Exemplo n.º 1
0
void BackgroundActor::UpdateUVs(float horizontal, float vertical)
{
   Vector2 lowerLeft;
   Vector2 upperRight;
   GetUVs(lowerLeft, upperRight);

   lowerLeft.X += horizontal;
   lowerLeft.Y += vertical;
   upperRight.X += horizontal;
   upperRight.Y += vertical;

   SetUVs(lowerLeft, upperRight);      
}
Exemplo n.º 2
0
void Triangle::GetShadingGeometry(const Transform &obj2world,
        const DifferentialGeometry &dg,
        DifferentialGeometry *dgShading) const {
    if (!mesh->n && !mesh->s) {
        *dgShading = dg;
        return;
    }
    // Initialize _Triangle_ shading geometry with _n_ and _s_

    // Compute barycentric coordinates for point
    float b[3];

    // Initialize _A_ and _C_ matrices for barycentrics
    float uv[3][2];
    GetUVs(uv);
    float A[2][2] =
        { { uv[1][0] - uv[0][0], uv[2][0] - uv[0][0] },
          { uv[1][1] - uv[0][1], uv[2][1] - uv[0][1] } };
    float C[2] = { dg.u - uv[0][0], dg.v - uv[0][1] };
    if (!SolveLinearSystem2x2(A, C, &b[1], &b[2])) {
        // Handle degenerate parametric mapping
        b[0] = b[1] = b[2] = 1.f/3.f;
    }
    else
        b[0] = 1.f - b[1] - b[2];

    // Use _n_ and _s_ to compute shading tangents for triangle, _ss_ and _ts_
    Normal ns;
    Vector ss, ts;
    if (mesh->n) ns = Normalize(obj2world(b[0] * mesh->n[v[0]] +
                                          b[1] * mesh->n[v[1]] +
                                          b[2] * mesh->n[v[2]]));
    else   ns = dg.nn;
    if (mesh->s) ss = Normalize(obj2world(b[0] * mesh->s[v[0]] +
                                          b[1] * mesh->s[v[1]] +
                                          b[2] * mesh->s[v[2]]));
    else   ss = Normalize(dg.dpdu);
    
    ts = Cross(ss, ns);
    if (ts.LengthSquared() > 0.f) {
        ts = Normalize(ts);
        ss = Cross(ts, ns);
    }
    else
        CoordinateSystem((Vector)ns, &ss, &ts);
    Normal dndu, dndv;

    // Compute $\dndu$ and $\dndv$ for triangle shading geometry
    if (mesh->n) {
        float uvs[3][2];
        GetUVs(uvs);
        // Compute deltas for triangle partial derivatives of normal
        float du1 = uvs[0][0] - uvs[2][0];
        float du2 = uvs[1][0] - uvs[2][0];
        float dv1 = uvs[0][1] - uvs[2][1];
        float dv2 = uvs[1][1] - uvs[2][1];
        Normal dn1 = mesh->n[v[0]] - mesh->n[v[2]];
        Normal dn2 = mesh->n[v[1]] - mesh->n[v[2]];
        float determinant = du1 * dv2 - dv1 * du2;
        if (determinant == 0.f)
            dndu = dndv = Normal(0,0,0);
        else {
            float invdet = 1.f / determinant;
            dndu = ( dv2 * dn1 - dv1 * dn2) * invdet;
            dndv = (-du2 * dn1 + du1 * dn2) * invdet;
        }
    }
    else
        dndu = dndv = Normal(0,0,0);
    *dgShading = DifferentialGeometry(dg.p, ss, ts,
        (*ObjectToWorld)(dndu), (*ObjectToWorld)(dndv),
        dg.u, dg.v, dg.shape);
    dgShading->dudx = dg.dudx;  dgShading->dvdx = dg.dvdx;
    dgShading->dudy = dg.dudy;  dgShading->dvdy = dg.dvdy;
    dgShading->dpdx = dg.dpdx;  dgShading->dpdy = dg.dpdy;
}
Exemplo n.º 3
0
bool Triangle::IntersectP(const Ray &ray) const {
    PBRT_RAY_TRIANGLE_INTERSECTIONP_TEST(const_cast<Ray *>(&ray), const_cast<Triangle *>(this));
    // Compute $\VEC{s}_1$

    // Get triangle vertices in _p1_, _p2_, and _p3_
    const Point &p1 = mesh->p[v[0]];
    const Point &p2 = mesh->p[v[1]];
    const Point &p3 = mesh->p[v[2]];
    Vector e1 = p2 - p1;
    Vector e2 = p3 - p1;
    Vector s1 = Cross(ray.d, e2);
    float divisor = Dot(s1, e1);
    
    if (divisor == 0.)
        return false;
    float invDivisor = 1.f / divisor;

    // Compute first barycentric coordinate
    Vector d = ray.o - p1;
    float b1 = Dot(d, s1) * invDivisor;
    if (b1 < 0. || b1 > 1.)
        return false;

    // Compute second barycentric coordinate
    Vector s2 = Cross(d, e1);
    float b2 = Dot(ray.d, s2) * invDivisor;
    if (b2 < 0. || b1 + b2 > 1.)
        return false;

    // Compute _t_ to intersection point
    float t = Dot(e2, s2) * invDivisor;
    if (t < ray.mint || t > ray.maxt)
        return false;

    // Test shadow ray intersection against alpha texture, if present
    if (ray.depth != -1 && mesh->alphaTexture) {
        // Compute triangle partial derivatives
        Vector dpdu, dpdv;
        float uvs[3][2];
        GetUVs(uvs);

        // Compute deltas for triangle partial derivatives
        float du1 = uvs[0][0] - uvs[2][0];
        float du2 = uvs[1][0] - uvs[2][0];
        float dv1 = uvs[0][1] - uvs[2][1];
        float dv2 = uvs[1][1] - uvs[2][1];
        Vector dp1 = p1 - p3, dp2 = p2 - p3;
        float determinant = du1 * dv2 - dv1 * du2;
        if (determinant == 0.f) {
            // Handle zero determinant for triangle partial derivative matrix
            CoordinateSystem(Normalize(Cross(e2, e1)), &dpdu, &dpdv);
        }
        else {
            float invdet = 1.f / determinant;
            dpdu = ( dv2 * dp1 - dv1 * dp2) * invdet;
            dpdv = (-du2 * dp1 + du1 * dp2) * invdet;
        }

        // Interpolate $(u,v)$ triangle parametric coordinates
        float b0 = 1 - b1 - b2;
        float tu = b0*uvs[0][0] + b1*uvs[1][0] + b2*uvs[2][0];
        float tv = b0*uvs[0][1] + b1*uvs[1][1] + b2*uvs[2][1];
        DifferentialGeometry dgLocal(ray(t), dpdu, dpdv,
                                     Normal(0,0,0), Normal(0,0,0),
                                     tu, tv, this);
        if (mesh->alphaTexture->Evaluate(dgLocal) == 0.f)
            return false;
    }
    PBRT_RAY_TRIANGLE_INTERSECTIONP_HIT(const_cast<Ray *>(&ray), t);
    return true;
}
Exemplo n.º 4
0
bool Triangle::Intersect(const Ray &ray, Float *distance, Float *rayEpsilon,
		DifferentialGeometry *dg) const {
	Point p1 = mMesh->p[mIndex[0]];
	Point p2 = mMesh->p[mIndex[1]];
	Point p3 = mMesh->p[mIndex[2]];
	//这里使用质心坐标来计算 详见PBRT公式
	Vector3f e1 = p2 - p1; //e1=p2-p1
	Vector3f e2 = p3 - p1; //e2=p3-p1
	Vector3f s1 = Cross(ray.d, e2); //s1=d x e2
	Float divisor = Dot(s1, e1);
	if (divisor == 0.0f)
		return false;
	Float invDivisor = 1.f / divisor; //1/(s1.e1)

	// 计算第一个质心坐标
	Vector3f s = ray.o - p1; //s = o - p1
	Float b1 = Dot(s, s1) * invDivisor; //b1 = (s.s1)/(s1.e1)
	if (b1 < 0. || b1 > 1.)
		return false;

	// 计算第二个质心坐标
	Vector3f s2 = Cross(s, e1); //s2 = s x e1
	Float b2 = Dot(ray.d, s2) * invDivisor; // b2 = (d.s2)/(s1.e1)
	if (b2 < 0. || b1 + b2 > 1.)
		return false;

	// 计算参数t
	Float t = Dot(e2, s2) * invDivisor;
	if (t < ray.minT || t > ray.maxT)
		return false;

	Vector3f dpdu, dpdv; //p在u和v上的偏导
	Float uvs[3][2];
	GetUVs(uvs);

	//计算p在u和v上的偏导
	Float du1 = uvs[0][0] - uvs[2][0];
	Float du2 = uvs[1][0] - uvs[2][0];
	Float dv1 = uvs[0][1] - uvs[2][1];
	Float dv2 = uvs[1][1] - uvs[2][1];
	Vector3f dp1 = p1 - p3, dp2 = p2 - p3;
	Float determinant = du1 * dv2 - dv1 * du2;
	if (determinant == 0.f) {
		//行列式为0
		CoordinateSystem(Normalize(Cross(e2, e1)), &dpdu, &dpdv);
	} else {
		Float invdet = 1.f / determinant;
		dpdu = (dv2 * dp1 - dv1 * dp2) * invdet;
		dpdv = (-du2 * dp1 + du1 * dp2) * invdet;
	}
	//这里是在计算参数坐标  用的也是质心坐标
	Float b0 = 1 - b1 - b2;
	Float tu = b0 * uvs[0][0] + b1 * uvs[1][0] + b2 * uvs[2][0];
	Float tv = b0 * uvs[0][1] + b1 * uvs[1][1] + b2 * uvs[2][1];

	*dg = DifferentialGeometry(ray(t), dpdu, dpdv, Normal(0, 0, 0),
			Normal(0, 0, 0), tu, tv, this);
	*distance = t;
	*rayEpsilon = 1e-3f * *distance;
	//cout<<"射中三角"<<endl;
	return true;
}
Exemplo n.º 5
0
bool NaiadTriangle::Intersect(const Ray &ray, float *tHit, float *rayEpsilon,
                         DifferentialGeometry *dg) const {
    if (!mesh.GetPtr()->foam_block && ray.zbuffer) return false;

    PBRT_RAY_TRIANGLE_INTERSECTION_TEST(const_cast<Ray *>(&ray), const_cast<NaiadTriangle *>(this));
    // Compute $\VEC{s}_1$

    // Get NaiadTriangle vertices in _p1_, _p2_, and _p3_
    const Point &p1 = mesh->p[v[0]];
    const Point &p2 = mesh->p[v[1]];
    const Point &p3 = mesh->p[v[2]];
    Vector e1 = p2 - p1;
    Vector e2 = p3 - p1;
    Vector s1 = Cross(ray.d, e2);
    float divisor = Dot(s1, e1);

    if (divisor == 0.)
        return false;
    float invDivisor = 1.f / divisor;

    // Compute first barycentric coordinate
    Vector d = ray.o - p1;
    float b1 = Dot(d, s1) * invDivisor;
    if (b1 < 0. || b1 > 1.)
        return false;

    // Compute second barycentric coordinate
    Vector s2 = Cross(d, e1);
    float b2 = Dot(ray.d, s2) * invDivisor;
    if (b2 < 0. || b1 + b2 > 1.)
        return false;

    // Compute _t_ to intersection point
    float t = Dot(e2, s2) * invDivisor;
    if (t < ray.mint || t > ray.maxt)
        return false;

    // Compute NaiadTriangle partial derivatives
    Vector dpdu, dpdv;
    float uvs[3][2];
    GetUVs(uvs);

    // Compute deltas for NaiadTriangle partial derivatives
    float du1 = uvs[0][0] - uvs[2][0];
    float du2 = uvs[1][0] - uvs[2][0];
    float dv1 = uvs[0][1] - uvs[2][1];
    float dv2 = uvs[1][1] - uvs[2][1];
    Vector dp1 = p1 - p3, dp2 = p2 - p3;
    float determinant = du1 * dv2 - dv1 * du2;
    if (determinant == 0.f) {
        // Handle zero determinant for NaiadTriangle partial derivative matrix
        CoordinateSystem(Normalize(Cross(e2, e1)), &dpdu, &dpdv);
    }
    else {
        float invdet = 1.f / determinant;
        dpdu = ( dv2 * dp1 - dv1 * dp2) * invdet;
        dpdv = (-du2 * dp1 + du1 * dp2) * invdet;
    }

    // Interpolate $(u,v)$ NaiadTriangle parametric coordinates
    float b0 = 1 - b1 - b2;
    float tu = b0*uvs[0][0] + b1*uvs[1][0] + b2*uvs[2][0];
    float tv = b0*uvs[0][1] + b1*uvs[1][1] + b2*uvs[2][1];

    //printf("\nu: %f, v: %f\n",tu,tv);
    // Test intersection against alpha texture, if present
    if (ray.depth != -1) {
    if (mesh->alphaTexture) {
        DifferentialGeometry dgLocal(ray(t), dpdu, dpdv,
                                     Normal(0,0,0), Normal(0,0,0),
                                     tu, tv, this);
        if (mesh->alphaTexture->Evaluate(dgLocal) == 0.f)
            return false;
    }
    }

    // Fill in _DifferentialGeometry_ from NaiadTriangle hit
    *dg = DifferentialGeometry(ray(t), dpdu, dpdv,
                               Normal(0,0,0), Normal(0,0,0),
                               tu, tv, this);
    *tHit = t;

    //If writing to Z buffer
    if (mesh.GetPtr()->foam_block ) {
        ray.zbuffer_depth = t;
    }

    *rayEpsilon = 1e-3f * *tHit;

    PBRT_RAY_TRIANGLE_INTERSECTION_HIT(const_cast<Ray *>(&ray), t);
    return true;
}
Exemplo n.º 6
0
bool Triangle::IntersectP(const Ray &ray, bool testAlphaTexture) const {
    ProfilePhase p(Prof::TriIntersectP);
    ++nTests;
    // Get triangle vertices in _p0_, _p1_, and _p2_
    const Point3f &p0 = mesh->p[v[0]];
    const Point3f &p1 = mesh->p[v[1]];
    const Point3f &p2 = mesh->p[v[2]];

    // Perform ray--triangle intersection test

    // Transform triangle vertices to ray coordinate space

    // Translate vertices based on ray origin
    Point3f p0t = p0 - Vector3f(ray.o);
    Point3f p1t = p1 - Vector3f(ray.o);
    Point3f p2t = p2 - Vector3f(ray.o);

    // Permute components of triangle vertices and ray direction
    int kz = MaxDimension(Abs(ray.d));
    int kx = kz + 1;
    if (kx == 3) kx = 0;
    int ky = kx + 1;
    if (ky == 3) ky = 0;
    Vector3f d = Permute(ray.d, kx, ky, kz);
    p0t = Permute(p0t, kx, ky, kz);
    p1t = Permute(p1t, kx, ky, kz);
    p2t = Permute(p2t, kx, ky, kz);

    // Apply shear transformation to translated vertex positions
    Float Sx = -d.x / d.z;
    Float Sy = -d.y / d.z;
    Float Sz = 1.f / d.z;
    p0t.x += Sx * p0t.z;
    p0t.y += Sy * p0t.z;
    p1t.x += Sx * p1t.z;
    p1t.y += Sy * p1t.z;
    p2t.x += Sx * p2t.z;
    p2t.y += Sy * p2t.z;

    // Compute edge function coefficients _e0_, _e1_, and _e2_
    Float e0 = p1t.x * p2t.y - p1t.y * p2t.x;
    Float e1 = p2t.x * p0t.y - p2t.y * p0t.x;
    Float e2 = p0t.x * p1t.y - p0t.y * p1t.x;

    // Fall back to double precision test at triangle edges
    if (sizeof(Float) == sizeof(float) &&
        (e0 == 0.0f || e1 == 0.0f || e2 == 0.0f)) {
        double p2txp1ty = (double)p2t.x * (double)p1t.y;
        double p2typ1tx = (double)p2t.y * (double)p1t.x;
        e0 = (float)(p2typ1tx - p2txp1ty);
        double p0txp2ty = (double)p0t.x * (double)p2t.y;
        double p0typ2tx = (double)p0t.y * (double)p2t.x;
        e1 = (float)(p0typ2tx - p0txp2ty);
        double p1txp0ty = (double)p1t.x * (double)p0t.y;
        double p1typ0tx = (double)p1t.y * (double)p0t.x;
        e2 = (float)(p1typ0tx - p1txp0ty);
    }

    // Perform triangle edge and determinant tests
    if ((e0 < 0 || e1 < 0 || e2 < 0) && (e0 > 0 || e1 > 0 || e2 > 0))
        return false;
    Float det = e0 + e1 + e2;
    if (det == 0) return false;

    // Compute scaled hit distance to triangle and test against ray $t$ range
    p0t.z *= Sz;
    p1t.z *= Sz;
    p2t.z *= Sz;
    Float tScaled = e0 * p0t.z + e1 * p1t.z + e2 * p2t.z;
    if (det < 0 && (tScaled >= 0 || tScaled < ray.tMax * det))
        return false;
    else if (det > 0 && (tScaled <= 0 || tScaled > ray.tMax * det))
        return false;

    // Compute barycentric coordinates and $t$ value for triangle intersection
    Float invDet = 1 / det;
    Float b0 = e0 * invDet;
    Float b1 = e1 * invDet;
    Float b2 = e2 * invDet;
    Float t = tScaled * invDet;

    // Ensure that computed triangle $t$ is conservatively greater than zero

    // Compute $\delta_z$ term for triangle $t$ error bounds
    Float maxZt = MaxComponent(Abs(Vector3f(p0t.z, p1t.z, p2t.z)));
    Float deltaZ = gamma(3) * maxZt;

    // Compute $\delta_x$ and $\delta_y$ terms for triangle $t$ error bounds
    Float maxXt = MaxComponent(Abs(Vector3f(p0t.x, p1t.x, p2t.x)));
    Float maxYt = MaxComponent(Abs(Vector3f(p0t.y, p1t.y, p2t.y)));
    Float deltaX = gamma(5) * (maxXt + maxZt);
    Float deltaY = gamma(5) * (maxYt + maxZt);

    // Compute $\delta_e$ term for triangle $t$ error bounds
    Float deltaE =
        2 * (gamma(2) * maxXt * maxYt + deltaY * maxXt + deltaX * maxYt);

    // Compute $\delta_t$ term for triangle $t$ error bounds and check _t_
    Float maxE = MaxComponent(Abs(Vector3f(e0, e1, e2)));
    Float deltaT = 3 *
                   (gamma(3) * maxE * maxZt + deltaE * maxZt + deltaZ * maxE) *
                   std::abs(invDet);
    if (t <= deltaT) return false;

    // Test shadow ray intersection against alpha texture, if present
    if (testAlphaTexture && (mesh->alphaMask || mesh->shadowAlphaMask)) {
        // Compute triangle partial derivatives
        Vector3f dpdu, dpdv;
        Point2f uv[3];
        GetUVs(uv);

        // Compute deltas for triangle partial derivatives
        Vector2f duv02 = uv[0] - uv[2], duv12 = uv[1] - uv[2];
        Vector3f dp02 = p0 - p2, dp12 = p1 - p2;
        Float determinant = duv02[0] * duv12[1] - duv02[1] * duv12[0];
        if (determinant == 0) {
            // Handle zero determinant for triangle partial derivative matrix
            CoordinateSystem(Normalize(Cross(p2 - p0, p1 - p0)), &dpdu, &dpdv);
        } else {
            Float invdet = 1 / determinant;
            dpdu = (duv12[1] * dp02 - duv02[1] * dp12) * invdet;
            dpdv = (-duv12[0] * dp02 + duv02[0] * dp12) * invdet;
        }

        // Interpolate $(u,v)$ parametric coordinates and hit point
        Point3f pHit = b0 * p0 + b1 * p1 + b2 * p2;
        Point2f uvHit = b0 * uv[0] + b1 * uv[1] + b2 * uv[2];
        SurfaceInteraction isectLocal(pHit, Vector3f(0, 0, 0), uvHit, -ray.d,
                                      dpdu, dpdv, Normal3f(0, 0, 0),
                                      Normal3f(0, 0, 0), ray.time, this);
        if (mesh->alphaMask && mesh->alphaMask->Evaluate(isectLocal) == 0)
            return false;
        if (mesh->shadowAlphaMask &&
            mesh->shadowAlphaMask->Evaluate(isectLocal) == 0)
            return false;
    }
    ++nHits;
    return true;
}
Exemplo n.º 7
0
bool Triangle::Intersect(const Ray &ray, Float *tHit, SurfaceInteraction *isect,
                         bool testAlphaTexture) const {
    ProfilePhase p(Prof::TriIntersect);
    ++nTests;
    // Get triangle vertices in _p0_, _p1_, and _p2_
    const Point3f &p0 = mesh->p[v[0]];
    const Point3f &p1 = mesh->p[v[1]];
    const Point3f &p2 = mesh->p[v[2]];

    // Perform ray--triangle intersection test

    // Transform triangle vertices to ray coordinate space

    // Translate vertices based on ray origin
    Point3f p0t = p0 - Vector3f(ray.o);
    Point3f p1t = p1 - Vector3f(ray.o);
    Point3f p2t = p2 - Vector3f(ray.o);

    // Permute components of triangle vertices and ray direction
    int kz = MaxDimension(Abs(ray.d));
    int kx = kz + 1;
    if (kx == 3) kx = 0;
    int ky = kx + 1;
    if (ky == 3) ky = 0;
    Vector3f d = Permute(ray.d, kx, ky, kz);
    p0t = Permute(p0t, kx, ky, kz);
    p1t = Permute(p1t, kx, ky, kz);
    p2t = Permute(p2t, kx, ky, kz);

    // Apply shear transformation to translated vertex positions
    Float Sx = -d.x / d.z;
    Float Sy = -d.y / d.z;
    Float Sz = 1.f / d.z;
    p0t.x += Sx * p0t.z;
    p0t.y += Sy * p0t.z;
    p1t.x += Sx * p1t.z;
    p1t.y += Sy * p1t.z;
    p2t.x += Sx * p2t.z;
    p2t.y += Sy * p2t.z;

    // Compute edge function coefficients _e0_, _e1_, and _e2_
    Float e0 = p1t.x * p2t.y - p1t.y * p2t.x;
    Float e1 = p2t.x * p0t.y - p2t.y * p0t.x;
    Float e2 = p0t.x * p1t.y - p0t.y * p1t.x;

    // Fall back to double precision test at triangle edges
    if (sizeof(Float) == sizeof(float) &&
        (e0 == 0.0f || e1 == 0.0f || e2 == 0.0f)) {
        double p2txp1ty = (double)p2t.x * (double)p1t.y;
        double p2typ1tx = (double)p2t.y * (double)p1t.x;
        e0 = (float)(p2typ1tx - p2txp1ty);
        double p0txp2ty = (double)p0t.x * (double)p2t.y;
        double p0typ2tx = (double)p0t.y * (double)p2t.x;
        e1 = (float)(p0typ2tx - p0txp2ty);
        double p1txp0ty = (double)p1t.x * (double)p0t.y;
        double p1typ0tx = (double)p1t.y * (double)p0t.x;
        e2 = (float)(p1typ0tx - p1txp0ty);
    }

    // Perform triangle edge and determinant tests
    if ((e0 < 0 || e1 < 0 || e2 < 0) && (e0 > 0 || e1 > 0 || e2 > 0))
        return false;
    Float det = e0 + e1 + e2;
    if (det == 0) return false;

    // Compute scaled hit distance to triangle and test against ray $t$ range
    p0t.z *= Sz;
    p1t.z *= Sz;
    p2t.z *= Sz;
    Float tScaled = e0 * p0t.z + e1 * p1t.z + e2 * p2t.z;
    if (det < 0 && (tScaled >= 0 || tScaled < ray.tMax * det))
        return false;
    else if (det > 0 && (tScaled <= 0 || tScaled > ray.tMax * det))
        return false;

    // Compute barycentric coordinates and $t$ value for triangle intersection
    Float invDet = 1 / det;
    Float b0 = e0 * invDet;
    Float b1 = e1 * invDet;
    Float b2 = e2 * invDet;
    Float t = tScaled * invDet;

    // Ensure that computed triangle $t$ is conservatively greater than zero

    // Compute $\delta_z$ term for triangle $t$ error bounds
    Float maxZt = MaxComponent(Abs(Vector3f(p0t.z, p1t.z, p2t.z)));
    Float deltaZ = gamma(3) * maxZt;

    // Compute $\delta_x$ and $\delta_y$ terms for triangle $t$ error bounds
    Float maxXt = MaxComponent(Abs(Vector3f(p0t.x, p1t.x, p2t.x)));
    Float maxYt = MaxComponent(Abs(Vector3f(p0t.y, p1t.y, p2t.y)));
    Float deltaX = gamma(5) * (maxXt + maxZt);
    Float deltaY = gamma(5) * (maxYt + maxZt);

    // Compute $\delta_e$ term for triangle $t$ error bounds
    Float deltaE =
        2 * (gamma(2) * maxXt * maxYt + deltaY * maxXt + deltaX * maxYt);

    // Compute $\delta_t$ term for triangle $t$ error bounds and check _t_
    Float maxE = MaxComponent(Abs(Vector3f(e0, e1, e2)));
    Float deltaT = 3 *
                   (gamma(3) * maxE * maxZt + deltaE * maxZt + deltaZ * maxE) *
                   std::abs(invDet);
    if (t <= deltaT) return false;

    // Compute triangle partial derivatives
    Vector3f dpdu, dpdv;
    Point2f uv[3];
    GetUVs(uv);

    // Compute deltas for triangle partial derivatives
    Vector2f duv02 = uv[0] - uv[2], duv12 = uv[1] - uv[2];
    Vector3f dp02 = p0 - p2, dp12 = p1 - p2;
    Float determinant = duv02[0] * duv12[1] - duv02[1] * duv12[0];
    if (determinant == 0) {
        // Handle zero determinant for triangle partial derivative matrix
        CoordinateSystem(Normalize(Cross(p2 - p0, p1 - p0)), &dpdu, &dpdv);
    } else {
        Float invdet = 1 / determinant;
        dpdu = (duv12[1] * dp02 - duv02[1] * dp12) * invdet;
        dpdv = (-duv12[0] * dp02 + duv02[0] * dp12) * invdet;
    }

    // Compute error bounds for triangle intersection
    Float xAbsSum =
        (std::abs(b0 * p0.x) + std::abs(b1 * p1.x) + std::abs(b2 * p2.x));
    Float yAbsSum =
        (std::abs(b0 * p0.y) + std::abs(b1 * p1.y) + std::abs(b2 * p2.y));
    Float zAbsSum =
        (std::abs(b0 * p0.z) + std::abs(b1 * p1.z) + std::abs(b2 * p2.z));
    Vector3f pError = gamma(7) * Vector3f(xAbsSum, yAbsSum, zAbsSum);

    // Interpolate $(u,v)$ parametric coordinates and hit point
    Point3f pHit = b0 * p0 + b1 * p1 + b2 * p2;
    Point2f uvHit = b0 * uv[0] + b1 * uv[1] + b2 * uv[2];

    // Test intersection against alpha texture, if present
    if (testAlphaTexture && mesh->alphaMask) {
        SurfaceInteraction isectLocal(pHit, Vector3f(0, 0, 0), uvHit, -ray.d,
                                      dpdu, dpdv, Normal3f(0, 0, 0),
                                      Normal3f(0, 0, 0), ray.time, this);
        if (mesh->alphaMask->Evaluate(isectLocal) == 0) return false;
    }

    // Fill in _SurfaceInteraction_ from triangle hit
    *isect = SurfaceInteraction(pHit, pError, uvHit, -ray.d, dpdu, dpdv,
                                Normal3f(0, 0, 0), Normal3f(0, 0, 0), ray.time,
                                this);

    // Override surface normal in _isect_ for triangle
    isect->n = isect->shading.n = Normal3f(Normalize(Cross(dp02, dp12)));
    if (mesh->n || mesh->s) {
        // Initialize _Triangle_ shading geometry

        // Compute shading normal _ns_ for triangle
        Normal3f ns;
        if (mesh->n) {
            ns = (b0 * mesh->n[v[0]] + b1 * mesh->n[v[1]] +
                  b2 * mesh->n[v[2]]);
            if (ns.LengthSquared() > 0)
                ns = Normalize(ns);
            else
                ns = isect->n;
        } else
            ns = isect->n;

        // Compute shading tangent _ss_ for triangle
        Vector3f ss;
        if (mesh->s) {
            ss = (b0 * mesh->s[v[0]] + b1 * mesh->s[v[1]] +
                  b2 * mesh->s[v[2]]);
            if (ss.LengthSquared() > 0)
                ss = Normalize(ss);
            else
                ss = Normalize(isect->dpdu);
        }
        else
            ss = Normalize(isect->dpdu);

        // Compute shading bitangent _ts_ for triangle and adjust _ss_
        Vector3f ts = Cross(ss, ns);
        if (ts.LengthSquared() > 0.f) {
            ts = Normalize(ts);
            ss = Cross(ts, ns);
        } else
            CoordinateSystem((Vector3f)ns, &ss, &ts);

        // Compute $\dndu$ and $\dndv$ for triangle shading geometry
        Normal3f dndu, dndv;
        if (mesh->n) {
            // Compute deltas for triangle partial derivatives of normal
            Vector2f duv02 = uv[0] - uv[2];
            Vector2f duv12 = uv[1] - uv[2];
            Normal3f dn1 = mesh->n[v[0]] - mesh->n[v[2]];
            Normal3f dn2 = mesh->n[v[1]] - mesh->n[v[2]];
            Float determinant = duv02[0] * duv12[1] - duv02[1] * duv12[0];
            if (determinant == 0)
                dndu = dndv = Normal3f(0, 0, 0);
            else {
                Float invDet = 1 / determinant;
                dndu = (duv12[1] * dn1 - duv02[1] * dn2) * invDet;
                dndv = (-duv12[0] * dn1 + duv02[0] * dn2) * invDet;
            }
        } else
            dndu = dndv = Normal3f(0, 0, 0);
        isect->SetShadingGeometry(ss, ts, dndu, dndv, true);
    }

    // Ensure correct orientation of the geometric normal
    if (mesh->n)
        isect->n = Faceforward(isect->n, isect->shading.n);
    else if (reverseOrientation ^ transformSwapsHandedness)
        isect->n = isect->shading.n = -isect->n;
    *tHit = t;
    ++nHits;
    return true;
}
	std::shared_ptr<Mesh> FBXConverter::LoadMesh(FbxMesh* fbxMesh)
	{
		assert(fbxMesh->GetLayerCount() > 0);

		auto node = fbxMesh->GetNode();
		auto layer = fbxMesh->GetLayer(0);

		if (layer->GetNormals() == nullptr)
		{
			fbxMesh->GenerateNormals(true);
		}

		auto uvs = layer->GetUVs();
		auto vcolors = layer->GetVertexColors();
		auto normals = layer->GetNormals();
		auto binormals = layer->GetBinormals();
		auto materials = layer->GetMaterials();

		auto controlPoints = fbxMesh->GetControlPoints();
		auto controlPointsCount = fbxMesh->GetControlPointsCount();

		auto polygonCount = fbxMesh->GetPolygonCount();

		std::vector<FbxFace> faces;

		// Load weights
		std::vector<BoneConnector> bcs_temp;
		std::vector<Vertex> vs_temp;
		LoadSkin(fbxMesh, bcs_temp, vs_temp);

		// generate face vertex
		int32_t vertexID = 0;
		for (int32_t polygonIndex = 0; polygonIndex < polygonCount; polygonIndex++)
		{
			int polygonPointCount = fbxMesh->GetPolygonSize(polygonIndex);

			FbxFace face;

			for (int32_t polygonPointIndex = 0; polygonPointIndex < polygonPointCount; polygonPointIndex++)
			{
				auto ctrlPointIndex = fbxMesh->GetPolygonVertex(polygonIndex, polygonPointIndex);

				Vertex v;

				v.Position = LoadPosition(fbxMesh, ctrlPointIndex);
				
				v.Weights = vs_temp[ctrlPointIndex].Weights;

				if (normals != nullptr)
				{
					v.Normal = LoadNormal(normals, vertexID, ctrlPointIndex);
				}
		
				if (uvs != nullptr)
				{
					v.UV = LoadUV(fbxMesh, uvs, vertexID, ctrlPointIndex, polygonIndex, polygonPointIndex);
				}
				else
				{
					// Auto generated
					v.UV[0] = v.Position[0] + v.Position[2];
					v.UV[1] = v.Position[1];
				}

				if (vcolors != nullptr)
				{
					v.VertexColor = LoadVertexColor(fbxMesh, vcolors, vertexID, ctrlPointIndex, polygonIndex, polygonPointIndex);
				}

				face.Vertecies.push_back(v);
				vertexID++;
			}

			faces.push_back(face);
		}



		// 面の表裏入れ替え
		for (auto& face : faces)
		{
			std::reverse(face.Vertecies.begin(), face.Vertecies.end());
		}

		// メッシュで使用可能な形式に変換
	
		// 頂点変換テーブル作成
		int32_t vInd = 0;
		std::map<Vertex, int32_t> v2ind;
		std::map<int32_t, Vertex> ind2v;

		for (auto& face : faces)
		{
			for (int32_t vi = 0; vi < (int32_t)face.Vertecies.size(); vi++)
			{
				auto vertex = face.Vertecies[vi];

				auto it = v2ind.find(vertex);
				if (it == v2ind.end())
				{
					v2ind[vertex] = vInd;
					ind2v[vInd] = vertex;
					vInd++;
				}
			}
		}

		// 設定
		auto mesh = std::make_shared<Mesh>();
		mesh->Name = node->GetName();
		mesh->BoneConnectors = bcs_temp;

		mesh->Vertexes.resize(vInd);
		for (auto& iv : ind2v)
		{
			mesh->Vertexes[iv.first] = iv.second;
		}

		for (auto& face : faces)
		{
			if (face.Vertecies.size() < 3) continue;

			if (face.Vertecies.size() == 3)
			{
				Face f;
				f.Index[0] = v2ind[face.Vertecies[0]];
				f.Index[1] = v2ind[face.Vertecies[1]];
				f.Index[2] = v2ind[face.Vertecies[2]];
				mesh->Faces.push_back(f);
			}
			
			if (face.Vertecies.size() == 4)
			{
				Face f0;
				f0.Index[0] = v2ind[face.Vertecies[0]];
				f0.Index[1] = v2ind[face.Vertecies[1]];
				f0.Index[2] = v2ind[face.Vertecies[2]];
				mesh->Faces.push_back(f0);

				Face f1;
				f1.Index[0] = v2ind[face.Vertecies[0]];
				f1.Index[1] = v2ind[face.Vertecies[2]];
				f1.Index[2] = v2ind[face.Vertecies[3]];
				mesh->Faces.push_back(f1);
			}
		}

		// Binormal,Tangent計算
		std::map<int32_t, VertexNormals> vInd2Normals;

		for (const auto& face : mesh->Faces)
		{
			FbxVector4 binormal, tangent;
			CalcTangentSpace(
				mesh->Vertexes[face.Index[0]],
				mesh->Vertexes[face.Index[1]],
				mesh->Vertexes[face.Index[2]],
				binormal,
				tangent);

			for (auto i = 0; i < 3; i++)
			{
				vInd2Normals[face.Index[i]].Binormal += binormal;
				vInd2Normals[face.Index[i]].Tangent += tangent;
				vInd2Normals[face.Index[i]].Count += 1;
			}
		}

		for (auto& vn : vInd2Normals)
		{
			vn.second.Binormal /= vn.second.Count;
			vn.second.Tangent /= vn.second.Count;
		}

		for (auto& vn : vInd2Normals)
		{
			mesh->Vertexes[vn.first].Binormal = vn.second.Binormal;
			mesh->Vertexes[vn.first].Tangent = vn.second.Tangent;

			// 適当な値を代入する
			if (mesh->Vertexes[vn.first].Binormal.Length() == 0.0f)
			{
				if (mesh->Vertexes[vn.first].Normal != FbxVector4(1, 0, 0))
				{
					mesh->Vertexes[vn.first].Binormal = FbxVector4(1, 0, 0);
					mesh->Vertexes[vn.first].Tangent = FbxVector4(0, 1, 0);
				}
				else
				{
					mesh->Vertexes[vn.first].Binormal = FbxVector4(0, 1, 0);
					mesh->Vertexes[vn.first].Tangent = FbxVector4(1, 0, 0);
				}
			}
		}

		return mesh;
	}