I am not familiar with these classes, but I believe most of them (Controller, ControllerManager, etc.) have been excluded from Mogre for some reason... Probably because it uses templates.
Ok, so how to implement such functionality? I'd like to animate the rotation of the object with wave-like function (sin/cos). Do I have to do
entity.rotate(Vector3.X_UNIT, this->calculateRotation(evt.timeSinceLastFrame)); ???
First. If your goal is simply to move an object around. You dont need Controllers AT ALL. Simply recompute you sin/cos at each time step in your frame listener (FrameStarted/Ended) and move the object around.
If you REALLY want to use the controller thing, there is something you can do about it, without even touching the Mogre source. Create yourself a Managed C++ project and you will be able to access the Ogre C++ AND your C# project.
For an example on how this works, look at the PLSM2Helper project in the Mogre SVN. It has nothing to do with what you are doing, but it is a neat example on how to make this kind of thing work.
Thanks a lot for your reply.