// This function does some modifications to the cube block's object builder before it's built, usually integrity changes, etc...
        public virtual void BeforeCreateBlock(MyCubeBlockDefinition definition, MyEntity builder, MyObjectBuilder_CubeBlock ob, bool buildAsAdmin)
        {
            if (definition.EntityComponents == null) return;

            if (ob.ComponentContainer == null)
            {
                ob.ComponentContainer = new MyObjectBuilder_ComponentContainer();
            }

            foreach (var componentOb in definition.EntityComponents)
            {
                var data = new MyObjectBuilder_ComponentContainer.ComponentData();
                data.TypeId = componentOb.Key.ToString();
                data.Component = componentOb.Value;
                ob.ComponentContainer.Components.Add(data);
            }
        }
        public MyObjectBuilder_CubeBlock ConvertToOriginalBlocksWithFractureComponent()
        {
            List<MyObjectBuilder_CubeBlock> blockBuilders = new List<MyObjectBuilder_CubeBlock>();
            Quaternion q;
            for (int i = 0; i < OriginalBlocks.Count; ++i)
            {
                var defId = OriginalBlocks[i];
                MyCubeBlockDefinition def;
                MyDefinitionManager.Static.TryGetCubeBlockDefinition(defId, out def);
                if (def == null)
                {
                    Debug.Fail("Cube block definition not found");
                    continue;
                }
                var orientation = Orientations[i];
                MultiBlockPartInfo multiBlockInfo = MultiBlocks != null && MultiBlocks.Count > i ? MultiBlocks[i] : null;

                MyObjectBuilder_CubeBlock blockBuilder = MyObjectBuilderSerializer.CreateNewObject(defId) as MyObjectBuilder_CubeBlock;
                orientation.GetQuaternion(out q);
                blockBuilder.Orientation = q;
                blockBuilder.Min = Position;
                blockBuilder.MultiBlockId = multiBlockInfo != null ? multiBlockInfo.MultiBlockId : 0;
                blockBuilder.MultiBlockDefinition = null;
                if (multiBlockInfo != null)
                    blockBuilder.MultiBlockDefinition = multiBlockInfo.MultiBlockDefinition;
                blockBuilder.ComponentContainer = new MyObjectBuilder_ComponentContainer();

                var fractureBuilder = new MyObjectBuilder_FractureComponentCubeBlock();
                m_tmpNamesAndBuildProgress.Clear();
                GetAllBlockBreakableShapeNames(def, m_tmpNamesAndBuildProgress);
                float buildProgress;
                ConvertAllShapesToFractureComponentShapeBuilder(Shape, ref Matrix.Identity, orientation, m_tmpNamesAndBuildProgress, fractureBuilder, out buildProgress);
                m_tmpNamesAndBuildProgress.Clear();
                // Count of shapes can be 0!
                if (fractureBuilder.Shapes.Count == 0)
                    continue;

                float previousBuildRatioUpperBound = 0f;
                if (def.BuildProgressModels != null)
                {
                    foreach (var progress in def.BuildProgressModels)
                    {
                        if (progress.BuildRatioUpperBound >= buildProgress)
                            break;

                        previousBuildRatioUpperBound = progress.BuildRatioUpperBound;
                    }
                }

                var componentData = new MyObjectBuilder_ComponentContainer.ComponentData();
                componentData.TypeId = typeof(MyFractureComponentBase).Name;
                componentData.Component = fractureBuilder;
                blockBuilder.ComponentContainer.Components.Add(componentData);
                blockBuilder.BuildPercent = buildProgress;
                Debug.Assert(buildProgress > previousBuildRatioUpperBound);
                blockBuilder.IntegrityPercent = MyDefinitionManager.Static.DestructionDefinition.ConvertedFractureIntegrityRatio * buildProgress;

                if (i == 0 && CubeGrid.GridSizeEnum == MyCubeSize.Small)
                    return blockBuilder;

                blockBuilders.Add(blockBuilder);
            }

            if (blockBuilders.Count > 0)
            {
                MyObjectBuilder_CompoundCubeBlock compoundBuilder = MyCompoundCubeBlock.CreateBuilder(blockBuilders);
                return compoundBuilder;
            }

            return null;
        }