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);
}