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

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