Hierarchic list of important runtime classes?

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ZoltanMatey
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Hierarchic list of important runtime classes?

Post by ZoltanMatey » Sun Feb 18, 2018 5:59 pm

where i could see for instance what i need to get access to such as variables or object types
also functions

for instance i would like to run render every frame from a main cycle
then i would like to have some functions i write for physics and game mechanics

then call render on objects perhaps the triangles of wich are manipulated
for additional animation

so i would need the names of important functions and variables and objects for a bunch of those related to the listed tasks
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frostbyte
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Re: Hierarchic list of important runtime classes?

Post by frostbyte » Mon Feb 19, 2018 11:32 am

you should have a more specific question or search the forum- one might as well write a book answering this
if you just want names to focus on then
sceneNode - is what you move along the worlds x,y,z axis, with control for position,orientation,scale, visibility etc...
mesh/submesh contains mesh data with material and skeleton links( skeleton contain bone hierarchy and animations )
entity/subEntity/manualObject - instance the mesh data and other stuff- you'll need to create and attach this to a sceneNode in order for the object to show

manipulating mesh data is a bit cumbersome with ogre....
example( how to get data: ) http://wiki.ogre3d.org/RetrieveVertexData
example( manipulate triangles ) https://github.com/fish199902/Flow/blob ... ftBody.cpp( check updateOgreMesh() function...)
Last edited by frostbyte on Mon Feb 19, 2018 3:12 pm, edited 4 times in total.
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paroj
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Re: Hierarchic list of important runtime classes?

Post by paroj » Mon Feb 19, 2018 12:16 pm

for an high-level overview, see this:
https://ogrecave.github.io/ogre/api/1.1 ... jects.html

for the in-depth view, see this:
https://ogrecave.github.io/ogre/api/1.1 ... 1a32242c77
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frostbyte
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Re: Hierarchic list of important runtime classes?

Post by frostbyte » Mon Feb 19, 2018 3:11 pm

paroj is right, ogre is not easily hackable, you better read some docs and tutorials before jumping in...
in case you're using 1.10 i recommend also checking the sampleBrowser projects( ignore all the fuss with the menus )
and the unitTests code( which contain more constrained samples )

for manipulating mesh data
focus on this: https://ogrecave.github.io/ogre/api/1.1 ... ex-Buffers
you can find code examples for manipulating mesh data in the meshMagic project http://wiki.ogre3d.org/MeshMagick
also check out the btOgre/ogreBullet projects which does exactly what you want using bullet lib( btSoftBody works on ogre vertex data )
0 x
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos

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