package org.sunflow.core;
import org.sunflow.math.BoundingBox;
import org.sunflow.math.Matrix4;
/**
* This class represents an object made up of many primitives.
*/
public interface PrimitiveList extends RenderObject {
/**
* 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.
*
* @param o2w object to world transformation matrix
* @return object bounding box in world space
*/
public BoundingBox getWorldBounds(Matrix4 o2w);
/**
* Returns the number of individual primtives in this aggregate object.
*
* @return number of primitives
*/
public int getNumPrimitives();
/**
* Retrieve the bounding box component of a particular primitive in object
* space. Even indexes get minimum values, while odd indexes get the maximum
* values for each axis.
*
* @param primID primitive index
* @param i bounding box side index
* @return value of the request bound
*/
public float getPrimitiveBound(int primID, int i);
/**
* Intersect the specified primitive in local space.
*
* @param r ray in the object's local space
* @param primID primitive index to intersect
* @param state intersection state
* @see Ray#setMax(float)
* @see IntersectionState#setIntersection(int, float, float)
*/
public void intersectPrimitive(Ray r, int primID, IntersectionState state);
/**
* Prepare the specified {@link ShadingState} by setting all of its internal
* parameters.
*
* @param state shading state to fill in
*/
public void prepareShadingState(ShadingState state);
/**
* Create a new {@link PrimitiveList} object suitable for baking lightmaps.
* This means a set of primitives laid out in the unit square UV space. This
* method is optional, objects which do not support it should simply return
* null
.
*
* @return a list of baking primitives
*/
public PrimitiveList getBakingPrimitives();
}