// create the multipatchBuilderEx object var builder = new ArcGIS.Core.Geometry.MultipatchBuilderEx(multipatch); // check some properties bool hasM = builder.HasM; bool hasZ = builder.HasZ; bool hasID = builder.HasID; bool isEmpty = builder.IsEmpty; bool hasNormals = builder.HasNormals; var patches = builder.Patches; int patchCount = patches.Count; // if there's some patches if (patchCount > 0) { int pointCount = builder.GetPatchPointCount(0); // replace the first point in the first patch if (pointCount > 0) { // get the first point var pt = builder.GetPoint(0, 0); builder.SetPoint(0, 0, newPoint); } // check which patches currently contain the texture var texture = builder.QueryPatchIndicesWithTexture(brickTextureResource); // assign a texture material patches[0].Material = brickMaterialTexture; } // update the builder for M awareness builder.HasM = true; // synchronize the patch attributes to match the builder attributes // in this instance because we just set HasM to true on the builder, each patch will now get a default M value for it's set of coordinates builder.SynchronizeAttributeAwareness(); // call ToGeometry to get the multipatch multipatch = builder.ToGeometry() as Multipatch; // multipatch.HasM will be true
Target Platforms: Windows 11, Windows 10