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crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

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<h3 class="subsection"> 4.21.1 Clicking on Objects </h3>

<p>This section describes how you can find out on which object a mouse
has clicked.
</p>
<a name="1"></a>
<h4 class="subsubheading"> The Code </h4>

<p>Best way to explain this is by showing code:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">iMeshWrapper* ClickedObject (iCamera* camera, int mousex, int mousey)
{
  // Setup a 2D vector with our mouse position.  We invert the y
  // (based on vertical screen dimension) because CS assumes y=0
  // is down for 3D calculations.
  csVector2 v2d (mousex, camera-&gt;GetShiftY () * 2 - mousey);

  // We calculate the inverse perspective of this 2D point at
  // z=100.  This results in a 3D position in camera space at
  // z=100 that directly corresponds to the 2D position we
  // clicked on.  We use z=100 to ensure that we will at least
  // hit all objects that are before that distance.
  csVector3 v3d;
  camera-&gt;InvPerspective (v2d, 100, v3d);

  // We are going to cast a beam in the current sector of the
  // camera from our camera position in the direction of the
  // 'v3d' point.  First we transform the v3d camera space
  // location to world space.
  csVector3 startbeam = camera-&gt;GetTransform ().GetOrigin ();
  csVector3 endbeam = camera-&gt;GetTransform ().This2Other (v3d);
  csVector3 intersect;

  // Now do the actual intersection.
  int poly = -1;
  iSector* beamsector = camera-&gt;GetSector ();
  iMeshWrapper* mesh =
    beamsector-&gt;HitBeamPortals(startbeam, endbeam, intersect, &amp;poly);
  return mesh;
}
</pre></td></tr></table>
<a name="2"></a>
<h4 class="subsubheading"> Include Files </h4>

<p>The include files useful for this section are:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">#include &lt;csgeom/transfrm.h&gt;
#include &lt;iengine/camera.h&gt;
#include &lt;iengine/sector.h&gt;
#include &lt;iengine/mesh.h&gt;
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