一、三大模块
1 SceneManager 基础
一个重要的概念是,SceneNode的位置总是和他的父SceneNode有关,并且SceneManager包含所有被赋值的SceneNodes的根节点。
二、FrameListener, WindowEventListener, OIS::MultiTouchListener, OIS::KeyListener
1、FrameListener 渲染事件:
/** A interface class defining a listener which can be used to receive notifications of frame events. @remarks A 'listener' is an interface designed to be called back when particular events are called. This class defines the interface relating to frame events. In order to receive notifications of frame events, you should create a subclass of FrameListener and override the methods for which you would like to customise the resulting processing. You should then call Root::addFrameListener passing an instance of this class. There is no limit to the number of frame listeners you can register, allowing you to register multiple listeners for different purposes. Frame events only occur when Ogre is in continuous rendering mode, i.e. after Root::startRendering is called. If the application is doing ad-hoc rendering without entering a rendering loop, frame events are not generated. Note that a frame event occurs once for all rendering targets, not once per target. */ class _OgreExport FrameListener { /* Note that this could have been an abstract class, but I made the explicit choice not to do this, because I wanted to give people the option of only implementing the methods they wanted, rather than having to create 'do nothing' implementations for those they weren't interested in. As such this class follows the 'Adapter' classes in Java rather than pure interfaces. */ public: /** Called when a frame is about to begin rendering. @remarks This event happens before any render targets have begun updating. @return True to go ahead, false to abort rendering and drop out of the rendering loop. */ virtual bool frameStarted(const FrameEvent& evt) { (void)evt; return true; } /** Called after all render targets have had their rendering commands issued, but before render windows have been asked to flip their buffers over. @remarks The usefulness of this event comes from the fact that rendering commands are queued for the GPU to process. These can take a little while to finish, and so while that is happening the CPU can be doing useful things. Once the request to 'flip buffers' happens, the thread requesting it will block until the GPU is ready, which can waste CPU cycles. Therefore, it is often a good idea to use this callback to perform per-frame processing. Of course because the frame's rendering commands have already been issued, any changes you make will only take effect from the next frame, but in most cases that's not noticeable. @return True to continue rendering, false to drop out of the rendering loop. */ virtual bool frameRenderingQueued(const FrameEvent& evt) { (void)evt; return true; } /** Called just after a frame has been rendered. @remarks This event happens after all render targets have been fully updated and the buffers switched. @return True to continue with the next frame, false to drop out of the rendering loop. */ virtual bool frameEnded(const FrameEvent& evt) { (void)evt; return true; } virtual ~FrameListener() {} }; /** @} */ /** @} */ }
2、WindowEventListener 窗口相关事件
/** \addtogroup Core * @{ */ /** \addtogroup RenderSystem * @{ */ /** @Remarks Callback class used to send out window events to client app */ class _OgreExport WindowEventListener { public: virtual ~WindowEventListener() {} /** @Remarks Window has moved position @param rw The RenderWindow which created this events */ virtual void windowMoved(RenderWindow* rw) { (void)rw; } /** @Remarks Window has resized @param rw The RenderWindow which created this events */ virtual void windowResized(RenderWindow* rw) { (void)rw; } /** @Remarks Window is closing (Only triggered if user pressed the [X] button) @param rw The RenderWindow which created this events @return True will close the window(default). */ virtual bool windowClosing(RenderWindow* rw) { (void)rw; return true; } /** @Remarks Window has been closed (Only triggered if user pressed the [X] button) @param rw The RenderWindow which created this events @note The window has not actually close yet when this event triggers. It's only closed after all windowClosed events are triggered. This allows apps to deinitialise properly if they have services that needs the window to exist when deinitialising. */ virtual void windowClosed(RenderWindow* rw) { (void)rw; } /** @Remarks Window has lost/gained focus @param rw The RenderWindow which created this events */ virtual void windowFocusChange(RenderWindow* rw) { (void)rw; } };
3、MultiTouchListener触摸事件
/** To receive buffered touch input, derive a class from this, and implement the methods here. Then set the call back to your MultiTouch instance with MultiTouch::setEventCallback */ class _OISExport MultiTouchListener { public: virtual ~MultiTouchListener() {} virtual bool touchMoved( const MultiTouchEvent &arg ) = 0; virtual bool touchPressed( const MultiTouchEvent &arg ) = 0; virtual bool touchReleased( const MultiTouchEvent &arg ) = 0; virtual bool touchCancelled( const MultiTouchEvent &arg ) = 0; };
4、KeyListener键盘事件
/** To recieve buffered keyboard input, derive a class from this, and implement the methods here. Then set the call back to your Keyboard instance with Keyboard::setEventCallback */ class _OISExport KeyListener { public: virtual ~KeyListener() {} virtual bool keyPressed(const KeyEvent &arg) = 0; virtual bool keyReleased(const KeyEvent &arg) = 0; };