I think I've figured out what I can do. I think I should be able to
store the information in Mesh.extra (which is inherited from
Object3D).

-Dave

On Mar 17, 12:20 pm, Dave <[email protected]> wrote:
> I've got an architectural quandary, and I hope you folks can help me
> out.
>
> I have several Collada files that must be loaded and "merged" into one
> scene.  One main file is a character skeleton, and then there are 'n'
> additional files that must be loaded and attached to the appropriate
> place in the skeleton hierarchy.
>
> If I use ResourceManager.instance.getResource(), my ColladaParser
> (heavily modified from the Away3D distributed version) will hand me
> back a Mesh, which will have a Geometry node and SubGeometry attached
> (if there is geometry in the collada file).
>
> I would like to write the "connecting together" code outside of
> ColladaParser - I would like to write it at the same level as the
> getResource() calls.  However, that connection code will require
> information/names of nodes/etc from the collada file that cannot be
> represented in a Mesh or other connected objects handed back from
> getResource().  In other words, I lose context.
>
> Is there any way for me to hand back that context in the Mesh node, or
> attached to the mesh node? Is there already a system in place for me
> to handle this?
>
> I took a look at the ResourceDependency system, and that is a file
> name based dependency, which this isn't. This is joint names,
> essentially.
>
> Any thoughts from the group on how to accomplish this without
> significantly hacking the Away3D architecture?
>
> -Dave

Reply via email to