//--------------------------------------------------------------------
	Ptr<CharacterNode> Nebula3Writer::writeCharacterData( const NodeData& instanceNodeData,CharacterData& characterData )
	{
		if( !this->mGeometryDatas.Contains(characterData.geometryUniqueId) ||
			!this->mSkinDatas.Contains(characterData.skinUniqueId) )
		{
			n_error("CharacterData Not have geometryData or SkinData!\n");
		}

		GeometryData& geometryData = this->mGeometryDatas[characterData.geometryUniqueId];
		SkinData& skinData = this->mSkinDatas[characterData.skinUniqueId];
		/// 设置骨架基本信息		
		characterData.RootTransform = instanceNodeData.bind_matrix;
		characterData.characterName = instanceNodeData.nodeName;

		/// 建立骨骼
		this->buildSkeleton(characterData,skinData);
		this->buildSkinWeights(characterData,skinData,geometryData);		
		
		/// 建立骨骼节点
		Ptr<CharacterNode> characterNode = CharacterNode::Create();
		characterNode->SetName(characterData.characterName);

		/// 为骨骼节点添加骨骼
		Util::Array<IndexT> boneIndices;
		const JointMaps& characterJoints = characterData.characterJoints;
		const Util::Array<COLLADAFW::UniqueId>& jointKeys = characterJoints.KeysAsArray();
		for (int i=0;i<jointKeys.Size();i++)
		{
			const COLLADAFW::UniqueId& jointId = jointKeys[i];
			characterNode->AddJoint( jointId,characterJoints[jointId] );
			//if( characterData.inverseMatrixs.Contains(jointId))
			boneIndices.Append( characterJoints[jointId].GetJointIndex());
		}///end for

		/// 为骨骼节点添加蒙皮信息
		Ptr<TransformNode> transformNode = this->writeSkinGeometryData(instanceNodeData,skinData,geometryData);
		Util::Array<Ptr<ModelNode>> shapeNodes = transformNode->GetChildren();
		for (int i=0;i< shapeNodes.Size();i++)
		{
			const Ptr<CharacterSkinNode>& skinNode = shapeNodes[i].downcast<CharacterSkinNode>();
			IndexT groupIndex = skinNode->GetPrimitiveGroupIndex();
			skinNode->AddFragment(groupIndex,boneIndices);					
		}///end for

		Util::String animResId = this->writeAnimationData(characterData,characterJoints);
		characterNode->SetAnimationResourceId(animResId);
		characterNode->AddChild(transformNode.upcast<ModelNode>());
		characterNode->AddSkin(transformNode->GetName().AsString());	

		//Math::vector outTranslate;Math::quaternion outRotate;Math::vector outScale;		
		//Math::matrix44 matTemp = characterData.RootTransform;
		//matTemp.decompose(outScale,outRotate,outTranslate);	
		//characterNode->SetPosition(outTranslate);
		//characterNode->SetRotation(outRotate);
		//characterNode->SetScale(outScale);
		return characterNode;
	}
	//--------------------------------------------------------------------
	Ptr<TransformNode> Nebula3Writer::writeSkinGeometryData( const NodeData& instanceNodeData,const SkinData& skinData,GeometryData& geometryData )
	{
		Ptr<TransformNode> transformNode = TransformNode::Create();
		MeshBuilder meshBuilder;
		Util::String meshFilename ="msh:" + geometryData.mGeometryName;meshFilename.Append(".nvx2");
		for (int groupIndex=0;groupIndex<geometryData.mMeshDatas.Size();groupIndex++)
		{
			/// 设置基本信息
			GeometryData::MeshData& meshData = geometryData.mMeshDatas[groupIndex];
			Ptr<CharacterSkinNode> shapeNode = CharacterSkinNode::Create();
			Util::String shapeName(geometryData.mGeometryName);
			shapeName.Append("_s_");
			shapeName.AppendInt(groupIndex);
			shapeNode->SetName(shapeName);
			shapeNode->SetPrimitiveGroupIndex(groupIndex);
			shapeNode->SetMeshResourceId(meshFilename);	
			this->writeMaterialData(instanceNodeData,geometryData,groupIndex,shapeNode.upcast<ModelNode>());

			for (int j=0;j< meshData.positionIndices.Size();j+=3 )
			{
				MeshBuilderVertex vertex01,vertex02,vertex03;
				vertex01.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j]]);
				vertex02.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+1]]);
				vertex03.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+2]]);

				if( !meshData.normalIndices.IsEmpty())
				{
					vertex01.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j]]);
					vertex02.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+1]]);
					vertex03.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+2]]);
				}
				if( !meshData.mDiffMapUVs.IsEmpty())
				{
					vertex01.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j]]);
					vertex02.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+1]]);
					vertex03.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+2]]);
				}

				if( !geometryData.mJointIndices.IsEmpty())
				{
					vertex01.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j]]);
					vertex01.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j]]);
					vertex02.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+1]]);
					vertex02.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+1]]);
					vertex03.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+2]]);
					vertex03.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+2]]);
				}				

				meshBuilder.AddVertex(vertex01);
				size_t indices01 = meshBuilder.GetNumVertices() -1;
				meshBuilder.AddVertex(vertex02);
				size_t indices02 = meshBuilder.GetNumVertices() -1;
				meshBuilder.AddVertex(vertex03);
				size_t indices03 = meshBuilder.GetNumVertices() -1;

				MeshBuilderTriangle triangle;
				triangle.SetGroupId(groupIndex);
				triangle.SetVertexIndices(indices01,indices02,indices03);
				meshBuilder.AddTriangle(triangle);				
			}///end for	
			transformNode->AddChild(shapeNode.upcast<ModelNode>());
		}///end for

		/// 保存模型文件		
		if( !MeshBuilderSaver::SaveNvx2(meshFilename,meshBuilder,Platform::Win32) )
		{
			n_error("Save [%s] Failed!\n",meshFilename);
		}///end if	

		Math::bbox boundingbox = meshBuilder.ComputeBoundingBox();
		transformNode->SetName(geometryData.mGeometryName);
		transformNode->SetBoundingBox(boundingbox);
		Util::Array<Ptr<ModelNode>> shapeNodes = transformNode->GetChildren();
		for (int i=0;i<shapeNodes.Size();i++)
		{
			shapeNodes[i]->SetBoundingBox(boundingbox);
		}///end for

		/// 设置位置信息
		//Math::vector outTranslate;Math::quaternion outRotate;Math::vector outScale;		
		//Math::matrix44 matTemp = this->getGeometryMatrix(instanceNodeData.nodeUniqueId);
		//matTemp.decompose(outScale,outRotate,outTranslate);	
		//transformNode->SetPosition(outTranslate);
		//transformNode->SetRotation(outRotate);
		//transformNode->SetScale(outScale);	
		return transformNode;
	}