@Matt, I suppose the way I set up my code sidestepped the cloning of meshes
within meshes.  I have groups of OBJ files with no mesh children, and I
simply clone those.  In order to logically associate those OBJ meshes I
implemented the AssetManifest to map them to "game objects," conceptually
(so the barrel game object in the AssetManifest is made up of a barrel_rings
OBJ, barrel_top OBJ, and barrel_body OBJ).  Also, in Broomstick you can only
have 1 material per OBJ file and my game objects have multiple materials
each.  I don't know if this is true of other model file types, but it
figured largely in how I wrote these classes.

Anyway, my code is cumbersome as a result, but it does obviate the need to
clone ObjectContainer3Ds or Meshes with Mesh children.  I trust that a more
robust clone process is in Broomstick's future, and hasn't been written yet
as a matter of relative priority.

On Wed, Jun 22, 2011 at 3:30 PM, Matt Przybylski <m...@reintroducing.com>wrote:

> Sorry, don't mean to spam the list, but even odder, this works if you
> replace the newChair line:
>
> var newChair:Mesh = Mesh(tempContainer.getChildAt(0).clone());
>
> It just doesn't work when you try to clone containers as opposed to
> the Meshes that live inside those containers by themselves.  Very,
> very odd.
>
> On Jun 22, 2:27 pm, Matt Przybylski <m...@reintroducing.com> wrote:
> > Actually, look at this, as it doesn't work either:
> >
> > var tempContainer:Mesh = new Mesh();
> > tempContainer.addChild(AssetLibrary.getAsset(Constants.CHAIR) as
> > Mesh);
> > var newChair:Mesh = Mesh(tempContainer.clone());
> > var newContainer:ObjectContainer3D = new ObjectContainer3D();
> > newContainer.addChild(newChair);
> >
> > chairContainer.addChild(newContainer);
> >
> > So, if I access the AssetLibrary directly and pull the mesh out of
> > there, clone it, it works.  If I put it inside another Mesh (which in
> > my case is necessary because I have 3 Meshes that go into the
> > container and then the container is to be cloned), clone that Mesh, it
> > no longer works.  Very odd...
> >
> > Matt
> >
> > On Jun 22, 2:22 pm, Matt Przybylski <m...@reintroducing.com> wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Ross,
> > > I simplified your code to apply to my app and got this to work:
> >
> > > var original:Object = AssetLibrary.getAsset(Constants.CHAIR);
> > > var newChair:Mesh = Mesh(original.clone());
> > > var newContainer:ObjectContainer3D = new ObjectContainer3D();
> > > newContainer.addChild(newChair);
> >
> > > This was great, however, when I substitute the Mesh that has 3 other
> > > meshes for original it no longer works:
> >
> > > chairSingleContainer = new Mesh();
> > > chairSingleContainer.addChildren(chairCover.mesh, chairTie.mesh);
> >
> > > var original:Object = chairSingleContainer;
> > > var newChair:Mesh = Mesh(original.clone());
> > > var newContainer:ObjectContainer3D = new ObjectContainer3D();
> > > newContainer.addChild(newChair);
> >
> > > The reason why the addChildren call has chairCover.mesh and
> > > chairTie.mesh is because I've got another class that handles loading/
> > > parsing of the assets and puts them in there and it's then accessed by
> > > calling instance.mesh (which normally works, it displays fine on
> > > screen).
> >
> > > So the conclusion here is that it seems you can only clone a single
> > > Mesh not a container with other Meshes inside of it.  Is this true for
> > > your experience as well?
> >
> > > Matt
> >
> > > On Jun 22, 1:59 pm, Matt Przybylski <m...@reintroducing.com> wrote:
> >
> > > > Great, thanks a ton Ross.  I'll take a look at the code now.
> >
> > > > Matt
> >
> > > > On Jun 22, 1:40 pm, Ross Smith <evolution...@gmail.com> wrote:
> >
> > > > > I gotcha.  You may find my AssetFactory more useful than I thought.
>  It
> > > > > wasn't meant to be library code so it has some hard-coded stuff
> pertaining
> > > > > to OBJ parsing in it, but that's a simple fix.  Check it out.
> >
> > > > >http://www.evolutioneer.com/away3d/AssetFactory_OBJ.zip
> >
> > > > > HTH,
> > > > > Ross
> >
> > > > > On Wed, Jun 22, 2011 at 2:25 PM, Matt Przybylski <
> m...@reintroducing.com>wrote:
> >
> > > > > > Ross,
> > > > > > That would be very helpful if you could send it along.  I
> switched my
> > > > > > OC3Ds to Meshes actually because I saw the Mesh class had a clone
> > > > > > method but was still unable to get it to work properly.  I'd
> really be
> > > > > > interested in looking at your code if at all possible.
> >
> > > > > > What I'm doing is loading 3 3ds files, parsing the models and
> sticking
> > > > > > them into a mesh container, then trying to clone that mesh
> container
> > > > > > into four other meshes.  I also need to retain mouse events if
> > > > > > possible but if not I suppose I can re-assign those to the
> children
> > > > > > meshes after the cloning takes place.
> >
> > > > > > Matt
> >
> > > > > > On Jun 22, 10:47 am, Ross Smith <evolution...@gmail.com> wrote:
> > > > > > > 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
> >
> > > > > --
> > > > > Ross Smith
> > > > > evolution...@gmail.com
>



-- 
Ross Smith
evolution...@gmail.com

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