so just do this:

targetObject.dispatchEvent(new MouseEvent(MouseEvent.CLICK));

it's gonna catch it as if the user clicked on it ;)

Z.

On Thu, Dec 16, 2010 at 4:56 PM, Fabrice3D <[email protected]> wrote:

> 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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