package org.sunflow.core; import org.sunflow.core.primitive.TriangleMesh; import org.sunflow.math.BoundingBox; import org.sunflow.math.Matrix4; /** * Represents an object which can be tesselated into a list of primitives such * as a {@link TriangleMesh}. */ public interface Tesselatable extends RenderObject { /** * Tesselate this object into a {@link PrimitiveList}. This may return * null if tesselation fails. * * @return a list of primitives generated by the tesselation */ public PrimitiveList tesselate(); /** * Compute a bounding box of this object in world space, using the specified * object-to-world transformation matrix. The bounds should be as exact as * possible, if they are difficult or expensive to compute exactly, you may * use {@link Matrix4#transform(BoundingBox)}. If the matrix is * null no transformation is needed, and object space is * equivalent to world space. This method may return * null if these bounds are difficult or impossible to compute, * in which case the tesselation will be executed right away and the bounds * of the resulting primitives will be used. * * @param o2w object to world transformation matrix * @return object bounding box in world space */ public BoundingBox getWorldBounds(Matrix4 o2w); }