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This section describes how you can find out on which object a mouse has clicked.
Best way to explain this is by showing code:
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);
// 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);
iSector* beamsector = camera->GetSector ();
// Now do the actual intersection.
csSectorHitBeamResult result =
beamsector->HitBeamPortals(startbeam, endbeam);
//From the result object, return the intersected mesh.
iMeshWrapper* mesh = result.mesh;
return mesh;
}
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The include files useful for this section are:
#include <csgeom/transfrm.h> #include <iengine/camera.h> #include <iengine/sector.h> #include <iengine/mesh.h> |
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