Have you tried with new update?
You have now a AssetEvent.MESH_COMPLETE. Just keep track of all the meshes that you want to add a rigidBody to. Loop over this array or Vector.<Mesh> and apply on LoaderEvent.RESOURCE_COMPLETE.
OBJ / Box ShapeSoftware: Away3D 4.x |
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Fabrice Closier, Administrator
Posted: 06 December 2011 04:28 PM Total Posts: 1265 [ # 16 ] |
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mrpinc, Sr. Member
Posted: 06 December 2011 04:41 PM Total Posts: 119 [ # 17 ] I did try with the new code, and the code certainly helps by not reentering the meshes but what I am trying to achieve is to apply the physics bounding box to the loaded OBJ which might have a handful of meshes. The example I posted just previous does work assuming that there is only 1 mesh as a child of the Loader3D object. I just got a different approach to work for the loader 3D - here is the code:
Bounds.getObjectContainerBounds(loader3D);
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