// 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);
}