Hi Dave - looks like you and I are taking the same track trying to get
more control in Broomstick. Would you mind expanding a bit on your
approach to using Mesh.extra to solve the problem you describe in the
initial post?

On Mar 17, 2:46 pm, Dave <[email protected]> wrote:
> 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 characterskeleton, and then there are 'n'
> > additional files that must be loaded and attached to the appropriate
> > place in theskeletonhierarchy.
>
> > 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

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