I'm not sure what you are thinking about when you say "Resource", but
to the Away3D loading system a resource is a file and it's
dependencies, i.e. a logical source of data that can be parsed into
assets. I'm not sure how such a resource could be more interesting
than the contained assets, but please explain your use case to help me
understand.

If you simply want to group all the assets in a file together, and
separate them from another group of assets (from another file), the
best way would probably to write some app-specific code to do that
separation i.e. a class called "AssetGroup" which contains a list of
names of those assets (or references to the actual asset objects) that
were found in a particular load operation. As you have already
mentioned, you can separate events by loading operation using the
AssetLoaderToken returned by all load() and parseData() methods.

I imagine that when you need to do such a thing, it's usually due to
some more fundamental app-level logic anyway (e.g. the "asset groups"
are really game characters) and in that case you probably already have
a class for that grouping (e.g. MyGameCharacter) in which it makes
sense to put your character assets.


Cheers
/R


On May 16, 8:32 pm, Ross Smith <[email protected]> wrote:
> @Richard, that makes sense.  The nested nature of the assets eluded me when
> I first wrote this question.
>
> The jist of my question revolves around the difference between retrieving
> and instancing an asset vs. a resource.  AssetLoader dispatches a
> RESOURCE_COMPLETE event when a stack of dependent assets pertaining to a
> single, initial load request has finished.  I don't see a facility in here
> (other than the namespace) to index that top-level resource for later
> retrieval and duplication.  For my client application, it's more useful to
> have handles to those top-level requests than to their more granular
> dependencies, which is what threw me with the "name" property at the start.
>
> If I could retrieve that top-level resource request and the tree of
> dependent assets it loaded, I could easily clone it and drop it into my
> scene.  Alternately if I can retrieve all the assets in a given namespace I
> could write the code to do that myself (which I've been trying to do, to
> some success).  And if it's my job to write that to the specific logic of my
> application, that's a fine answer and I'll take it.  Either way, thanks for
> the patience :)
>
>
>
>
>
>
>
>
>
> On Mon, May 16, 2011 at 2:16 PM, richardolsson <[email protected]> wrote:
> > @Ross:
>
> > It is unfortunately absolutely impossible to create a general-purpose
> > way to define a name before loading a resource. Most file formats can
> > contain more than one asset (at the very latest, a resource usually
> > consists of at least a single mesh, one material and one bitmap.)
> > Which of these assets would get the name? As you can imagine, there is
> > no way for us to dictate such a thing, so you need to take care of
> > that yourself, because you are the only one who knows what you're
> > loading.
>
> > The easiest way, like Choons is suggesting, is to listen for
> > ASSET_COMPLETE and pick a name that you like in that event.
>
> > Cheers
> > /R
>
> > On May 16, 7:11 pm, Ross Smith <[email protected]> wrote:
> > > Hello,
>
> > > I've been surfing through the AssetLibrary, AssetLoader,
> > AssetLoaderToken,
> > > etc files and looking for where the name of a loaded asset is set.  I'm
> > > trying to help myself before I take a question to the list, and this one
> > has
> > > me stumped.  I can't find a way to associate a name to an asset at the
> > time
> > > that I pass a URLRequest into AssetLibrary.load().  Ideally I'd like to
> > name
> > > the asset so I can inspect its load state.
>
> > > At the moment I'm writing my own asset management class to interface with
> > > AssetLibrary to obtain this functionality via an associative array of
> > > AssetLoaderTokens.  I'd rather do it the library's way than my own, if
> > the
> > > library does or will support this :)
>
> > > Thanks again for all the work done on Broomstick!
>
> > > --
> > > Ross Smith
> > > [email protected]
>
> --
> Ross Smith
> [email protected]

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