## ClusterNonOverlapEnforcement

### Description

Resolves the ambiguity when clusters overlap in a context of a given property type (e.g.: material). This command is used primarily by ApplyShader.
It either removes the overlap from the selected clusters, from the existing clusters, or simply lets the overlap happen.

### Scripting Syntax

    oReturn = ClusterNonOverlapEnforcement( InputObjs, Property, ActionWhenLocalMaterialsOverlap );

### Return Value

Returns an XSICollection containing the clusters found to be overlapping with the target cluster(s).

### Parameters

Parameter | Type | Description
--- | --- | ---
InputObjs | String | List of clusters (probably selected) against which all clusters will be tested for overlapping. Default Value: Current selection
Property | String | Example of a property the existing clusters must have in order to be tested.
ActionWhenLocalMaterialsOverlap | siActionWhenLocalMaterialsOverlap | What to do with the clusters found to be overlapping with the target cluster(s). Default Value: siRemoveFromSelectedClusters

### Examples

#### VBScript Example

    ' The following example demonstrates how to use ClusterNonOverlapEnforcement to resolve conflicts
    ' when clusters with a given type of property (eg: material) overlaps.
    ' The example is not really a good one because ApplyShader already does all this internally
    ' let's create a grid
    NewScene
    CreatePrim "Grid", "MeshSurface"
    ' now lets make the four corners red
    ActivateRaycastPolySelTool
    SelectGeometryComponents "grid.poly[0]"
    AddToSelection "grid.poly[0,1,8,9]", , True
    AddToSelection "grid.poly[48,49,56,57]", , True
    AddToSelection "grid.poly[6,7,14,15]", , True
    AddToSelection "grid.poly[54,55,62,LAST]", , True
    set l_Shader = ApplyShader
    SetValue "grid.polymsh.cls.Polygon.Material.Phong.diffuse.red", 1
    SetValue "grid.polymsh.cls.Polygon.Material.Phong.diffuse.green", 0
    SetValue "grid.polymsh.cls.Polygon.Material.Phong.diffuse.blue", 0
    SetDisplayMode "Views.ViewA.TopCamera", "shaded"
    ' to make the remaining polygons green lets simply select
    ' all the polygons and use ClusterNonOverlapEnforcement with
    ' siRemoveFromSelectedClusters to not override the corners
    SelectAllUsingFilter "Polygon", siCheckComponentVisibility
    set l_Cluster = CreateCluster
    ClusterNonOverlapEnforcement l_Cluster, "grid.polymsh.cls.Polygon.Material", siRemoveFromSelectedClusters
    ApplyShader
    SetValue "grid.polymsh.cls.Polygon1.Material.Phong.diffuse.red", 0
    SetValue "grid.polymsh.cls.Polygon1.Material.Phong.diffuse.green", 1
    SetValue "grid.polymsh.cls.Polygon1.Material.Phong.diffuse.blue", 0
    ' now to make the 4 polygons blue in the center
    ' lets use ClusterNonOverlapEnforcement this time with siRemoveFromExistingClusters
    SelectGeometryComponents "grid.poly[27,28,35,36]"
    set l_Cluster = CreateCluster
    ClusterNonOverlapEnforcement l_Cluster, "grid.polymsh.cls.Polygon.Material", siRemoveFromExistingClusters
    ApplyShader
    SetValue "grid.polymsh.cls.Polygon2.Material.Phong.diffuse.red", 0
    SetValue "grid.polymsh.cls.Polygon2.Material.Phong.diffuse.green", 0
    SetValue "grid.polymsh.cls.Polygon2.Material.Phong.diffuse.blue", 1
    DeselectAll

### See Also

ApplyShader