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origin: Vector3An optional world space origin on which to center the compound volume. If not specified, the origin is set to (0,0,0)
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Fetch a Block Location Iterator for the Compound Block Volume. This iterator will allow a creator to iterate across all of the selected volumes within the larger bounding area. Areas of a volume which have been overridden by a subtractive volume will not be included in the iterator step. (i.e. if you push a cube to the stack, and then push a subtractive volume to the same location, then the iterator will step over the initial volume because it is considered negative space) Note that the Block Locations returned by this iterator are in absolute world space (irrespective of whether the compound volume items pushed are absolute or relative)
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Return a boolean representing whether or not a given absolute world space block location is inside a positive block volume. E.g. if the stack contains a large cube followed by a slightly smaller negative cube, and the test location is within the negative cube - the function will return false because it's not 'inside' a volume (it IS inside the bounding rectangle, but it is not inside a positively defined location)
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forceRelativity: CompoundBlockVolumePositionRelativityDetermine whether the function returns a
CompoundBlockVolumeItem which is forced into either relative
or absolute coordinate system.
true
= force returned item to be relative to volume origin
false
= force returned item to be absolute world space
location
If no flag is specified, the item returned retains whatever relativity it had when it was pushed
Returns undefined if the stack is empty
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preserveExistingVolumes: booleanThis optional boolean flag determines whether the relative
CompoundBlockVolumeItem
's are frozen in place, or are
affected by the new origin.
Imagine a scenario where you have a series of relative
locations around an origin which make up a sphere; all of
these locations are in the range of -2 to 2.
Push each of these locations to the compound volume as
relative items.
Now, move the origin and all of the locations representing
the sphere move accordingly.
However, let's say you want to add a 2nd sphere next to the
1st.
In this case, set the new origin a few locations over, but
'preserveExistingVolumes' = true.
This will set a new origin, but the existing sphere
locations will remain relative to the original origin.
Now, you can push the relative sphere locations again (this
time they will be relative to the new origin) - resulting in
2 spheres next to each other.
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preserveExistingVolumes: booleanSee the description for the arguments to CompoundBlockVolume.setOrigin
Similar to CompoundBlockVolume.setOrigin - this function will translate the origin by a given delta to a new position
The Compound Block Volume is a collection of individual block volume definitions which, as a collection, define a larger volume of (sometimes non-contiguous) irregular shapes. This class is loosely based on the concept of CSG (Computational Solid Geometry) and allows a user to create complex volumes by building a stack of volumes and voids to make a larger single volume. For example - normally a creator would create a hollow cube by creating 6 "wall" surfaces for each face. With a Compound Block Volume, a creator can define a hollow cube by creating a single outer solid cube, and then defining a further single 'void' cube inside the larger one. Similarly, the Compound Block Volume can represent irregular shaped volumes (e.g. a tree consists of a trunk and lots of leaf cubes which are not necessarily contiguously placed). Each of the volumes added to the CompoundBlockVolume are (by default) relative to the origin set (either at construction or via one of the set functions). However, it is also possible to push volumes to the compound collection which are absolute in nature and are not affected by origin changes.