Matt, what does your clone operation need to accomplish? I noticed this function missing as well from ObjectContainer3D.
I got around it (and some other issues) by writing asset management classes to walk a target "asset bundle", clone each of its mesh children, and perform an update method on each mesh's textures for lighting, etc. The code could be adapted to walk an ObjectContainer3D instead of my custom asset bundle object. I will send the code to this list if you want to check it out. The code as-is only clones meshes. It does not recursively clone child non-mesh ObjectContainer3Ds. I don't know what your app needs in this sense. Best, Ross On Wed, Jun 22, 2011 at 11:35 AM, Matt Przybylski <m...@reintroducing.com>wrote: > anyone? :( > > really need this for a project i'm working on right now, would > appreciate if a core developer can take a look at this asap. > > Matt > > On Jun 21, 9:17 pm, Matt Przybylski <m...@reintroducing.com> wrote: > > Hey guys, > > I'm trying to clone an ObjectContainer3D in Broomstick and I noticed > > that method is not implemented yet. It's in Object3D but you can't > > use it with ObjectContainer3D. A quick scan of the code reveals this > > comment in Object3D's clone() method: > > > > // todo: implement for all subtypes > > > > Any idea when this will be implemented for ObjectContainer3D? I tried > > to write a clone method for ObjectContainer3D but was unsuccessful in > > getting it to work. > > > > Conversely, if anyone has run into this issue already and has a > > clone() method they used with ObjectContainer3D, please do post it if > > you could. It would be greatly appreciated. > > > > Thanks, > > Matt > -- Ross Smith evolution...@gmail.com