<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html401/loose.dtd"> <html> <!-- Created by texi2html 1.76 --> <!-- Written by: Lionel Cons <Lionel.Cons@cern.ch> (original author) Karl Berry <karl@freefriends.org> Olaf Bachmann <obachman@mathematik.uni-kl.de> and many others. Maintained by: Many creative people <dev@texi2html.cvshome.org> Send bugs and suggestions to <users@texi2html.cvshome.org> --> <head> <title>Crystal Space 1.2.1: 4.21.1 Clicking on Objects</title> <meta name="description" content="Crystal Space 1.2.1: 4.21.1 Clicking on Objects"> <meta name="keywords" content="Crystal Space 1.2.1: 4.21.1 Clicking on Objects"> <meta name="resource-type" content="document"> <meta name="distribution" content="global"> <meta name="Generator" content="texi2html 1.76"> <meta http-equiv="Content-Type" content="text/html; charset=us-ascii"> <style type="text/css"> <!-- a.summary-letter {text-decoration: none} pre.display {font-family: serif} pre.format {font-family: serif} pre.menu-comment {font-family: serif} pre.menu-preformatted {font-family: serif} pre.smalldisplay {font-family: serif; font-size: smaller} pre.smallexample {font-size: smaller} pre.smallformat {font-family: serif; font-size: smaller} pre.smalllisp {font-size: smaller} span.sansserif {font-family:sans-serif; font-weight:normal;} ul.toc {list-style: none} --> </style> </head> <body lang="en" bgcolor="#FFFFFF" text="#000000" link="#0000FF" vlink="#800080" alink="#FF0000"> <a name="HOWTO-Clicking-on-Objects"></a> <a name="0"></a> <table cellpadding="1" cellspacing="1" border="0"> <tr><td valign="middle" align="left">[<a href="HOWTO.html#0" title="Previous section in reading order"> < </a>]</td> <td valign="middle" align="left">[<a href="HOWTO-Pixmaps.html#0" title="Next section in reading order"> > </a>]</td> <td valign="middle" align="left"> </td> <td valign="middle" align="left">[<a href="Using-Crystal-Space.html#0" title="Beginning of this chapter or previous chapter"> << </a>]</td> <td valign="middle" align="left">[<a href="HOWTO.html#0" title="Up section"> Up </a>]</td> <td valign="middle" align="left">[<a href="Working-with-Engine-Content.html#0" title="Next chapter"> >> </a>]</td> <td valign="middle" align="left"> </td> <td valign="middle" align="left"> </td> <td valign="middle" align="left"> </td> <td valign="middle" align="left"> </td> <td valign="middle" align="left">[<a href="index.html#SEC_Top" title="Cover (top) of document">Top</a>]</td> <td valign="middle" align="left">[<a href="cs_toc.html#SEC_Contents" title="Table of contents">Contents</a>]</td> <td valign="middle" align="left">[<a href="cs_Index.html#0" title="Index">Index</a>]</td> <td valign="middle" align="left">[<a href="cs_abt.html#SEC_About" title="About (help)"> ? </a>]</td> </tr></table> <hr size="1"> <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> </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->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->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->GetTransform ().GetOrigin (); csVector3 endbeam = camera->GetTransform ().This2Other (v3d); csVector3 intersect; // Now do the actual intersection. int poly = -1; iSector* beamsector = camera->GetSector (); iMeshWrapper* mesh = beamsector->HitBeamPortals(startbeam, endbeam, intersect, &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> </td><td><pre class="example">#include <csgeom/transfrm.h> #include <iengine/camera.h> #include <iengine/sector.h> #include <iengine/mesh.h> </pre></td></tr></table> <hr size="1"> <p> <font size="-1"> This document was generated using <a href="http://texi2html.cvshome.org/"><em>texi2html 1.76</em></a>. </font> <br> </p> </body> </html>