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
