暴米花 发表于 2006-12-11 11:27:00

OGRE初学者引导

<strong><br/><br/></strong>目录 <p></p><p>1&nbsp;初学者如何开始OGRE<br/>2&nbsp;何时需要STLPORT&nbsp;,为什么?<br/>&nbsp;&nbsp;&nbsp;2.1&nbsp;如何安装STLPORT?<br/>3&nbsp;Visual&nbsp;Studio.NET&nbsp;(VC7)<br/>4&nbsp;GCC&nbsp;3.3/3.4<br/>5&nbsp;GCC&nbsp;3.3/3.4&nbsp;DEV&nbsp;C++<br/>6&nbsp;GCC&nbsp;3.3&nbsp;Cygwin/MinGW<br/>7&nbsp;Anjuta&nbsp;IDE<br/>8&nbsp;你的第一个程序<br/>&nbsp;&nbsp;&nbsp;8.1&nbsp;编译&nbsp;运行<br/>&nbsp;&nbsp;&nbsp;8.2&nbsp;添加第一个物体<br/>&nbsp;&nbsp;&nbsp;8.3&nbsp;添加灯光<br/>9&nbsp;Frame&nbsp;Listeners<br/>10&nbsp;总结</p><p>1&nbsp;初学者如何开始OGRE</p><p>作者:Antiarc</p><p>欢迎进入OGRE的世界,你在看这篇文章说明你在开始学习OGRE了,希望这篇文件对你有用。</p><p>这篇文件是假设你有下面的知识的情况下,如C++编程技巧,基本的操作系统使用的知识和一些关于3D方面的知识。我在这篇文章中,只是描述我知道的东西,对于其他的东西,请在OGRE论坛中讨论。对于高级用户,这篇文件对你也许不适合,因为,这是我第一次使用OGRE的一些想法。那时,我的C++不是很好,对VS也不是很了解,甚至不知道3D编程。</p><p>(注意:这篇文章是关于VC7)</p><p>首先,我们需要到OGRE下载页面下载“stable&nbsp;releases(完整版)”,下载后,将他解压到你建立的目录下(如:F:/OGRE)。文件将自动生成到OGRENEW目录下。这是必须的,如果你乱改了目录,也许会发生一些错误。</p><p>如果你是使用WINDOWS,请到OGRE&nbsp;下载页面下载"extras"版本。将他解压到你建立的目录下,如:F:/OGRE/OGRENEW。这些文件适合LINUX平台,并不包括对WINDOWS的支持。</p><p>如果你在WINDOWS&nbsp;,LINUX下使用GCC&nbsp;2.9X,你将需要下载更多的东西,如STLPORT。如果你使用的是GCC&nbsp;3.0,你将不需要做什么。</p>

暴米花 发表于 2006-12-11 11:28:00

<strong><br/><br/></strong>2&nbsp;何时需要STLPORT&nbsp;,为什么? <p></p><p>如果你使用的是VC&nbsp;6/7,你将需要STLPORT。因为STL在VC6/7中执行很慢,并有许多错误。OGRE是使用STL通过DLL使用MS&nbsp;STL;这将引起程序崩溃。OGRE是非常面向DLL的,因此MS&nbsp;STL不适合。而STLPORT很适合,他运行也比MS&nbsp;STL快。</p><p>注意,在VS&nbsp;2003,2005中,不需要STLPORT。</p><p>如果你使用的是GCC&nbsp;2.9X,你将需要STL;但在GCC&nbsp;3.0中,不需要,他的STL得到了更新。</p><p>STLPORT是标准模版函数库的“beefed&nbsp;up"版本,包含许多你所需要的基本的函数。关于STLPORT的使用和安装在下面介绍。</p><p>2.1&nbsp;如何安装STLPORT?</p><p>*&nbsp;&nbsp;从www.stlport.org下载最新的STLPORT(4.6.2),并解压他。<br/>*&nbsp;打开一个&nbsp;命令行程序(注意:在WINDOWS&nbsp;NT/2000/XP中,是cmd.exe&nbsp;而不是commamd.com),并改变他的路径STLPORT-4.6.2/SRC<br/>*&nbsp;如果你使用VC,请确定‘VCVARS32。BAT’是否运行在devstudio/vc6/bin&nbsp;or&nbsp;visualstudio.net/vc7/bin目录下。这些操作用于设置你的环境参数,并确定你的‘NMAKE’文件的位置。</p><p>注意:这些命令必须在在同一行执行。VCVARS32。BAT只设置运行中的SHELL的环境,因此,如果你得到关于NMAKE的错误,请确定VCVARS32。BAT的版本是否和SHELL的版本相同。</p><p>*&nbsp;如果你使用VC&nbsp;6<br/>&nbsp;&nbsp;&nbsp;*&nbsp;键入‘nmake&nbsp;-f&nbsp;vc6.mak&nbsp;clean&nbsp;all'<br/>&nbsp;&nbsp;&nbsp;*&nbsp;键入&nbsp;’nmake&nbsp;-f&nbsp;vc6.mak&nbsp;install'<br/>*&nbsp;如果你使用的是VC&nbsp;NET<br/>&nbsp;&nbsp;&nbsp;*&nbsp;键入&nbsp;‘nmake&nbsp;-f&nbsp;vc7.mak&nbsp;clean&nbsp;all'<br/>&nbsp;&nbsp;&nbsp;*&nbsp;键入&nbsp;’nmake&nbsp;-f&nbsp;vc7.mak&nbsp;install'</p><p>注意:如果你觉得麻烦的话,你可以添加NMAKE。EXE的路径到你的路径变量中。如果你这样做了,返回了”NOTE:“的错误。比如,如下的错误:"..\\stlport\ctime(25)&nbsp;:&nbsp;fatal&nbsp;error&nbsp;C1083:&nbsp;Cannot&nbsp;open&nbsp;include&nbsp;file:'../include/ctime':&nbsp;No&nbsp;such&nbsp;file&nbsp;or&nbsp;directory".&nbsp;发生了这样的错误,你可以把VCVARS32。BAT拷贝到你的命令行程序相同的路径下,然后执行。如果你有其他的问题,请到OGRE的论坛中讨论。</p><p>*&nbsp;如果你使用VS&nbsp;2003<br/>&nbsp;&nbsp;*&nbsp;你将不需要做任何事情<br/>*&nbsp;如果你使用的是GCC&nbsp;2.9X<br/>&nbsp;&nbsp;*&nbsp;键入&nbsp;‘./configure'<br/>&nbsp;&nbsp;*&nbsp;键入&nbsp;’make'&nbsp;<br/>&nbsp;&nbsp;*&nbsp;键入&nbsp;‘make&nbsp;install'<br/>*&nbsp;&nbsp;打开VC++,然后选择Tools/options...,将弹出一个对话框<br/>*&nbsp;&nbsp;在VC6中电击'Directories'&nbsp;选行,在.NET中,是在Project/vc++下面。<br/>*&nbsp;&nbsp;确定STLPORT的路径在路径列表的最上面,他必须在最上面。<br/>&nbsp;&nbsp;&nbsp;&nbsp;*(比如,他的头文件的路径可以如下:\STLport-4.6.2\stlport\)&nbsp;<br/>&nbsp;&nbsp;&nbsp;&nbsp;*&nbsp;(比如,他的库文件的路径可以如下:\STLport-4.6.2\lib\)&nbsp;<br/>*&nbsp;保存并关闭<br/>*恭喜,STLPORT已经设置好了。</p>

暴米花 发表于 2006-12-11 11:28:00

3&nbsp;Visual&nbsp;Studio.NET&nbsp;(VC7) <p></p><p>我们现在可以用OGRE开发了,在开发之前,请安装DX&nbsp;SDK,然后建立OGRE引擎和例子。他在OGRENEW/OGRE。DSW(VC6)或OGRENEW/OGRE。SLN(VC7)下,电击“BUILD&nbsp;ALL”。等待大约10-15分钟后,引擎,plugins,工具和例子将建立。</p><p>如果你想运行这些例子,切换到ogrenew\Samples\Common\bin\Debug&nbsp;(在这里,我们使用的是DEBUG模式,如果你是RELEASE模式,就切换到RELEASE)。先将OGREMAIN。DLL(ogrenew/ogremain/lib/{debug|release})和其他的支持函数拷贝到ogremain/samples/common/bin/debug&nbsp;下,然后就可以运行例子了。</p><p>OGRE实际上是一个应用程序类库,他允许你很快速的开发你需要的应用程序。因为,他提供了你开发程序的3D基础,特别适合建立应用程序。</p><p>我们首先建立一个"Empty&nbsp;Project",然后进行下面的设置:<br/>&nbsp;&nbsp;*&nbsp;右击项目名,选择”Properties".<br/>&nbsp;&nbsp;*&nbsp;添加the&nbsp;ogrenew\OgreMain\include&nbsp;和ogrenew\Samples\Common\include&nbsp;的路径到"additional&nbsp;includes"&nbsp;<br/>&nbsp;&nbsp;*&nbsp;添加ogrenew\OgreMain\lib\(Debug|Release)&nbsp;到"library&nbsp;search&nbsp;paths"&nbsp;<br/>&nbsp;&nbsp;*&nbsp;添加OgreMain.lib&nbsp;到"Additional&nbsp;Dependencies"&nbsp;<br/>&nbsp;&nbsp;*&nbsp;在C++/Code&nbsp;Generation模式下,选择"Runtime&nbsp;Library"&nbsp;to&nbsp;"Multi-threaded&nbsp;Debug&nbsp;DLL"&nbsp;(for&nbsp;debug-mode&nbsp;apps)&nbsp;和&nbsp;"Multi-threaded&nbsp;DLL"&nbsp;(For&nbsp;release-mode&nbsp;apps).&nbsp;</p><p>你也可以把"Output&nbsp;Directory"&nbsp;和"Working&nbsp;Directory"&nbsp;(under&nbsp;Debugging)&nbsp;选上。他将把文件放到和已经运行的OGRE&nbsp;DLL相同目录下。如果你不这样做,你将拷贝许多OGRE&nbsp;DLL到output&nbsp;directory下。</p><p>设置好后,我们就开始了一个main.cpp的文件。</p>

暴米花 发表于 2006-12-11 11:28:00

4&nbsp;GCC&nbsp;3.3/3.4 <p></p><p>如果你使用LINUX或MingW&nbsp;for&nbsp;windows,那么下面的内容对你有用,先到OGRE下载LINUX版本。然后解压:<br/>&nbsp;*&nbsp;tar&nbsp;xjf&nbsp;./ogre*&nbsp;<br/>&nbsp;*&nbsp;./bootstrap&nbsp;(I've&nbsp;found&nbsp;not&nbsp;doing&nbsp;this&nbsp;in&nbsp;1.0.0&nbsp;RC1&nbsp;causes&nbsp;later&nbsp;errors)&nbsp;<br/>&nbsp;*&nbsp;./configure&nbsp;&amp;&amp;&nbsp;make&nbsp;<br/>&nbsp;*&nbsp;make&nbsp;install&nbsp;(you&nbsp;may&nbsp;have&nbsp;to&nbsp;be&nbsp;root&nbsp;to&nbsp;do&nbsp;this)&nbsp;<br/>设置好后,你能通过./ogrenew/Samples/Common/bin&nbsp;访问。</p><p>设置Anjuta&nbsp;IDE</p><p>你可能想用IDE来便于你开发OGRE程序。这些还在讨论中,重点如下:</p><p>*&nbsp;建立一个新的&nbsp;Generic&nbsp;/&nbsp;Terminal&nbsp;<br/>*&nbsp;change&nbsp;your&nbsp;Project-&gt;Project&nbsp;Options&nbsp;Configuration&nbsp;tab&nbsp;and&nbsp;Libraries&nbsp;sub-tab&nbsp;and&nbsp;add:&nbsp;<br/>&nbsp;&nbsp;<br/>PKG_CHECK_MODULES(ogre,&nbsp;)<br/>AC_SUBST(ogre_CFLAGS)<br/>AC_SUBST(ogre_LIBS)&nbsp;</p><p>*&nbsp;然后进入Settings&nbsp;-&gt;&nbsp;Compiler&nbsp;,将连接选行添加${ogre_CFLAGS}&nbsp;to&nbsp;CFLAGS&nbsp;and&nbsp;${ogre_LIBS}&nbsp;<br/>*&nbsp;最后,到Build-&gt;Autogenerate&nbsp;,这将自动更新你的make&nbsp;and&nbsp;config文件。</p>

暴米花 发表于 2006-12-11 11:29:00

<p>如果你想在DC中使用OGRE,请按照下面的步骤:</p><p>1)&nbsp;得到DC<br/>2)&nbsp;得到&nbsp;DEVPAK&nbsp;(<a href="http://the-agency.sourceforge.net/xoops/modules/mydownloads/visit.php?cid=20&amp;" target="_blank"><font color="#9c0000">http://the-agency.sourceforge.net/xoops/modules/mydownloads/visit.php?cid=20&amp;</font></a>;lid=64)<br/>3)&nbsp;得到OGRE&nbsp;相关&nbsp;DEVPAK&nbsp;(<a href="http://the-agency.sourceforge.net/xoops/modules/mydownloads/visit.php?cid=18&amp;" target="_blank"><font color="#9c0000">http://the-agency.sourceforge.net/xoops/modules/mydownloads/visit.php?cid=18&amp;</font></a>;lid=65)<br/>4)&nbsp;安装DC<br/>5)&nbsp;安装Ogre&nbsp;DevPak&nbsp;<br/>6)&nbsp;安装Ogre&nbsp;Dependencies&nbsp;<br/>7)&nbsp;到例程目录。例如:C:\Development\Dev-Cpp\MyProjects\ogrenew\the-agency\Samples\ParticleFX&nbsp;<br/>然后打开。DEV文件,如:Sample_ParticleFX.dev&nbsp;<br/>将有一个警告出现,ignore&nbsp;他。<br/>如果你得到另一个警告,说明你的文件在“build"&nbsp;目录下。<br/>8)&nbsp;电击Project&nbsp;-&gt;&nbsp;Project&nbsp;Options&nbsp;-&gt;&nbsp;Directories&nbsp;,然后设置:<br/>在"Libraries"&nbsp;行,设置:<br/>..\..\OgreMain\build&nbsp;</p><p>..\..\..\Dependencies\build&nbsp;</p><p>在"Include"&nbsp;tab,如下:<br/>..\..\..\OgreMain\include&nbsp;</p><p>..\..\..\dependencies\devil\include&nbsp;</p><p>..\..\..\dependencies\freetype\include&nbsp;</p><p>..\..\..\dependencies\zlib\include&nbsp;</p><p>..\..\..\Samples\Common\include&nbsp;</p><p>..\..\..\Samples\ParticleFX\include&nbsp;</p><p>9)&nbsp;Hit&nbsp;Rebuild&nbsp;All&nbsp;(Ctrl&nbsp;+&nbsp;F11)&nbsp;&nbsp;-这将让Sample_ParticleFX.e&nbsp;xe&nbsp;去建立一个目录,拷贝文件到C:\Development\Dev-Cpp\MyProje&nbsp;cts\ogrenew\Samples\Common\bin\Debug<br/>10)&nbsp;将dependencies\build&nbsp;所有的DLL和C:\Development\Dev-Cpp\MyProjects\ogrenew\the-agency&nbsp;(use&nbsp;the&nbsp;Windows&nbsp;Search&nbsp;function)&nbsp;下的文件拷贝到C:\Development\Dev-Cpp\MyProje&nbsp;cts\ogrenew\Samples\Common\bin\Debug&nbsp;<br/>11)&nbsp;&nbsp;Rename&nbsp;PlatformManager_SDL.dll&nbsp;to&nbsp;OgrePlatform.dll&nbsp;<br/>12)&nbsp;通过下面的设置修改the&nbsp;Plugins.cfg&nbsp;文件:<br/>&nbsp;1。Plugin=RenderSystem_Direct3D7&nbsp;<br/>&nbsp;1。Plugin=RenderSystem_Direct3D9&nbsp;<br/>13)&nbsp;完成后,运行Sample_ParticleFX.exe</p>

暴米花 发表于 2006-12-11 11:29:00

GCC&nbsp;3.3&nbsp;Cygwin/MinGW&nbsp; <p></p><p>Use&nbsp;the&nbsp;following&nbsp;if&nbsp;you&nbsp;don't&nbsp;want&nbsp;to&nbsp;have&nbsp;to&nbsp;setup&nbsp;the&nbsp;whole&nbsp;Dev-C++,&nbsp;but&nbsp;would&nbsp;like&nbsp;to&nbsp;have&nbsp;just&nbsp;a&nbsp;pure&nbsp;Cygwin/MinGW&nbsp;environment.&nbsp;Cygwin&nbsp;is&nbsp;used&nbsp;for&nbsp;it's&nbsp;building&nbsp;system,&nbsp;and&nbsp;since&nbsp;it&nbsp;can&nbsp;nicely&nbsp;cross-compile&nbsp;for&nbsp;MinGW,&nbsp;you&nbsp;will&nbsp;have&nbsp;a&nbsp;build&nbsp;that&nbsp;doesn't&nbsp;depend&nbsp;on&nbsp;Cygwin&nbsp;anymore.&nbsp;</p><p>Note:&nbsp;This&nbsp;information&nbsp;is&nbsp;ripped&nbsp;from&nbsp;this&nbsp;thread&nbsp;(<a href="http://www.ogre3d.org/phpBB2/viewtopic.php?t=6964" target="_blank"><font color="#9c0000">http://www.ogre3d.org/phpBB2/viewtopic.php?t=6964</font></a>)&nbsp;in&nbsp;the&nbsp;the&nbsp;Ogre&nbsp;forums.&nbsp;(thx&nbsp;Lt.CYX&nbsp;&amp;&nbsp;wumpus&nbsp;!)&nbsp;</p><p>1)&nbsp;Full&nbsp;cygwin&nbsp;install.&nbsp;Might&nbsp;need&nbsp;to&nbsp;add&nbsp;correct&nbsp;path&nbsp;to&nbsp;/etc/profile&nbsp;-&nbsp;it&nbsp;wasn't&nbsp;created&nbsp;on&nbsp;my&nbsp;first&nbsp;install.&nbsp;</p><p>2)&nbsp;get&nbsp;OGRE&nbsp;head&nbsp;from&nbsp;CVS&nbsp;(there&nbsp;is&nbsp;a&nbsp;tutorial&nbsp;on&nbsp;how&nbsp;to&nbsp;do&nbsp;it&nbsp;in&nbsp;the&nbsp;CVS&nbsp;Access&nbsp;section&nbsp;(<a href="http://www.ogre3d.org/modules.php?op=modload&amp;" target="_blank"><font color="#9c0000">http://www.ogre3d.org/modules.php?op=modload&amp;</font></a>;amp;name=Sections&amp;amp;file=index&amp;amp;req=viewarticle&amp;amp;page=1&amp;amp;arttitle=Getting+Ogre+from+CVS)&nbsp;of&nbsp;OGRE&nbsp;Homepage).&nbsp;I&nbsp;put&nbsp;this&nbsp;on&nbsp;/usr/dev/ogre.&nbsp;This&nbsp;should&nbsp;also&nbsp;work&nbsp;with&nbsp;release&nbsp;version&nbsp;1.0.0&nbsp;or&nbsp;later&nbsp;-&nbsp;actually&nbsp;it&nbsp;worked&nbsp;with&nbsp;1.0.0RC1,&nbsp;I&nbsp;used&nbsp;the&nbsp;linux/OSX&nbsp;version.&nbsp;Didn't&nbsp;try&nbsp;the&nbsp;win32,&nbsp;but&nbsp;it&nbsp;must&nbsp;be&nbsp;not&nbsp;that&nbsp;different.&nbsp;</p><p>3)&nbsp;get&nbsp;the&nbsp;MingW/Cygwin&nbsp;OGRE&nbsp;dependencies&nbsp;from&nbsp;the&nbsp;OGRE&nbsp;website.&nbsp;Either&nbsp;extract&nbsp;it&nbsp;to&nbsp;the&nbsp;root&nbsp;(thus&nbsp;creating&nbsp;/mingw)&nbsp;or&nbsp;to&nbsp;another&nbsp;directory&nbsp;and&nbsp;create&nbsp;a&nbsp;symlink&nbsp;/mingw&nbsp;pointing&nbsp;to&nbsp;the&nbsp;correct&nbsp;location&nbsp;(that's&nbsp;what&nbsp;I&nbsp;did).&nbsp;</p><p>4)&nbsp;download&nbsp;and&nbsp;install&nbsp;libtool&nbsp;1.5.12&nbsp;(or&nbsp;newer).&nbsp;Version&nbsp;1.5.10&nbsp;(the&nbsp;one&nbsp;that&nbsp;came&nbsp;with&nbsp;cygwin)&nbsp;generates&nbsp;a&nbsp;few&nbsp;errors&nbsp;we&nbsp;want&nbsp;to&nbsp;avoid.&nbsp;</p><p>4.1)&nbsp;download&nbsp;stable&nbsp;version&nbsp;from&nbsp;the&nbsp;libtool&nbsp;website&nbsp;(<a href="http://www.gnu.org/software/libtool/libtool.html" target="_blank"><font color="#9c0000">http://www.gnu.org/software/libtool/libtool.html</font></a>)&nbsp;</p><p>4.2)&nbsp;configure,&nbsp;make&nbsp;and&nbsp;make&nbsp;install&nbsp;it.&nbsp;</p><p>4.3)&nbsp;cygwin&nbsp;has&nbsp;a&nbsp;libtool&nbsp;wrapper&nbsp;that&nbsp;automatically&nbsp;selects&nbsp;1.5.10&nbsp;or&nbsp;1.4.3&nbsp;-&nbsp;we&nbsp;need&nbsp;to&nbsp;make&nbsp;it&nbsp;use&nbsp;our&nbsp;1.5.12&nbsp;(or&nbsp;newer)&nbsp;version&nbsp;instead.&nbsp;For&nbsp;that,&nbsp;first&nbsp;we&nbsp;copy&nbsp;the&nbsp;libtool&nbsp;files&nbsp;from&nbsp;/usr/local/bin&nbsp;to&nbsp;/usr/autotool/1.5.x/bin&nbsp;(you'll&nbsp;have&nbsp;to&nbsp;create&nbsp;it),&nbsp;then&nbsp;edit&nbsp;/usr/bin/libtool&nbsp;to&nbsp;use&nbsp;that&nbsp;directory&nbsp;instead&nbsp;of&nbsp;the&nbsp;devel&nbsp;dir.&nbsp;It's&nbsp;just&nbsp;a&nbsp;quick,&nbsp;nasty&nbsp;hack&nbsp;-&nbsp;if&nbsp;someone&nbsp;knows&nbsp;of&nbsp;a&nbsp;better&nbsp;way&nbsp;to&nbsp;get&nbsp;the&nbsp;same&nbsp;results,&nbsp;please&nbsp;feel&nbsp;free&nbsp;to&nbsp;inform.&nbsp;This&nbsp;shouldn't&nbsp;break&nbsp;anything&nbsp;though.&nbsp;</p><p>4.4)&nbsp;(optional)&nbsp;go&nbsp;to&nbsp;a&nbsp;directory&nbsp;without&nbsp;configure.ac&nbsp;or&nbsp;configure.in&nbsp;files&nbsp;and&nbsp;do&nbsp;a&nbsp;'libtool&nbsp;--version'&nbsp;to&nbsp;see&nbsp;if&nbsp;the&nbsp;first&nbsp;version&nbsp;number&nbsp;changed.&nbsp;If&nbsp;so,&nbsp;we&nbsp;can&nbsp;go&nbsp;to&nbsp;the&nbsp;next&nbsp;step.&nbsp;</p><p>5)&nbsp;follow&nbsp;the&nbsp;instructions&nbsp;on&nbsp;the&nbsp;beginning&nbsp;of&nbsp;this&nbsp;post&nbsp;(thanks&nbsp;to&nbsp;wumpus),&nbsp;which&nbsp;I&nbsp;modified&nbsp;slightly&nbsp;and&nbsp;reproduce&nbsp;here.&nbsp;This&nbsp;is&nbsp;to&nbsp;be&nbsp;done&nbsp;in&nbsp;the&nbsp;ogrenew&nbsp;directory:&nbsp;</p><p>5.1)&nbsp;export&nbsp;PATH="$PATH:/mingw/bin"&nbsp;</p><p>5.2)&nbsp;export&nbsp;ACLOCAL_FLAGS="-I&nbsp;/mingw/share/aclocal"&nbsp;</p><p>5.3)&nbsp;export&nbsp;PKG_CONFIG_PATH=/mingw/lib/pkgconfig&nbsp;</p><p>5.4)&nbsp;./bootstrap&nbsp;</p><p>5.5)&nbsp;CC="gcc&nbsp;-mno-cygwin"&nbsp;CXX="g++&nbsp;-mno-cygwin"&nbsp;CXXFLAGS="-O2&nbsp;-I/mingw/include"&nbsp;LDFLAGS="-L/mingw/lib&nbsp;-L/lib/w32api"&nbsp;./configure&nbsp;--with-ft-prefix=/mingw&nbsp;--with-platform=Win32&nbsp;--with-gl-support=Win32&nbsp;--disable-static&nbsp;--build="i686-pc-mingw32"&nbsp;--enable-direct3d&nbsp;</p><p>5.6)&nbsp;make&nbsp;</p><p>5.7)&nbsp;make&nbsp;install&nbsp;</p><p>6)&nbsp;set&nbsp;up&nbsp;your&nbsp;development&nbsp;tools.&nbsp;</p><p>6.1)&nbsp;passing&nbsp;the&nbsp;arguments&nbsp;"-lOgreMain&nbsp;-Wl,--enable-runtime-pseudo-reloc"&nbsp;to&nbsp;the&nbsp;linker&nbsp;will&nbsp;work.&nbsp;</p><p>6.2)&nbsp;as&nbsp;far&nbsp;as&nbsp;library&nbsp;directories&nbsp;go,&nbsp;you&nbsp;can&nbsp;link&nbsp;to&nbsp;cygwin/usr/local/lib&nbsp;and&nbsp;be&nbsp;happy&nbsp;about&nbsp;it.&nbsp;</p><p>6.3)&nbsp;include&nbsp;directories:&nbsp;cygwin/usr/local/include,&nbsp;cygwin/usr/local/include/OGRE&nbsp;and&nbsp;ogrenew/Samples/Common/include&nbsp;(if&nbsp;you&nbsp;are&nbsp;using&nbsp;the&nbsp;ExampleApplication&nbsp;class).&nbsp;Where&nbsp;I&nbsp;say&nbsp;cygwin/&nbsp;I&nbsp;actually&nbsp;mean&nbsp;the&nbsp;cygwin&nbsp;path&nbsp;(such&nbsp;as&nbsp;c:/cygwin),&nbsp;and&nbsp;the&nbsp;same&nbsp;goes&nbsp;for&nbsp;ogrenew/&nbsp;(c:/cygwin/usr/local/ogre/ogrenew,&nbsp;for&nbsp;example)&nbsp;</p><p>6.4)&nbsp;this&nbsp;is&nbsp;not&nbsp;required,&nbsp;but&nbsp;I&nbsp;tend&nbsp;to&nbsp;copy&nbsp;all&nbsp;required&nbsp;DLLs&nbsp;to&nbsp;my&nbsp;build&nbsp;directory:&nbsp;the&nbsp;one&nbsp;where&nbsp;MingW&nbsp;puts&nbsp;my&nbsp;compiled&nbsp;binary&nbsp;on.&nbsp;This&nbsp;way&nbsp;I&nbsp;keep&nbsp;my&nbsp;environment&nbsp;clean,&nbsp;and&nbsp;you&nbsp;can&nbsp;just&nbsp;copy&nbsp;that&nbsp;directory&nbsp;to&nbsp;another&nbsp;computer&nbsp;and&nbsp;run&nbsp;it&nbsp;with&nbsp;its&nbsp;own&nbsp;dlls.&nbsp;This&nbsp;avoids&nbsp;mess.&nbsp;</p><p>There&nbsp;you&nbsp;go.&nbsp;You&nbsp;should&nbsp;be&nbsp;able&nbsp;to&nbsp;safely&nbsp;build&nbsp;any&nbsp;post-1.0.0&nbsp;with&nbsp;this,&nbsp;unless&nbsp;there&nbsp;are&nbsp;some&nbsp;big&nbsp;changes&nbsp;that&nbsp;break&nbsp;the&nbsp;process.&nbsp;</p><p>Anjuta&nbsp;IDE&nbsp;<br/></p>

暴米花 发表于 2006-12-11 11:30:00

Anjuta&nbsp;IDE&nbsp; <p></p><p>1)&nbsp;安装OGRE<br/>2)运行Anjuta&nbsp;IDE&nbsp;并建立一个新的Generic/Terminal&nbsp;&nbsp;APP项目。<br/>3)选择C++<br/>4)删除MAIN。CC中的内容,然后键入下面的内容<br/>#include&nbsp;"Ogre.h"<br/>#include&nbsp;"Dome.h"<br/>int&nbsp;main(int&nbsp;argc,&nbsp;char&nbsp;*argv[])<br/>{<br/>&nbsp;&nbsp;//&nbsp;Create&nbsp;application&nbsp;object<br/>&nbsp;&nbsp;Dome&nbsp;app;&nbsp;&nbsp;<br/>&nbsp;&nbsp;try&nbsp;{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;app.go();<br/>&nbsp;&nbsp;}&nbsp;catch(&nbsp;Ogre::Exception&amp;&nbsp;e&nbsp;)&nbsp;{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;std::cerr&nbsp;&lt;&lt;&nbsp;"An&nbsp;exception&nbsp;has&nbsp;occured:&nbsp;"&nbsp;&lt;&lt;&nbsp;e.getFullDescription().c_str()&nbsp;&lt;&lt;&nbsp;std::endl;<br/>&nbsp;&nbsp;}<br/>&nbsp;&nbsp;return&nbsp;0;<br/>}<br/>5)Go&nbsp;to&nbsp;the&nbsp;Settings&nbsp;Menu&nbsp;and&nbsp;choose&nbsp;Compilier&nbsp;and&nbsp;Linker&nbsp;Settings&nbsp;<br/>6)&nbsp;按照下述的内容修改各个选行。<br/>Include&nbsp;Paths:&nbsp;</p><p>&nbsp;(ogrenew)/Samples/Common/include<br/>&nbsp;(ogrenew)/OgreMain/include<br/>&nbsp;/usr/include/OGRE</p><p><br/>Library&nbsp;paths:&nbsp;</p><p>&nbsp;/usr/local/lib<br/>&nbsp;(ogrenew)/OgreMain/lib<br/>&nbsp;(ogrenew)/OgreMain/src<br/>&nbsp;(ogrenew)/Samples/Common/include</p><p>Libraries:&nbsp;</p><p>OgreMain</p><p>Options:&nbsp;</p><p>In&nbsp;the&nbsp;Compilier&nbsp;flags&nbsp;(CFLAGS)&nbsp;box&nbsp;add&nbsp;this:<br/>&nbsp;&nbsp;&nbsp;&nbsp;-g&nbsp;-O2&nbsp;-fPIC&nbsp;-DHAVE_CONFIG_H&nbsp;-D_THREAD_SAFE&nbsp;</p><p>7)&nbsp;现在建立一个新类DOME并建立一个createScene方法。还需要建立另一个类,我称为INPUT。作用和缓冲器监视器(frame&nbsp;listener.)一样。那个类在一些键按下后退出。<br/>DEME.H<br/>#ifndef&nbsp;_DOME_H_<br/>#define&nbsp;_DOME_H_<br/>#include&nbsp;"ExampleApplication.h"<br/>class&nbsp;Dome&nbsp;:&nbsp;public&nbsp;ExampleApplication&nbsp;{<br/>&nbsp;public:<br/>&nbsp;&nbsp;&nbsp;Dome();<br/>&nbsp;&nbsp;&nbsp;~Dome();<br/>&nbsp;&nbsp;&nbsp;void&nbsp;createScene(void);<br/>&nbsp;&nbsp;&nbsp;void&nbsp;createFrameListener(void);<br/>&nbsp;protected:<br/>&nbsp;&nbsp;&nbsp;//&nbsp;Dome&nbsp;variables<br/>};<br/>#endif&nbsp;//_DOME_H_</p><p>Dome.cc:&nbsp;</p><p>#include&nbsp;"Dome.h"<br/>void&nbsp;Dome::createScene(void)<br/>{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Colourvalue&nbsp;c&nbsp;=&nbsp;Colourvalue(0.5,&nbsp;0.5,&nbsp;0.5);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mSceneMgr-&gt;setAmbientLight(c);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Entity&nbsp;*e&nbsp;=&nbsp;mSceneMgr-&gt;createEntity("ogrehead",&nbsp;"ogrehead.mesh");<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SceneNode&nbsp;*node&nbsp;=&nbsp;static_cast&lt;SceneNode&nbsp;*&gt;(mSceneMgr-&gt;getRootSceneNode()-&gt;createChild());<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;node-&gt;attachObject(e);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;node-&gt;setPosition(0,0,0);<br/>}<br/>//&nbsp;Create&nbsp;new&nbsp;frame&nbsp;listener<br/>void&nbsp;Dome::createFrameListener(void)<br/>{<br/>&nbsp;&nbsp;mFrameListener&nbsp;=&nbsp;new&nbsp;Input(mWindow,&nbsp;mCamera);<br/>&nbsp;&nbsp;mRoot-&gt;addFrameListener(mFrameListener);<br/>}</p><p>Input.h:&nbsp;</p><p>#ifndef&nbsp;_INPUT_H_<br/>#define&nbsp;_INPUT_H_<br/>#include&nbsp;"ExampleApplication.h"<br/>class&nbsp;Input&nbsp;:&nbsp;public&nbsp;ExampleFrameListener<br/>{<br/>&nbsp;&nbsp;&nbsp;&nbsp;public:<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Input(RenderWindow*&nbsp;win,&nbsp;Camera*&nbsp;cam)&nbsp;:&nbsp;ExampleFrameListener(win,&nbsp;cam)&nbsp;{}<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;~Input();<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;Input&nbsp;interface<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;bool&nbsp;frameStarted(const&nbsp;FrameEvent&amp;&nbsp;evt);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;TODO:&nbsp;add&nbsp;member&nbsp;function&nbsp;declarations...<br/>&nbsp;&nbsp;&nbsp;&nbsp;protected:<br/>};<br/>#endif //_INPUT_H_</p><p>Input.cc:&nbsp;</p><p>#include&nbsp;"Input.h"<br/>bool&nbsp;Input::frameStarted(const&nbsp;FrameEvent&amp;&nbsp;evt)<br/>{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mInputDevice-&gt;capture();<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(mInputDevice-&gt;isKeyDown(Ogre::KC_ESCAPE))<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return&nbsp;false;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return&nbsp;true;<br/>}</p><p>按F11编译他,如果得到关于OgreSharedPtr.h&nbsp;的警告,这是正常的。<br/>8)&nbsp;Go&nbsp;to&nbsp;the&nbsp;Projects&nbsp;folder&nbsp;in&nbsp;your&nbsp;home&nbsp;directory&nbsp;and&nbsp;enter&nbsp;the&nbsp;folder&nbsp;for&nbsp;the&nbsp;Ogre&nbsp;project,&nbsp;which&nbsp;I&nbsp;called&nbsp;Dome.&nbsp;</p><p>9)&nbsp;Create&nbsp;a&nbsp;symlink&nbsp;in&nbsp;the&nbsp;MyApp&nbsp;folder&nbsp;to&nbsp;the&nbsp;Media&nbsp;files&nbsp;that&nbsp;came&nbsp;with&nbsp;ogre.&nbsp;ln&nbsp;-s&nbsp;(ogrenew)/Samples/Media&nbsp;</p><p>10)&nbsp;Go&nbsp;into&nbsp;the&nbsp;src&nbsp;folder&nbsp;and&nbsp;create&nbsp;a&nbsp;folder&nbsp;named&nbsp;bin.&nbsp;</p><p>11)&nbsp;copy&nbsp;all&nbsp;the&nbsp;.cfg&nbsp;files&nbsp;from&nbsp;the&nbsp;ogre&nbsp;Samples&nbsp;into&nbsp;the&nbsp;bin&nbsp;folder.&nbsp;cp&nbsp;(ogrenew)/Samples/Common/bin/*.cfg&nbsp;Myapp/src/bin&nbsp;</p><p>12)&nbsp;go&nbsp;into&nbsp;the&nbsp;bin&nbsp;folder&nbsp;and&nbsp;create&nbsp;a&nbsp;symlink&nbsp;to&nbsp;you&nbsp;executable&nbsp;in&nbsp;the&nbsp;src&nbsp;folder.&nbsp;ln&nbsp;-s&nbsp;../Dome&nbsp;</p><p>13)&nbsp;Run&nbsp;it.&nbsp;You&nbsp;need&nbsp;to&nbsp;run&nbsp;it&nbsp;from&nbsp;the&nbsp;bin&nbsp;folder.&nbsp;That&nbsp;way&nbsp;the&nbsp;executable&nbsp;has&nbsp;access&nbsp;to&nbsp;all&nbsp;the&nbsp;.cfg&nbsp;files&nbsp;in&nbsp;the&nbsp;folder&nbsp;with&nbsp;it.&nbsp;It&nbsp;also&nbsp;will&nbsp;look&nbsp;for&nbsp;the&nbsp;Media&nbsp;folder&nbsp;in&nbsp;../../Media,&nbsp;which&nbsp;is&nbsp;why&nbsp;we&nbsp;put&nbsp;the&nbsp;symlink&nbsp;there.&nbsp;</p>

暴米花 发表于 2006-12-11 11:31:00

8&nbsp;你的第一个程序 <p></p><p>#include&nbsp;"Ogre.h"<br/>#include&nbsp;"ExampleApplication.h"<br/>#include&nbsp;&lt;windows.h&gt;<br/>//&nbsp;First,&nbsp;we&nbsp;declare&nbsp;a&nbsp;subclass&nbsp;of&nbsp;the&nbsp;ExampleApplication&nbsp;class<br/>class&nbsp;FirstApp&nbsp;:&nbsp;public&nbsp;ExampleApplication<br/>{<br/>public:<br/>&nbsp;&nbsp;&nbsp;FirstApp()&nbsp;{&nbsp;}<br/>&nbsp;&nbsp;&nbsp;<br/>&nbsp;&nbsp;&nbsp;/**&nbsp;createScene&nbsp;is&nbsp;pure&nbsp;virtual&nbsp;in&nbsp;ExampleApplication,&nbsp;so&nbsp;we&nbsp;just&nbsp;override&nbsp;it&nbsp;to&nbsp;do&nbsp;nothing.<br/>&nbsp;&nbsp;&nbsp;&nbsp;*&nbsp;&nbsp;What&nbsp;this&nbsp;means&nbsp;is&nbsp;that&nbsp;we'll&nbsp;be&nbsp;creating&nbsp;an&nbsp;empty&nbsp;scene&nbsp;at&nbsp;first.<br/>&nbsp;&nbsp;&nbsp;&nbsp;**/<br/>&nbsp;&nbsp;&nbsp;void&nbsp;createScene(void)&nbsp;{&nbsp;}<br/>};</p><p>INT&nbsp;WINAPI&nbsp;WinMain(HINSTANCE,HINSTANCE,LPSTR,INT)&nbsp;{<br/>&nbsp;&nbsp;&nbsp;FirstApp&nbsp;myApp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;Instanciate&nbsp;our&nbsp;subclass<br/>&nbsp;&nbsp;&nbsp;try&nbsp;{&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;This&nbsp;try-catch&nbsp;provides&nbsp;a&nbsp;nice&nbsp;way&nbsp;of&nbsp;popping&nbsp;up&nbsp;errors&nbsp;if&nbsp;they&nbsp;occur.<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;myApp.go();&nbsp;//&nbsp;ExampleApplication&nbsp;provides&nbsp;a&nbsp;go&nbsp;method,&nbsp;which&nbsp;starts&nbsp;the&nbsp;rendering.<br/>&nbsp;&nbsp;&nbsp;}&nbsp;catch&nbsp;(Ogre::Exception&amp;&nbsp;e)&nbsp;{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;MessageBox(&nbsp;NULL,&nbsp;e.getFullDescription().c_str(),&nbsp;"An&nbsp;exception&nbsp;has&nbsp;occured!",<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;MB_OK&nbsp;|&nbsp;MB_IConERROR&nbsp;|&nbsp;MB_TASKMODAL);<br/>&nbsp;&nbsp;&nbsp;}<br/>}</p><p>8.1&nbsp;编译&nbsp;运行</p><p>试着运行他,他将显示OGRE安装对话框,并开始一个包含OGRE&nbsp;LOGE和FPS的深黑的屏幕。我在这里没有添加任何东西,当按ESC键退出。</p><p>ExampleApplication&nbsp;非常重要,他用于初始,建立窗口,建立基本的场景,摄象机和缓冲器监视器(frame&nbsp;listener.),因此,你不得不在工作时加上他。</p><p>这只是一个空的程序,如果你想知道更多的东西,请参考OGRE的教程。</p><p>8.2&nbsp;添加第一个物体<br/>&nbsp;&nbsp;&nbsp;<br/>前面,我们建立了一个黑色的屏幕,下面,我们将添加一个ogrehead&nbsp;的mesh到程序中,在createScene中,添加下面的代码:<br/>Entity&nbsp;*e&nbsp;=&nbsp;mSceneMgr-&gt;createEntity("ogrehead",&nbsp;"ogrehead.mesh");<br/>SceneNode&nbsp;*node&nbsp;=&nbsp;mSceneMgr-&gt;getRootSceneNode()-&gt;createChildSceneNode();<br/>node-&gt;attachObject(e);<br/>node-&gt;setPosition(0,0,0);</p><p>ExampleApplication&nbsp;为我们提供了一个“场景管理者”----mSceneMgr.&nbsp;</p>

暴米花 发表于 2006-12-11 11:31:00

mScenemgr用于在OGRE管理我们的场景。SceneNodes是OGRE中的一个基本的结构。在场景中的大多东西都和SceneNodes有联系,你能通过控制这些节点控制场景。每个场景都建立了一个根场景节点。你将把子节点,光和网格的值联系到根节点。每个节点又能建立他自己的子节点。这样更新场景将会更容易。例如,你有一个角色在场景中,并且他检起一个小棍。角色和小棍将分别给予不可见的场景节点。要使角色检起小棍,你将使角色动画弯腰并检起小棍,这样你必须使小棍的场景节点成为角色场景节点的子节点。我们都知道3D世界是建立在3D坐标系统上,因此,你有一个角色在坐标(0.0.0),作为角色场景节点的子节点的小棍场景节点是坐标(10.10.10)。小棍节点将在父节点下保持这个偏移,这就意味着当你移动角色节点,小棍节点也将跟着移动。在这里并不是移动两个节点,而是移动其中一个,而他的子节点将跟着移动,这容易吗,我认为很难。 <p></p><p>在这个例子中的网格的值很简单。为了建立可见的物体,我们简单的用sceneManager建立了全部的值,然后,我们把他们给予场景节点。在你的计算机上,把一个值想象成一个窗口,把sceneManager看着标题栏。你能通过点击并拖动标题栏来移动窗口。如果窗口有子窗口,点击并移动主窗口将移动子窗口。</p><p>现在你将添加这些东西到场景中,你将可能编译并运行他。没有看见任何东西吗?原因是我们没有建立灯光,因此我们的场景就是黑的。我们有两种方法解决这个问题。</p><p>添加灯光</p><p>首先,我们可以在场景中假如一些环境灯光。这将使整个场景达到一定的亮度。我们可以建立一个灯光物体并设置一个灯光场景节点,并添加这个灯光到场景世界中。</p><p>让我们来建立一个环境灯光吧,他是很容易的。<br/>在你的场景管理者中添加下面的代码:</p><p>Colourvalue&nbsp;c&nbsp;=&nbsp;Colourvalue(0.5,&nbsp;0.5,&nbsp;0.5);<br/>mSceneMgr-&gt;setAmbientLight(c);</p><p>美国读者的建议:<br/>&nbsp;<br/>&nbsp;&nbsp;&nbsp;sinbad,OGRE的创始者,是英国人,因此他的拼写方法和美国不同,比如"Colour"&nbsp;替代了"Color"&nbsp;,"Initialise"&nbsp;替代了"Initialize".&nbsp;,因此在编译时,有可能出现错误,请大家注意。</p><p>mSceneMgr&nbsp;用一个成员去设置环境灯光。主要是通过设置Colourvalue&nbsp;的值来实现的,Colourvalue&nbsp;有三个变量:red,green,blue.取值范围为0——1。在标准RGB下,0是0,1是255,因此,我在这个例子中建立了白光。我们建立Colourvalue对象,并把他添加到SceneManager的setAmbientLight&nbsp;方法中。</p><p>代码如下:</p><p>#include&nbsp;"Ogre.h"<br/>#include&nbsp;"ExampleApplication.h"</p><p>//&nbsp;First,&nbsp;we&nbsp;declare&nbsp;a&nbsp;subclass&nbsp;of&nbsp;the&nbsp;ExampleApplication&nbsp;class<br/>class&nbsp;FirstApp&nbsp;:&nbsp;public&nbsp;ExampleApplication<br/>{<br/>public:<br/>&nbsp;&nbsp;&nbsp;&nbsp;FirstApp()&nbsp;{&nbsp;}</p><p>&nbsp;&nbsp;&nbsp;&nbsp;/**&nbsp;createScene&nbsp;is&nbsp;pure&nbsp;virtual&nbsp;in&nbsp;ExampleApplication,&nbsp;so&nbsp;we&nbsp;just&nbsp;override<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;*&nbsp;&nbsp;to&nbsp;add&nbsp;what&nbsp;we&nbsp;just&nbsp;discussed.<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;*&nbsp;&nbsp;What&nbsp;this&nbsp;means&nbsp;is&nbsp;that&nbsp;we'll&nbsp;now&nbsp;can&nbsp;see&nbsp;the&nbsp;ogre&nbsp;head&nbsp;in&nbsp;the&nbsp;scene.<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**/<br/>&nbsp;&nbsp;&nbsp;&nbsp;void&nbsp;createScene(void)&nbsp;&nbsp;{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Colourvalue&nbsp;c&nbsp;=&nbsp;Colourvalue(0.5,&nbsp;0.5,&nbsp;0.5);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mSceneMgr-&gt;setAmbientLight(c);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Entity&nbsp;*e&nbsp;=&nbsp;mSceneMgr-&gt;createEntity("ogrehead",&nbsp;"ogrehead.mesh");<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SceneNode&nbsp;*node&nbsp;=&nbsp;static_cast&lt;SceneNode&nbsp;*&gt;(mSceneMgr-&gt;getRootSceneNode()-&gt;createChild());<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;node-&gt;attachObject(e);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;node-&gt;setPosition(0,0,0);<br/>&nbsp;&nbsp;&nbsp;&nbsp;}<br/>};</p><p>int&nbsp;main(int&nbsp;argc,&nbsp;char&nbsp;**argv)<br/>{<br/>&nbsp;&nbsp;&nbsp;&nbsp;FirstApp&nbsp;myApp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;Instanciate&nbsp;our&nbsp;subclass<br/>&nbsp;&nbsp;&nbsp;&nbsp;try&nbsp;{&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;This&nbsp;try-catch&nbsp;provides&nbsp;a&nbsp;nice&nbsp;way&nbsp;of&nbsp;popping&nbsp;up&nbsp;errors&nbsp;if&nbsp;they&nbsp;occur.<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;myApp.go();&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;ExampleApplication&nbsp;provides&nbsp;a&nbsp;go&nbsp;method,&nbsp;which&nbsp;starts&nbsp;the&nbsp;rendering.<br/>&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;catch&nbsp;(Ogre::Exception&amp;&nbsp;e)&nbsp;{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;MessageBox(&nbsp;NULL,&nbsp;e.getFullDescription().c_str(),&nbsp;"An&nbsp;exception&nbsp;has&nbsp;occured!",<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;MB_OK&nbsp;|&nbsp;MB_IConERROR&nbsp;|&nbsp;MB_TASKMODAL);<br/>&nbsp;&nbsp;&nbsp;&nbsp;}<br/>}</p><p>编译并运行它,将产生一个OGRE的头。<br/>现在,让我们建立点光源。<br/>在createScene&nbsp;方法中,添加下面的代码:</p><p>Light&nbsp;*l&nbsp;=&nbsp;mSceneMgr-&gt;createLight("aLight"); //&nbsp;Create&nbsp;a&nbsp;light&nbsp;and&nbsp;give&nbsp;it&nbsp;a&nbsp;name<br/>SceneNode&nbsp;*lightNode&nbsp;=&nbsp;static_cast&lt;SceneNode&nbsp;*&gt;(mSceneMgr-&gt;getRootSceneNode()-&gt;createChild());<br/>lightNode-&gt;attachObject(l);<br/>//&nbsp;We're&nbsp;going&nbsp;to&nbsp;create&nbsp;the&nbsp;light&nbsp;at&nbsp;the&nbsp;camera's&nbsp;position.<br/>lightNode-&gt;setPosition(mCamera-&gt;getPosition()); </p><p>就如你所见到的,我们先建立了一个光,和一个用于光的场景节点,并把光联系到节点上,并设置节点的坐标。你可能注意到我用mCamera-&gt;getPosition()&nbsp;设置坐标。ExampleApplication为我们提供了另一个定义指针,在这里我们用于设置摄象机。你将在复杂的程序中发现他很有用,但在这里,我们只是用他来取得摄象机的坐标,并设置灯光。</p><p>Lights&nbsp;,初始值为"point"&nbsp;光,并是白光。你可以随意更改,但在这里,我们不需要。有三中类型的光:point,&nbsp;directional,&nbsp;and&nbsp;spotlight。point光是从一个点向四周发散,directional&nbsp;光没有初始点,只是一个指向特定方向的光。spotlight有初始点和方向。</p><p>现在,我们建立了物体,光和控制他们的节点。</p>

暴米花 发表于 2006-12-11 11:31:00

9&nbsp;Frame&nbsp;Listeners <p></p><p>Frame&nbsp;Listeners&nbsp;是什么?实际上是一个允许你更新你的世界的物体。他有两种方法来实现:frameStarted&nbsp;and&nbsp;frameEnded。frameStarted调用后,帧动画开始,frameEnded调用后,动画结束。你能用这些对象和方法更新你的世界。</p><p>OGRE提供了一个基本的frame&nbsp;listener&nbsp;叫ExampleFrameListener,他允许你在世界中自由移动。对于每个动画,他都接受鼠标输入和键盘输入,并允许你改变世界。这些都是通过移动摄象机实现的。你的鼠标的移动决定了你的摄象机的位置。当你按每个键,将决定按键后的动作。Frame&nbsp;listeners&nbsp;不仅控制你的摄象机的移动,并是一个游戏循环,当游戏运行时,他将控制你的所有操作。如果你感兴趣,打开ExampleFrameListener&nbsp;(in&nbsp;ogrenew\Samples\Common\include)&nbsp;,浏览他,如果你知道一些3D数学,你将知道他是如何工作的。在这里,我们只涉及到frameStarted&nbsp;and&nbsp;frameEnded&nbsp;。</p><p>总结</p><p>这只是关于OGRE的一篇引导。去玩例程并阅读其他教程。你将获得更多的知识。希望这篇文章对你有用,如果有任何问题,请写信给我,不要客气。&nbsp;</p><p>译者注:经过两个星期六的时间,终于完成了这篇文章的翻译。对于其中6,7节,我没有翻译,主要是因为国内使用这两个工具的人很少(至少,我觉的是这样&nbsp;:)&nbsp;)如有任何问题,写信给我。antking@gmail.cn。还是那句话,希望这篇文章对你有用。</p>
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