adding e:MouseEvent3D = null would allow to envoke directly the function, and 
you could add a if e != null
but since you envoke it to get the target, It doesn't make much sens to envoke 
it no?

you might probably be better off by making a dedicated function in the case you 
know the object...
I imagine you want go to C (some mesh edits) and sometimes you have a A case 
(the mesh in scene), B (somemesh you store else where)

So instead to push all functionality regarding a mesh into one function
make a A(the mouseEvent3D target) and B(some mesh you know of) functions, both 
passing the mesh to a C function. 
C doesn't care where it comes from as long as its a mesh...

dunno if this what you ment... dunno if fake enough for your case :))

Fabrice

On Dec 16, 2010, at 4:34 PM, Darcey Lloyd wrote:

> Not quite an Away3D question but is in relation to MouseEvent3D, I am 
> wondering about the following:
> 
> 
> If I have a function which takes MouseEvent3D like so:
> 
> public static function DoSomething(e:MouseEvent3D):void
> {
> var target:* = e.target;
> }
> 
> What would be the best way to fire this function not via a MouseEvent3D 
> listener? EG:
> 
> var myMouseEvent3D:MouseEvent3D = new MouseEvent3D();
> myMouseEvent3D.target = somePrimitive;
> DoSomething(myMouseEvent3D);
> 
> 
> Error target is read only.
> 
> Any ideas?
> 
> 

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