Thank you I have seen that example https://github.com/away3d/away3d-examples-broomstick/raw/master/src/LoaderAWD1Test.as and I used the code to base much of what I have create off of.
I am trying to clone the ObjectContainer3D within -> function onResourceRetrieved(e : ResourceEvent) 1.Is their an easy way to retrieve the Mesh data with ResourceManager.instance.getResource(url, false, AWD1Parser ) when the object has been retrieved? 2.What is the easiest way to clone the ObjectContainer3D? 3.Is their an easy way to retrieve a Mesh from an ObjectContainer3D? 4.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? I have noticed lots of changes in Broomstick and it is awesome so excellent work. On May 1, 6:33 pm, Fabrice3D <[email protected]> wrote: > 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
