie no angular velocity component.
- Parameters
local (boolean) –
False: get the “global” velocity ie: relative to world orientation.
True: get the “local” velocity ie: relative to object orientation.
Default to False if not passed.
- Returns
the object’s linear velocity.
- Return type
Vector((vx, vy, vz))
- setLinearVelocity(velocity[, local])¶
Sets the game object’s linear velocity.
This method sets game object’s velocity through it’s center of mass, ie no angular velocity component.
This requires a dynamic object.
- Parameters
velocity (3D Vector) – linear velocity vector.
local (boolean) –
False: get the “global” velocity ie: relative to world orientation.
True: get the “local” velocity ie: relative to object orientation.
Default to False if not passed.
- getAngularVelocity([local])¶
Gets the game object’s angular velocity.
- Parameters
local (boolean) –
False: get the “global” velocity ie: relative to world orientation.
True: get the “local” velocity ie: relative to object orientation.
Default to False if not passed.
- Returns
the object’s angular velocity.
- Return type
Vector((vx, vy, vz))
- setAngularVelocity(velocity[, local])¶
Sets the game object’s angular velocity.
This requires a dynamic object.
- Parameters
velocity (boolean) – angular velocity vector.
local –
False: get the “global” velocity ie: relative to world orientation.
True: get the “local” velocity ie: relative to object orientation.
Default to False if not passed.
- getVelocity([point])¶
Gets the game object’s velocity at the specified point.
Gets the game object’s velocity at the specified point, including angular components.
- Parameters
point (3D Vector) – optional point to return the velocity for, in local coordinates, defaults to (0, 0, 0) if no value passed.
- Returns
the velocity at the specified point.
- Return type
Vector((vx, vy, vz))
- getReactionForce()¶
Gets the game object’s reaction force.
The reaction force is the force applied to this object over the last simulation timestep. This also includes impulses, eg from collisions.
- Returns
the reaction force of this object.
- Return type
Vector((fx, fy, fz))
Note
This is not implimented at the moment.
- applyImpulse(point, impulse[, local])¶
Applies an impulse to the game object.
This will apply the specified impulse to the game object at the specified point. If point != position, applyImpulse will also change the object’s angular momentum. Otherwise, only linear momentum will change.
- Parameters
point (point [ix, iy, iz] the point to apply the impulse to (in world or local coordinates)) – the point to apply the impulse to (in world or local coordinates)
impulse (3D Vector) – impulse vector.
local (boolean) –
False: get the “global” impulse ie: relative to world coordinates with world orientation.
True: get the “local” impulse ie: relative to local coordinates with object orientation.
Default to False if not passed.
- setDamping(linear_damping, angular_damping)¶
Sets both the
linearDamping
andangularDamping
simultaneously. This is more efficient than setting both properties individually.- Parameters
linear_damping (float ∈ [0, 1]) – Linear (“translational”) damping factor.
angular_damping (float ∈ [0, 1]) – Angular (“rotational”) damping factor.
- suspendPhysics([freeConstraints])¶
Suspends physics for this object.
- Parameters
freeConstraints (bool) – When set to True physics constraints used by the object are deleted. Else when False (the default) constraints are restored when restoring physics.
- restorePhysics()¶
Resumes physics for this object. Also reinstates collisions.
- suspendDynamics([ghost])¶
Suspends dynamics physics for this object.
- Parameters
ghost (bool) – When set to True, collisions with the object will be ignored, similar to the “ghost” checkbox in Blender. When False (the default), the object becomes static but still collide with other objects.
See also
isSuspendDynamics
allows you to inspect whether the object is in a suspended state.
- restoreDynamics()¶
Resumes dynamics physics for this object. Also reinstates collisions; the object will no longer be a ghost.
Note
The objects linear velocity will be applied from when the dynamics were suspended.
- enableRigidBody()¶
Enables rigid body physics for this object.
Rigid body physics allows the object to roll on collisions.
- disableRigidBody()¶
Disables rigid body physics for this object.
- setParent(parent, compound=True, ghost=True)¶
Sets this object’s parent. Control the shape status with the optional compound and ghost parameters:
In that case you can control if it should be ghost or not:
- Parameters
parent (
KX_GameObject
) – new parent object.compound (boolean) –
whether the shape should be added to the parent compound shape.
True: the object shape should be added to the parent compound shape.
False: the object should keep its individual shape.
ghost (boolean) –
whether the object should be ghost while parented.
True: if the object should be made ghost while parented.
False: if the object should be solid while parented.
Note
If the object type is sensor, it stays ghost regardless of ghost parameter
- removeParent()¶
Removes this objects parent.
- getPhysicsId()¶
Returns the user data object associated with this game object’s physics controller.
- getPropertyNames()¶
Gets a list of all property names.
- Returns
All property names for this object.
- Return type
list
- getDistanceTo(other)¶
- Parameters
other (
KX_GameObject
or list [x, y, z]) – a point or anotherKX_GameObject
to measure the distance to.- Returns
distance to another object or point.
- Return type
float
- getVectTo(other)¶
Returns the vector and the distance to another object or point. The vector is normalized unless the distance is 0, in which a zero length vector is returned.
- Parameters
other (
KX_GameObject
or list [x, y, z]) – a point or anotherKX_GameObject
to get the vector and distance to.- Returns
(distance, globalVector(3), localVector(3))
- Return type
3-tuple (float, 3-tuple (x, y, z), 3-tuple (x, y, z))
- rayCastTo(other, dist=0, prop='')¶
Look towards another point/object and find first object hit within dist that matches prop.
The ray is always casted from the center of the object, ignoring the object itself. The ray is casted towards the center of another object or an explicit [x, y, z] point. Use rayCast() if you need to retrieve the hit point
- Parameters
other (
KX_GameObject
or 3-tuple) – [x, y, z] or object towards which the ray is casteddist (float) – max distance to look (can be negative => look behind); 0 or omitted => detect up to other
prop (string) – property name that object must have; can be omitted => detect any object
- Returns
the first object hit or None if no object or object does not match prop
- Return type
- rayCast(objto, objfrom=None, dist=0, prop='', face=False, xray=False, poly=0, mask=0xFFFF)¶
Look from a point/object to another point/object and find first object hit within dist that matches prop. if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None, None, None) if no hit. if poly is 1, returns a 4-tuple with in addition a
KX_PolyProxy
as 4th element. if poly is 2, returns a 5-tuple with in addition a 2D vector with the UV mapping of the hit point as 5th element.# shoot along the axis gun-gunAim (gunAim should be collision-free) obj, point, normal = gun.rayCast(gunAim, None, 50) if obj: # do something pass
The face parameter determines the orientation of the normal.
0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow.
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
The
KX_PolyProxy
4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray. If there is no hit or the hit object is not a static mesh, None is returned as 4th element.The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects.
- Parameters
objto (
KX_GameObject
or 3-tuple) – [x, y, z] or object to which the ray is castedobjfrom (
KX_GameObject
or 3-tuple or None) – [x, y, z] or object from which the ray is casted; None or omitted => use self object centerdist (float) – max distance to look (can be negative => look behind); 0 or omitted => detect up to to
prop (string) – property name that object must have; can be omitted or “” => detect any object
face (integer) – normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
xray (integer) – X-ray option: 1=>skip objects that don’t match prop; 0 or omitted => stop on first object
poly (integer) –
polygon option: 0, 1 or 2 to return a 3-, 4- or 5-tuple with information on the face hit.
0 or omitted: return value is a 3-tuple (object, hitpoint, hitnormal) or (None, None, None) if no hit
1: return value is a 4-tuple and the 4th element is a
KX_PolyProxy
or None if no hit or the object doesn’t use a mesh collision shape.2: return value is a 5-tuple and the 5th element is a 2-tuple (u, v) with the UV mapping of the hit point or None if no hit, or the object doesn’t use a mesh collision shape, or doesn’t have a UV mapping.
mask (bitfield) – collision mask: The collision mask (16 layers mapped to a 16-bit integer) is 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.
- Returns
(object, hitpoint, hitnormal) or (object, hitpoint, hitnormal, polygon) or (object, hitpoint, hitnormal, polygon, hituv).
object, hitpoint and hitnormal are None if no hit.
polygon is valid only if the object is valid and is a static object, a dynamic object using mesh collision shape or a soft body object, otherwise it is None
hituv is valid only if polygon is valid and the object has a UV mapping, otherwise it is None
- Return type
3-tuple (
KX_GameObject
, 3-tuple (x, y, z), 3-tuple (nx, ny, nz))or 4-tuple (
KX_GameObject
, 3-tuple (x, y, z), 3-tuple (nx, ny, nz),KX_PolyProxy
)or 5-tuple (
KX_GameObject
, 3-tuple (x, y, z), 3-tuple (nx, ny, nz),KX_PolyProxy
, 2-tuple (u, v))
Note
The ray ignores the object on which the method is called. It is casted from/to object center or explicit [x, y, z] points.
- collide(obj)¶
Test if this object collides object
obj
.- Parameters
obj (string or
KX_GameObject
) – the object to test collision with- Returns
(collide, points)
collide, True if this object collides object
obj
points, contact point data of the collision or None
- Return type
2-tuple (boolean, list of
KX_CollisionContactPoint
or None)
- setCollisionMargin(margin)¶
Set the objects collision margin.
- Parameters
margin (float) – the collision margin distance in blender units.
Note
If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError.
- sendMessage(subject, body='', to='')¶
Sends a message.
- Parameters
subject (string) – The subject of the message
body (string) – The body of the message (optional)
to (string) – The name of the object to send the message to (optional)
- reinstancePhysicsMesh(gameObject, meshObject, dupli)¶
Updates the physics system with the changed mesh.
If no arguments are given the physics mesh will be re-created from the first mesh assigned to the game object.
- Parameters
gameObject (string,
KX_GameObject
or None) – optional argument, set the physics shape from this gameObjets mesh.meshObject (string,
MeshProxy
or None) – optional argument, set the physics shape from this mesh.dupli (boolean) – optional argument, duplicate the physics shape.
- Returns
True if reinstance succeeded, False if it failed.
- Return type
boolean
Note
If this object has instances the other instances will be updated too.
Note
The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as the Subdivision Surface modifier).
Warning
Only triangle mesh type objects are supported currently (not convex hull)
Warning
If the object is a part of a compound object it will fail (parent or child)
Warning
Rebuilding the physics mesh can be slow, running many times per second will give a performance hit.
Warning
Duplicate the physics mesh can use much more memory, use this option only for duplicated meshes else use
replacePhysicsShape()
.
- replacePhysicsShape(gameObject)¶
Replace the current physics shape.
- Parameters
gameObject (string,
KX_GameObject
) – set the physics shape from this gameObjets.
- get(key[, default])¶
Return the value matching key, or the default value if its not found. :arg key: the matching key :type key: string :arg default: optional default value is the key isn’t matching, defaults to None if no value passed. :return: The key value or a default.
- playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=KX_ACTION_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0, blend_mode=KX_ACTION_BLEND_BLEND)¶
Plays an action.
- Parameters
name (string) – the name of the action
start (float) – the start frame of the action
end (float) – the end frame of the action
layer (integer) – the layer the action will play in (actions in different layers are added/blended together)
priority (integer) – only play this action if there isn’t an action currently playing in this layer with a higher (lower number) priority
blendin (float) – the amount of blending between this animation and the previous one on this layer
play_mode (one of these constants) – the play mode
layer_weight (float) – how much of the previous layer to use for blending
ipo_flags (int bitfield) – flags for the old IPO behaviors (force, etc)
speed (float) – the playback speed of the action as a factor (1.0 = normal speed, 2.0 = 2x speed, etc)
blend_mode (one of these constants) – how to blend this layer with previous layers
- stopAction([layer])¶
Stop playing the action on the given layer.
- Parameters
layer (integer) – The layer to stop playing, defaults to 0 if no value passed.
- getActionFrame([layer])¶
Gets the current frame of the action playing in the supplied layer.
- Parameters
layer (integer) – The layer that you want to get the frame from, defaults to 0 if no value passed.
- Returns
The current frame of the action
- Return type
float
- getActionName([layer])¶
Gets the name of the current action playing in the supplied layer.
- Parameters
layer (integer) – The layer that you want to get the action name from, defaults to 0 if no value passed.
- Returns
The name of the current action
- Return type
string
- setActionFrame(frame[, layer])¶
Set the current frame of the action playing in the supplied layer.
- Parameters
layer (integer) – The layer where you want to set the frame, default to 0 if no value passed.
frame (float) – The frame to set the action to
- isPlayingAction([layer])¶
Checks to see if there is an action playing in the given layer.
- Parameters
layer (integer) – The layer to check for a playing action, defaults to 0 if no value passed.
- Returns
Whether or not the action is playing
- Return type
boolean
- addDebugProperty(name[, debug])¶
Adds a single debug property to the debug list.
- Parameters
name (string) – name of the property that added to the debug list.
debug (boolean) – the debug state, default to True is no value passed.