Cloning is (currently at least) completely unrelated to the library. Do it the same way you always have. Get the asset you want to clone (e.g. through the library getAsset() method, or any other way) and invoke that object's clone method. If something is not working, let us know.
/R On May 10, 4:28 am, seacloud9 <[email protected]> wrote: > Questions: > 1)What is the easiest way to clone an Object3D properly. > 2) Is their a new way to do this task with the Asset Library? > It also looks like this guys is having the same > issue.http://groups.google.com/group/away3d-dev/browse_thread/thread/b1bbc2... > > I could always hack the library to make it do what I need it to do but > I would prefer a clean and recommended solution for the best possible > outcome. Thank you again! You guys are really doing an excellent job > on the library so I think you can understand my enthusiasm. -Thanks > > On May 8, 10:44 pm, seacloud9 <[email protected]> wrote: > > > > > I noticed the new changes to implement the Asset Loader and Loader3D > > class here > > ->http://groups.google.com/group/away3d-dev/browse_thread/thread/7ae67b... > > > I have downloaded the latest code and now I have the code able to > > place an AWD file in the scene. I noticed that on the loader3D > > "handle" is not an option. The AWD once parsed becomes and > > ObjectContainer3D. > > > I guess I am still having some confusion when it comes to Cloning. > > > Questions: > > 1)What is the easiest way to clone an Object3D properly. > > 2) Is their a new way to do this task with the Asset Library? > > > It also looks like this guys is having the same > > issue.http://groups.google.com/group/away3d-dev/browse_thread/thread/b1bbc2... > > > Side Note: > > I noticed that the loader3D class automagically loads the model into > > the AssetLibrary awesome work and I like the new feature to embed a > > file and the ability to embed just the parsers you need. Awesome > > looks like you guys are really making leaps and bounds on a daily > > basis so thanks for all your hard work. > > > Thanks in advance for all the help and advice. > > > On May 2, 6:45 am, seacloud9 <[email protected]> wrote: > > > > Thanks @richardolsson looking forward to seeing the documentation. > > > > On May 2, 4:40 am, richardolsson <[email protected]> wrote: > > > > > @Seacloud9: > > > > Be advised that there will be a major refactor to the loading code > > > > pushed to github later today or tomorrow. It completely removes the > > > > ResourceManager, so you will need to take a look at the new ways of > > > > loading. I will publish a document detailing this when I push, but in > > > > the meantime you can check my fork at github.com/richardolsson if you > > > > want to se what's going on. > > > > > Cheers > > > > /R > > > > > On May 2, 2:09 am,seacloud9<[email protected]> wrote: > > > > > > Thank you I have seen that > > > > > examplehttps://github.com/away3d/away3d-examples-broomstick/raw/master/src/L... > > > > > 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
