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