[Sandy] [sandy commit] r971 - Adds a removeChild() method to Node.

Russell Weir damonsbane at gmail.com
Fri Mar 13 04:52:57 PST 2009


Right now, I've only created a KeyFramedTransformGroup, since the md3 format
can have multiple meshes per file, so that contains the MD3 primitive. The
KeyFramedTransformGroup is implementing the frame getter/setter, like MD2.

I'm still trying to figure out the best way to do this, but yeah, it would
be nice if it's a Shape3D... AnimatedShape3D, since each
KeyFramedTransformGroup needs to be attach()ed on tags, so a simple
addChild() doesn't leave room for what tag name you want to connect to. I'm
thinking away from Quake models here in the fact that you could have a
right_hand and left_hand tag.

R


On Fri, Mar 13, 2009 at 5:34 AM, Thomas Pfeiffer <kiroukou at gmail.com> wrote:

> And fairly easy to implement...
>
> 2009/3/13 Makc <makc.the.great at gmail.com>
>
> > On Fri, Mar 13, 2009 at 2:05 PM, Russell Weir <damonsbane at gmail.com>
> > wrote:
> > > Allows for
> > > if(obj.hasParent())
> > >  obj.parent.removeChild(obj).destroy();
> > >
> > > Which I was in need of for the MD3/animation classes. Use in this
> manner
> > > will always ensure the exception is not thrown, except for cases where
> > > there's an internal error in Sandy.
> >
> > I assume you are creating transform groups for tags and add/remove
> > nodes from there? This is a bit inconvenient to have transform groups
> > instead of adding children to Shape3Ds directly, imho, maybe this
> > could be changed for 3.2?
> >
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