This property can't be read in early-execution mode.
This property can't be read in early-execution mode.
The world block location to test
If the location is either inside or more than 0 blocks away, the function will return false. If the location is directly contacting the outer surface of the BlockVolume, the function will return true.
Check to see if the given location is directly adjacent to the outer surface of a BlockVolume.
This function can't be called in early-execution mode.
The volume to test
If the outer faces of both block volumes touch and are directly adjacent at any point, return true.
This function can't be called in early-execution mode.
Fetch a BlockLocationIterator that represents all of the block world locations within the specified volume
This function can't be called in early-execution mode.
This function can't be called in early-execution mode.
This function can't be called in early-execution mode.
This function can't be called in early-execution mode.
Get a Vector3 object where each component represents the number of blocks along that axis
This function can't be called in early-execution mode.
This function can't be called in early-execution mode.
This function can't be called in early-execution mode.
Amount of blocks to move by
This function can't be called in early-execution mode.
A BlockVolume is a simple interface to an object which represents a 3D rectangle of a given size (in blocks) at a world block location. Note that these are not analogous to "min" and "max" values, in that the vector components are not guaranteed to be in any order. In addition, these vector positions are not interchangeable with BlockLocation. If you want to get this volume represented as range of of BlockLocations, you can use the getBoundingBox utility function. This volume class will maintain the ordering of the corner indexes as initially set. imagine that each corner is assigned in Editor - as you move the corner around (potentially inverting the min/max relationship of the bounds) - what you had originally selected as the top/left corner would traditionally become the bottom/right. When manually editing these kinds of volumes, you need to maintain the identity of the corner as you edit - the BlockVolume utility functions do this.
Important to note that this measures block sizes (to/from) - a normal AABB (0,0,0) to (0,0,0) would traditionally be of size (0,0,0) However, because we're measuring blocks - the size or span of a BlockVolume would actually be (1,1,1)
Example: createBlockVolume.ts