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
