示例#1
0
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;
}
示例#2
0
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);
	}
}
示例#3
0
文件: MaxMesh.cpp 项目: imvu/cal3d
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);
}