public ReadOnlyPointCollection Points {get;}
Public ReadOnly Property Points As ReadOnlyPointCollection
public ReadOnlyPointCollection Points {get;}
Public ReadOnly Property Points As ReadOnlyPointCollection
// standard geometry properties bool hasZ = multipatch.HasZ; bool hasM = multipatch.HasM; bool hasID = multipatch.HasID; bool isEmpty = multipatch.IsEmpty; var sr = multipatch.SpatialReference; // number of patches (parts) int patchCount = multiPatch.PartCount; // number of points int pointCount = multiPatch.PointCount; // retrieve the points as MapPoints ReadOnlyPointCollection points = multipatch.Points; // or as 3D Coordinates IReadOnlyList<Coordinate3D> coordinates = multipatch.Copy3DCoordinatesToList(); // multipatch materials bool hasMaterials = multiPatch.HasMaterials; int materialCount = multiPatch.MaterialCount; // multipatch textures bool hasTextures = multiPatch.HasTextures; int textureVertexCount = multiPatch.TextureVertexCount; // normals bool hasNormals = multiPatch.HasNormals; // properties for an individual patch (if multipatch.PartCount > 0) int patchPriority = multiPatch.GetPatchPriority(patchIndex); PatchType patchType = multiPatch.GetPatchType(patchIndex); // patch points int patchPointCount = multiPatch.GetPatchPointCount(patchIndex); int pointStartIndex = multiPatch.GetPatchStartPointIndex(patchIndex); // the patch Points are then the points in multipatch.Points from pointStartIndex to pointStartIndex + patchPointCount // if the multipatch has materials if (hasMaterials) { // does the patch have a material? // materialIndex = -1 if the patch does not have a material; // 0 <= materialIndex < materialCount if the patch does have materials int materialIndex = multipatch.GetPatchMaterialIndex(patchIndex); // properties for an individual material (if multipatch.MaterialCount > 0) var color = multipatch.GetMaterialColor(materialIndex); var edgeColor = multipatch.GetMaterialEdgeColor(materialIndex); var edgeWidth = multipatch.GetMaterialEdgeWidth(materialIndex); var shiness = multipatch.GetMaterialShininess(materialIndex); var percent = multipatch.GetMaterialTransparencyPercent(materialIndex); var cullBackFace = multipatch.IsMaterialCullBackFace(materialIndex); // texture properties bool isTextured = multipatch.IsMaterialTextured(materialIndex); if (isTextured) { int columnCount = multipatch.GetMaterialTextureColumnCount(materialIndex); int rowCount = multipatch.GetMaterialTextureRowCount(materialIndex); int bpp = multipatch.GetMaterialTextureBytesPerPixel(materialIndex); TextureCompressionType compressionType = multipatch.GetMaterialTextureCompressionType(materialIndex); var texture = multipatch.GetMaterialTexture(materialIndex); } } // texture coordinates (if multipatch.HasTextures = true) if (hasTextures) { int numPatchTexturePoints = multiPatch.GetPatchTextureVertexCount(patchIndex); var coordinate2D = multiPatch.GetPatchTextureCoordinate(patchIndex, 0); ICollection<Coordinate2D> textureCoordinates = new List<Coordinate2D>(numPatchTexturePoints); multiPatch.GetPatchTextureCoordinates(patchIndex, ref textureCoordinates); } // patch normals (if multipatch.HasNormals = true) if (hasNormals) { // number of normal coordinates = multipatch.GetPatchPointCount(patchIndex) Coordinate3D patchNormal = multipatch.GetPatchNormal(patchIndex, 0); ICollection<Coordinate3D> normalCoordinates = new List<Coordinate3D>(patchPointCount); multipatch.GetPatchNormals(patchIndex, ref normalCoordinates); }
Target Platforms: Windows 11, Windows 10