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## Uses of Class
net.minecraft.world.gen.structure.StructureBoundingBox

Packages that use StructureBoundingBox
net.minecraft.world.gen.structure |

Uses of StructureBoundingBox in net.minecraft.world.gen.structure

Methods in net.minecraft.world.gen.structure that return StructureBoundingBox
`static StructureBoundingBox` | `ComponentMineshaftStairs.findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5)` Trys to find a valid place to put this component.
`static StructureBoundingBox` | `ComponentMineshaftCross.findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5)`
`static StructureBoundingBox` | `ComponentMineshaftCorridor.findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5)`
`static StructureBoundingBox` | `ComponentVillageTorch.func_74904_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6)`
`static StructureBoundingBox` | `ComponentVillagePathGen.func_74933_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6)`
`static StructureBoundingBox` | `ComponentStrongholdCorridor.func_74992_a(List par0List, Random par1Random, int par2, int par3, int par4, int par5)`
`StructureBoundingBox` | `StructureStart.getBoundingBox()`
`StructureBoundingBox` | `StructureComponent.getBoundingBox()`
`static StructureBoundingBox` | `StructureBoundingBox.getComponentToAddBoundingBox(int par0, int par1, int par2, int par3, int par4, int par5, int par6, int par7, int par8, int par9)` used to project a possible new component Bounding Box - to check if it would cut anything already spawned
`static StructureBoundingBox` | `StructureBoundingBox.getNewBoundingBox()` returns a new StructureBoundingBox with MAX values

Methods in net.minecraft.world.gen.structure with parameters of type StructureBoundingBox
`boolean` | `ComponentStrongholdRightTurn.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentMineshaftStairs.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageChurch.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageHall.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageHouse2.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeStraight.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCrossing.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentMineshaftCross.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageHouse1.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageWell.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeThrone.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdCrossing.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCorridor3.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdLibrary.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeNetherStalkRoom.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeEntrance.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdRoomCrossing.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdCorridor.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCrossing2.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCorridor2.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentMineshaftCorridor.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdStairs.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCorridor.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentScatteredFeatureJunglePyramid.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeStairs.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageField.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillagePathGen.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentScatteredFeatureDesertPyramid.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeEnd.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageTorch.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageField2.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`abstract boolean` | `StructureComponent.addComponentParts(World var1, Random var2, StructureBoundingBox var3)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCorridor5.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdChestCorridor.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdPrison.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCorridor4.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageHouse4_Garden.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentNetherBridgeCrossing3.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdStairsStraight.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentScatteredFeatureSwampHut.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentMineshaftRoom.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdPortalRoom.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageHouse3.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdStraight.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentStrongholdLeftTurn.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`boolean` | `ComponentVillageWoodHut.addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
`void` | `StructureBoundingBox.expandTo(StructureBoundingBox par1StructureBoundingBox)` Expands a bounding box's dimensions to include the supplied bounding box.
`static StructureComponent` | `StructureComponent.findIntersecting(List par0List, StructureBoundingBox par1StructureBoundingBox)` Discover if bounding box can fit within the current bounding box object.
`void` | `StructureStart.generateStructure(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)` Keeps iterating Structure Pieces and spawning them until the checks tell it to stop
`boolean` | `StructureBoundingBox.intersectsWith(StructureBoundingBox par1StructureBoundingBox)` Returns whether the given bounding box intersects with this one.

Constructors in net.minecraft.world.gen.structure with parameters of type StructureBoundingBox
`ComponentMineshaftCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentMineshaftCross(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentMineshaftStairs(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCorridor2(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCorridor3(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCorridor4(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCorridor5(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCrossing(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCrossing2(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeCrossing3(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeEnd(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeEntrance(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeNetherStalkRoom(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeStairs(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeStraight(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentNetherBridgeThrone(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdChestCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdCrossing(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdLeftTurn(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdLibrary(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdPortalRoom(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdPrison(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdRightTurn(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdRoomCrossing(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdStairs(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdStairsStraight(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentStrongholdStraight(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)`
`ComponentVillageChurch(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageField(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageField2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageHall(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageHouse1(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageHouse2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageHouse3(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageHouse4_Garden(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillagePathGen(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageTorch(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`ComponentVillageWoodHut(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)`
`StructureBoundingBox(StructureBoundingBox par1StructureBoundingBox)`

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