I have added an example class for awd1. It will change soon as awd2 is 
progressing nicely.

But you should unless necessary, asign the resource only when the complete 
event has fired.

Fabrice

On May 2, 2011, at 0:59, seacloud9 <[email protected]> wrote:

> It looks like in older versions of Away3D the loader3d had a handle
> property where the mesh data was stored it now looks like the Away3D
> AssetLoader class has a handle property that works similar.  So is it
> required to use this class instead of the resource manager?
> 
> Is their an easy way to retrieve the Mesh data with
> ResourceManager.instance.getResource(url, false, AWD1Parser )  ?
> 
> 
> On May 1, 1:54 pm, seacloud9 <[email protected]> wrote:
>> Couple of questions it looks like after the object has been added to
>> the scene the ObjectContainer3D has a protected item
>> fish.implicitPartition._updatedEntityList.mesh this item contains the
>> mesh although it is protected.
>> When I clone the fish it will return an Object3D and that can be cast
>> to an ObjectContainer3D but when I add it to the scene it complains
>> because it is null?  I do see that most of the parsers parse out the
>> data and then place the item in an ObjectContainer3D the exception to
>> this case so far being the md5mesh that will return a mesh.
>> 
>> 1.What is the easiest way to clone the ObjectContainer3D?
>> 2. Is their an easy way to retrieve a Mesh from an ObjectContainer3D?
>> 
>> I have been looking at the different methods and any input on this
>> would be greatly appreciated.
>> 
>> fishArr[i] = ObjectContainer3D();
>> for(var j:uint = 0; j<fish.numChildren; j++)
>> {
>>         fishArr[i].addChild(fish.getChildAt(j).clone() as
>> ObjectContainer3D);
>> 
>> }
>> 
>> On Apr 27, 4:14 am, Fabrice3D <[email protected]> wrote:
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>>> yes, Sven is right, tho, to make it clearer, i would first parse to 
>>> retrieve the mesh you do need,
>>> then proceed the cloning
>> 
>>> Also to make something clear, I read often remarks when people assume data 
>>> is of different nature coming from a different type of 3d formats.
>>> It is not true.
>>> Each file format holds a description of objects, the parsers deserialize 
>>> this info and "translate" it to a data structure that Away understands/can 
>>> use.
>>> Once this point is reached. Each and every bits of data is exactly the 
>>> same, that you load from obj, 3ds, ac. collada or declare a new AS3 
>>> instance.
>> 
>>> Fabrice
>> 
>>> On Apr 27, 2011, at 1:28 AM, sven wrote:
>> 
>>>> I have no experience with awd stuff, but with obj I had to clone the 
>>>> meshes - cloning the ObjectContainer didn't work for me.. So maybe try 
>>>> something like this in your loop:
>> 
>>>> fishArr[i] = ObjectContainer3D();
>>>> for(var j:uint = 0; j<fish.numChildren; j++)
>>>> {
>>>>         fishArr[i].addChild( Mesh(fish.getChildAt(j).clone()) );
>>>> }
>> 
>>>> cheers,
>>>> sven

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