the event returns you the resource.( e.resource)
You can loop over children and test if Mesh, and clone as you please.

Fabrice

On May 2, 2011, at 2:09 AM, seacloud9 wrote:

> 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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