bool Exporter::makeSkin(NiTriBasedGeomRef shape, INode *node, FaceGroup &grp, TimeValue t) { if (!mExportSkin) return false; if (grp.verts.empty()) return false; //get the skin modifier Modifier *mod = GetSkin(node); if (!mod) return false; ISkin *skin = (ISkin *) mod->GetInterface(I_SKIN); if (!skin) return false; ISkinContextData *skinData = skin->GetContextInterface(node); if (!skinData) return false; if (grp.strips.empty()) strippify(grp); // Create new call back to finish export SkinInstance* si = new SkinInstance(this); mPostExportCallbacks.push_back(si); skin->GetSkinInitTM(node, si->bone_init_tm, false); skin->GetSkinInitTM(node, si->node_init_tm, true); si->shape = shape; // Get bone references (may not actually exist in proper structure at this time) int totalBones = skin->GetNumBones(); si->boneWeights.resize(totalBones); si->boneList.resize(totalBones); for (int i=0; i<totalBones; ++i) { si->boneList[i] = getNode(skin->GetBone(i)); } vector<int>& vidx = grp.vidx; int nv = vidx.size(); for (int i=0; i<nv; ++i) { int vi = vidx[i]; int nbones = skinData->GetNumAssignedBones(vi); for (int j=0; j<nbones; ++j) { SkinWeight sw; sw.index = i; sw.weight = skinData->GetBoneWeight(vi,j); int boneIndex = skinData->GetAssignedBone(vi,j); SkinInstance::SkinWeightList& weights = si->boneWeights[boneIndex]; weights.push_back(sw); } } // remove unused bones vector<NiNodeRef>::iterator bitr = si->boneList.begin(); SkinInstance::BoneWeightList::iterator switr = si->boneWeights.begin(); for (int i=0; i<totalBones; ++i) { vector<SkinWeight> &weights = (*switr); if (weights.empty()) { bitr = si->boneList.erase(bitr); switr = si->boneWeights.erase(switr); } else { ++bitr, ++switr; } } // Check for dismemberment if (IsFallout3() || IsSkyrim()) { Modifier *dismemberSkinMod = GetBSDismemberSkin(node); if (dismemberSkinMod) { if (IBSDismemberSkinModifier *disSkin = (IBSDismemberSkinModifier *) dismemberSkinMod->GetInterface(I_BSDISMEMBERSKINMODIFIER)){ Tab<IBSDismemberSkinModifierData*> modData = disSkin->GetModifierData(); if (modData.Count() >= 1) { IBSDismemberSkinModifierData* bsdsmd = modData[0]; si->SkinInstConstructor = BSDismemberSkinInstance::Create; Tab<BSDSPartitionData> &flags = bsdsmd->GetPartitionFlags(); GenericNamedSelSetList &fselSet = bsdsmd->GetFaceSelList(); FaceMap fmap; NiTriBasedGeomDataRef data = DynamicCast<NiTriBasedGeomData>(shape->GetData()); vector<Triangle> tris = data->GetTriangles(); for (int i=0; i<tris.size(); ++i) { Triangle tri = tris[i]; fmap[ rotate(tri) ] = i; } // Build up list of partitions and face to partition map si->partitions.resize(flags.Count()); si->facePartList.resize( grp.faces.size(), -1 ); for (int i=0; i<flags.Count(); ++i) { BodyPartList& bp = si->partitions[i]; bp.bodyPart = (BSDismemberBodyPartType)flags[i].bodyPart; bp.partFlag = (BSPartFlag)(flags[i].partFlag | PF_START_NET_BONESET); BitArray& fSelect = fselSet[i]; for (int j=0; j<fSelect.GetSize(); ++j){ if ( fSelect[j] ) { Triangle tri = grp.faces[grp.fidx[j]]; FaceMap::iterator fitr = fmap.find( rotate(tri) ); if (fitr != fmap.end()) si->facePartList[ (*fitr).second ] = i; } } } } } } } return true; }
void SGP_MaxInterface::GetBoneGroup( Modifier *pModifier, int nModifierType, INode* pNode, Mesh* pMesh, int nVertexId, BoneGroup& boneGroup ) { if( !pMesh ) { assert( false ); return; } if( nVertexId >= pMesh->numVerts ) { assert( false ); return; } // static mesh if( nModifierType == MODIFIER_NONE ) { INode* pParent = pNode->GetParentNode(); if( pParent && ( IsBone( pParent ) || IsBipedBone( pParent ) ) ) { Influence infl; infl.fWeight = 1.0f; strcpy( infl.szBoneName, pParent->GetName() ); boneGroup.AddInfluence( infl ); } } // check for physique modifier else if( nModifierType == MODIFIER_PHYSIQUE ) { assert( pModifier && "get bone group error, modifier is null" ); // create a physique export interface IPhysiqueExport *pPhysiqueExport = (IPhysiqueExport *)pModifier->GetInterface(I_PHYINTERFACE); if(pPhysiqueExport == NULL) { return; } // create a context export interface IPhyContextExport *pContextExport = (IPhyContextExport *)pPhysiqueExport->GetContextInterface(pNode); if(pContextExport == NULL) { pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); return; } // set the flags in the context export interface pContextExport->ConvertToRigid(TRUE); pContextExport->AllowBlending(TRUE); // get the vertex export interface IPhyVertexExport *pVertexExport = (IPhyVertexExport *)pContextExport->GetVertexInterface(nVertexId); if(pVertexExport == NULL) { pPhysiqueExport->ReleaseContextInterface(pContextExport); pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); return; } // get the vertex type int vertexType = pVertexExport->GetVertexType(); // handle the specific vertex type if(vertexType == RIGID_TYPE) { // typecast to rigid vertex IPhyRigidVertex *pTypeVertex = (IPhyRigidVertex *)pVertexExport; Influence infl; if( pTypeVertex->GetNode() ) { strcpy( infl.szBoneName, pTypeVertex->GetNode()->GetName() ); infl.fWeight = 1.0f; boneGroup.AddInfluence( infl ); } else return; } else if(vertexType == RIGID_BLENDED_TYPE) { // typecast to blended vertex IPhyBlendedRigidVertex *pTypeVertex = (IPhyBlendedRigidVertex *)pVertexExport; // loop through all influencing bones Influence infl; for(int nodeId = 0; nodeId < pTypeVertex->GetNumberNodes(); nodeId++) { strcpy( infl.szBoneName, pTypeVertex->GetNode( nodeId )->GetName() ); infl.fWeight = pTypeVertex->GetWeight( nodeId ); boneGroup.AddInfluence( infl ); } } // release all interfaces pPhysiqueExport->ReleaseContextInterface(pContextExport); pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); } else if( nModifierType == MODIFIER_SKIN) { assert( pModifier && "get bone group error, modifier is null" ); // create a skin interface ISkin *pSkin = (ISkin*)pModifier->GetInterface(I_SKIN); if(pSkin == 0) { return; } // create a skin context data interface ISkinContextData *pSkinContextData; pSkinContextData = (ISkinContextData *)pSkin->GetContextInterface(pNode); if(pSkinContextData == NULL) { pModifier->ReleaseInterface(I_SKIN, pSkin); return; } // loop through all influencing bones for(int nodeId = 0; nodeId < pSkinContextData->GetNumAssignedBones(nVertexId); nodeId++) { // get the bone id int boneId = pSkinContextData->GetAssignedBone(nVertexId, nodeId); if(boneId < 0) continue; INode* pBone = pSkin->GetBone( boneId ); Influence infl; strcpy( infl.szBoneName, pBone->GetName() ); infl.fWeight = pSkinContextData->GetBoneWeight(nVertexId, nodeId); boneGroup.AddInfluence( infl ); } // release all interfaces pModifier->ReleaseInterface(I_SKIN, pSkin); } }
CVertexCandidate *CMaxMesh::GetVertexCandidate(CSkeletonCandidate *pSkeletonCandidate, int faceId, int faceVertexId) { // check for valid mesh and physique modifier if((m_pIMesh == 0)) { theExporter.SetLastError("Invalid handle.", __FILE__, __LINE__); return 0; } // check if face id is valid if((faceId < 0) || (faceId >= m_pIMesh->getNumFaces())) { theExporter.SetLastError("Invalid face id found.", __FILE__, __LINE__); return 0; } // check if face vertex id is valid if((faceVertexId < 0) || (faceVertexId >= 3)) { theExporter.SetLastError("Invalid face vertex id found.", __FILE__, __LINE__); return 0; } // allocate a new vertex candidate CVertexCandidate *pVertexCandidate; pVertexCandidate = new CVertexCandidate(); if(pVertexCandidate == 0) { theExporter.SetLastError("Memory allocation failed.", __FILE__, __LINE__); return 0; } // create the new vertex candidate if(!pVertexCandidate->Create()) { delete pVertexCandidate; return 0; } // get vertex id int vertexId; vertexId = m_pIMesh->faces[faceId].v[faceVertexId]; // get the absolute vertex position Point3 vertex; vertex = m_pIMesh->getVert(vertexId) * m_tm; // set the vertex candidate position pVertexCandidate->SetPosition(vertex.x, vertex.y, vertex.z); pVertexCandidate->SetUniqueId(vertexId); // get the absolute vertex normal Point3 normal; normal = GetVertexNormal(faceId, vertexId); normal = normal * Inverse(Transpose(m_tm)); normal = normal.Normalize(); // set the vertex candidate normal pVertexCandidate->SetNormal(normal.x, normal.y, normal.z); if(m_pIMesh->numCVerts > 0) { VertColor vc; vc = m_pIMesh->vertCol[m_pIMesh->vcFace[faceId].t[faceVertexId]]; CalVector vcCal(vc.x, vc.y, vc.z); pVertexCandidate->SetVertColor(vcCal); } // get the vertex weight array float *pVertexWeights; pVertexWeights = m_pIMesh->getVertexWeights(); //if( pVertexWeights == NULL ) { // delete pVertexCandidate; // theExporter.SetLastError("Mesh has no vertex weights", __FILE__, __LINE__); // return 0; //} // get the vertex weight (if possible) float weight; if(pVertexWeights != 0) { weight = pVertexWeights[vertexId]; } else { weight = 0.0f; } // another 3ds max weird behaviour: // zero out epsilon weights if(weight < 0.0005f) weight = 0.0f; // set the vertex candidate weight pVertexCandidate->SetPhysicalProperty(weight); // get the material id of the face int materialId; materialId = GetFaceMaterialId(faceId); if((materialId < 0) || (materialId >= (int)m_vectorStdMat.size())) { delete pVertexCandidate; theExporter.SetLastError("Invalid material id found.", __FILE__, __LINE__); return 0; } // get the material of the face StdMat *pStdMat; pStdMat = m_vectorStdMat[materialId]; // loop through all the mapping channels and extract texture coordinates int mapId; for(mapId = 0; mapId < pStdMat->NumSubTexmaps(); mapId++) { // get texture map Texmap *pTexMap; pTexMap = pStdMat->GetSubTexmap(mapId); // check if map is valid if((pTexMap != 0) && (pStdMat->MapEnabled(mapId))) { // get the mapping channel int channel; channel = pTexMap->GetMapChannel(); bool bValidUV; bValidUV = false; // extract the texture coordinate UVVert uvVert; if(m_pIMesh->mapSupport(channel)) { TVFace *pTVFace; pTVFace = m_pIMesh->mapFaces(channel); UVVert *pUVVert; pUVVert = m_pIMesh->mapVerts(channel); uvVert = pUVVert[pTVFace[faceId].t[faceVertexId]]; bValidUV = true; } else if(m_pIMesh->numTVerts > 0) { uvVert = m_pIMesh->tVerts[m_pIMesh->tvFace[faceId].t[faceVertexId]]; bValidUV = true; } // if we found valid texture coordinates, add them to the vertex candidate if(bValidUV) { // apply a possible uv generator StdUVGen *pStdUVGen; pStdUVGen = (StdUVGen *)pTexMap->GetTheUVGen(); if(pStdUVGen != 0) { Matrix3 tmUV; pStdUVGen->GetUVTransform(tmUV); uvVert = uvVert * tmUV; } // add texture coordinate to the vertex candidate, inverting the y coordinate pVertexCandidate->AddTextureCoordinate(uvVert.x, 1.0f - uvVert.y); } } } // check for physique modifier if(m_modifierType == MODIFIER_PHYSIQUE) { // create a physique export interface IPhysiqueExport *pPhysiqueExport; pPhysiqueExport = (IPhysiqueExport *)m_pModifier->GetInterface(I_PHYINTERFACE); if(pPhysiqueExport == 0) { delete pVertexCandidate; theExporter.SetLastError("Physique modifier interface not found.", __FILE__, __LINE__); return 0; } // create a context export interface IPhyContextExport *pContextExport; pContextExport = (IPhyContextExport *)pPhysiqueExport->GetContextInterface(m_pINode); if(pContextExport == 0) { m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Context export interface not found.", __FILE__, __LINE__); return 0; } // set the flags in the context export interface pContextExport->ConvertToRigid(TRUE); pContextExport->AllowBlending(TRUE); // get the vertex export interface IPhyVertexExport *pVertexExport; pVertexExport = (IPhyVertexExport *)pContextExport->GetVertexInterface(vertexId); if(pVertexExport == 0) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Vertex export interface not found.", __FILE__, __LINE__); return 0; } // get the vertex type int vertexType; vertexType = pVertexExport->GetVertexType(); // handle the specific vertex type if(vertexType == RIGID_TYPE) { // typecast to rigid vertex IPhyRigidVertex *pTypeVertex; pTypeVertex = (IPhyRigidVertex *)pVertexExport; // add the influence to the vertex candidate // get the influencing bone if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pTypeVertex->GetNode(), 1.0f)) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } else if(vertexType == RIGID_BLENDED_TYPE) { // typecast to blended vertex IPhyBlendedRigidVertex *pTypeVertex; pTypeVertex = (IPhyBlendedRigidVertex *)pVertexExport; // loop through all influencing bones int nodeId; for(nodeId = 0; nodeId < pTypeVertex->GetNumberNodes(); nodeId++) { // add the influence to the vertex candidate if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pTypeVertex->GetNode(nodeId), pTypeVertex->GetWeight(nodeId))) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } } // release all interfaces pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); } #if MAX_RELEASE >= 4000 // check for skin modifier else if(m_modifierType == MODIFIER_SKIN) { // create a skin interface ISkin *pSkin; pSkin = (ISkin*)m_pModifier->GetInterface(I_SKIN); if(pSkin == 0) { delete pVertexCandidate; theExporter.SetLastError("Skin modifier interface not found.", __FILE__, __LINE__); return 0; } // create a skin context data interface ISkinContextData *pSkinContextData; pSkinContextData = (ISkinContextData *)pSkin->GetContextInterface(m_pINode); if(pSkinContextData == 0) { m_pModifier->ReleaseInterface(I_SKIN, pSkin); delete pVertexCandidate; theExporter.SetLastError("Skin context data interface not found.", __FILE__, __LINE__); return 0; } // loop through all influencing bones int nodeId; for(nodeId = 0; nodeId < pSkinContextData->GetNumAssignedBones(vertexId); nodeId++) { // get the bone id int boneId; boneId = pSkinContextData->GetAssignedBone(vertexId, nodeId); if(boneId < 0) continue; // add the influence to the vertex candidate if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pSkin->GetBone(boneId), pSkinContextData->GetBoneWeight(vertexId, nodeId))) { m_pModifier->ReleaseInterface(I_SKIN, pSkin); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } // release all interfaces m_pModifier->ReleaseInterface(I_SKIN, pSkin); } #endif else if( m_modifierType == MODIFIER_MORPHER || m_modifierType == MODIFIER_NONE ) { } else { theExporter.SetLastError("No physique/skin/morpher modifier found.", __FILE__, __LINE__); return 0; } return pVertexCandidate; }
//---------------------------------------------------------------------------- void SceneBuilder::ProcessSkin(INode *node, Modifier *skinMod) { // 构造皮肤控制器。如果Max的网格被按照材质细分,每一个网格都需要自己的蒙皮 // 信息控制器。蒙皮信息中的offset,在动画起始时被计算,是骨骼的世界变换。 // // node: // 指向蒙皮修改器指向的Max中的节点。 // skinMod: // 指向蒙皮修改器 // 1. 获得max蒙皮信息中的骨骼,对应的在Phoenix的骨骼节点列表 // 2. 获得maxNode影响的Phoenix网格 // 3. 获得max中每个骨骼所影响的Phoenix网格中的顶点的数量,忽略不受蒙皮信息 // 影响的网格 // 4. 计算Phoenix mesh的蒙皮信息,生成SkinControl,AttachController到 // Phoenix mesh上。 // 1 bool needDel; TriObject *triObj = GetTriObject(node, &needDel); Mesh *maxMesh = &triObj->GetMesh(); // Max皮肤控制器接口 ISkin *skin = (ISkin*)skinMod->GetInterface(I_SKIN); ISkinContextData *skinData = skin->GetContextInterface(node); // max Skin Bones -> Phoenix2 Skin Bones int b, numSkinBone = skin->GetNumBones(); PX2::Node **bones = new1<PX2::Node*>(numSkinBone); for (b=0; b<numSkinBone; b++) { INode *boneNode = skin->GetBone(b); const std::string &boneName = boneNode->GetName(); PX2::Node *node = PX2::StaticCast<PX2::Node>(mScene->GetObjectByName(boneName)); bones[b] = node; } // 1 // 获得maxNode相关联的Phoenix mesh std::vector<PX2::TriMesh*> meshes; PX2::Object *object = mScene->GetObjectByName(node->GetName()); if (object->IsExactly(PX2::TriMesh::TYPE)) { meshes.push_back(PX2::StaticCast<PX2::TriMesh>(object)); } else { PX2::Node *node = PX2::StaticCast<PX2::Node>(object); const char *nName = node->GetName().c_str(); for (int c=0; c<node->GetNumChildren(); c++) { PX2::Movable *child = node->GetChild(c); const char *cName = child->GetName().c_str(); if (strncmp(cName, nName, strlen(nName)) == 0) // 这里必须是strlen(nName),因为子节点有_1,_2 { meshes.push_back(PX2::StaticCast<PX2::TriMesh>(child)); } } } // 为Phoenix2的每个网格建立相关的皮肤控制器 int *boneInfuseNumVert = new1<int>(numSkinBone); for (int m=0; m<(int)meshes.size(); m++) { PX2::TriMesh *mesh = meshes[m]; // Phoenix顶点在max顶点中的索引 PX2::VertexBuffer *vb = mesh->GetVertexBuffer(); int px2MeshVertexNum = vb->GetNumElements(); std::vector<int> MaxVertexIndex; // i->max索引 int v, i, j, k; PX2::VertexBufferAccessor vba(mesh->GetVertexFormat(), vb); // 3 for (int v=0; v<px2MeshVertexNum; ++v) { Float3 &position = vba.Position<Float3>(v); for (i=0; i<maxMesh->getNumVerts(); i++) { if (position[0] == maxMesh->verts[i].x && position[1] == maxMesh->verts[i].y && position[2] == maxMesh->verts[i].z) { MaxVertexIndex.push_back(i); break; } } } // 确定每个骨骼所影响的顶点数量 int maxVertexSize = (int)MaxVertexIndex.size(); memset(boneInfuseNumVert, 0, sizeof(int)*numSkinBone); for (i=0; i<maxVertexSize; i++) { v = MaxVertexIndex[i]; for (j=0; j<skinData->GetNumAssignedBones(v); j++) { // 这个max中的顶点受到几个骨骼影响啊?! b = skinData->GetAssignedBone(v, j); // 获得这个影响的骨骼索引(这个j是第几个) boneInfuseNumVert[b]++; // 这个骨骼影响的顶点数量++ } } // (通过PX2中的顶点找到Max中的顶点,找到Max中影响该顶点的骨骼) // 如果Max的网格是被按照材质分割的,可能一些骨骼对当前Phoenix2网格没有 // 影响 int bQuantity = 0; // 影响当前Phoenix2网格的骨骼数量 for (b=0; b<numSkinBone; b++) { if (boneInfuseNumVert[b] > 0) bQuantity++; } if (bQuantity == 0) { // Phoenix网格不被任何骨骼影响,进入下一个网格 continue; } // 4 PX2::Node **theBones = new1<PX2::Node*>(bQuantity); float **weight = new2<float>(bQuantity, maxVertexSize); memset(weight[0],0,bQuantity*maxVertexSize*sizeof(float)); PX2::APoint **offset = new2<PX2::APoint>(bQuantity, maxVertexSize); memset(offset[0],0,bQuantity*maxVertexSize*sizeof(PX2::APoint)); PX2::HMatrix *mats = new1<PX2::HMatrix>(bQuantity); // 计算max骨骼到Phoenix骨骼对应的索引(k) std::vector<int> bIArray(numSkinBone); for (b=0, k=0; b<numSkinBone; b++) { if (boneInfuseNumVert[b] > 0) { theBones[k] = bones[b]; // 获取对Mesh有影响的骨骼 bIArray[b] = k; // max bone index -> px2 可用bone index HMatrix boneWorldMat = theBones[k]->WorldTransform.Matrix(); HMatrix meshWorldMat = mesh->WorldTransform.Matrix(); mats[k] = boneWorldMat.Inverse() * meshWorldMat; k++; } } // 遍历顶点,计算顶点权重和offset for (i=0; i<maxVertexSize; i++) { v = MaxVertexIndex[i]; for (j=0; j<skinData->GetNumAssignedBones(v); j++) { // 遍历影响该Max顶点的骨骼 b = skinData->GetAssignedBone(v, j); k = bIArray[b]; float wit = skinData->GetBoneWeight(v, j); // 第j个骨骼的影响权重 weight[i][k] = wit; Float3 &position = vba.Position<Float3>(i); APoint point = theBones[k]->WorldTransform.Inverse() * (mesh->WorldTransform * APoint(position)); offset[i][k] = Float3(point.X(), point.Y(), point.Z()); // 在所受影响骨骼中的位置 } } PX2::SkinController *skinCtrl = new0 PX2::SkinController (maxVertexSize, bQuantity); skinCtrl->SetName("SkinController"); for (int i=0; i<bQuantity; i++) { skinCtrl->GetBones()[i] = theBones[i]; skinCtrl->GetTMMatrixs()[i] = mats[i]; } // offset for (int i=0; i<maxVertexSize; i++) { for (int j=0; j<bQuantity; j++) { skinCtrl->GetWeights()[i][j] = weight[i][j]; skinCtrl->GetOffsets()[i][j] = offset[i][j]; } } // index weights for (int i=0; i<maxVertexSize; i++) { Float4 inds = Float4(0.0f, 0.0f, 0.0f, 0.0f); Float4 wights = Float4(0.0f, 0.0f, 0.0f, 0.0f); In *pSortBone = new In[bQuantity]; for (int j=0; j<bQuantity; j++) { pSortBone[j].index = j; pSortBone[j].data = weight[i][j]; } qsort(pSortBone, bQuantity, sizeof(pSortBone[0]), cmp); int useBoneNum = bQuantity; if (useBoneNum > 4) useBoneNum = 4; float allWeight = 0.0f; for (int useBoneIndex=0; useBoneIndex<useBoneNum; useBoneIndex++) { allWeight += pSortBone[useBoneIndex].data; } if (allWeight <= 0.0f) allWeight = 1.0f; for (int useBoneIndex=0; useBoneIndex<useBoneNum; useBoneIndex++) { inds[useBoneIndex] = (float)(pSortBone[useBoneIndex].index); wights[useBoneIndex] = pSortBone[useBoneIndex].data/allWeight; } vba.TCoord<Float4>(1, i) = inds; vba.TCoord<Float4>(2, i) = wights; delete [] pSortBone; } skinCtrl->Repeat = Controller::RT_WRAP; skinCtrl->MinTime = 0.0f; skinCtrl->MaxTime = TicksToSec(mTimeEnd - mTimeStart); mesh->AttachController(skinCtrl); delete1(theBones); delete2(weight); delete2(offset); delete1(mats); } if (needDel) { delete0(triObj); } delete1(bones); delete1(boneInfuseNumVert); }