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
