Rob,
Can you please let me know when you get cloning working?  Thanks.

Matt

On Jun 28, 8:34 am, Rob Bateman <rob.bate...@gmail.com> wrote:
> Hey Ross
>
> Cloning is an issue that we are addressing right now as it happens. expect
> so see some updates relating to these issues in the broomstick source soon
>
> cheers
>
> Rob
>
> On Wed, Jun 22, 2011 at 9:34 PM, Ross Smith <evolution...@gmail.com> wrote:
> > @Matt, I guess I didn't really answer anything - sorry.  :)  I haven't
> > tried cloning meshes after they've been added to a containing mesh - or I
> > did when I was working this code out and I've since forgotten.  It may be
> > that the Mesh is attempting to merge the added mesh into its own geometry as
> > a sub-geometry, which is why you aren't able to access it in a manner
> > similar to how you added it.
>
> > Glad I was able to help.  Yeah, my own solution is very far from ideal - I
> > wrote it in "get it done" mode.
>
> > On Wed, Jun 22, 2011 at 4:23 PM, Ross Smith <evolution...@gmail.com>wrote:
>
> >> @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
>
> > --
> > Ross Smith
> > evolution...@gmail.com
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> rob.bate...@gmail.comwww.infiniteturtles.co.ukwww.away3d.com

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