ArcGIS Pro 3.7 API Reference Guide
ArcGIS.Core.Geometry Namespace / Multipatch Class / GetPatchPriority Method
The index of the patch. Must be greater than or equal to zero and less than PartCount.
Example

In This Topic
    GetPatchPriority Method
    In This Topic
    Gets a value representing the priority of the specified patch (part).
    Syntax
    Public Function GetPatchPriority( _
       ByVal patchIndex As Integer _
    ) As Integer
    public int GetPatchPriority( 
       int patchIndex
    )

    Parameters

    patchIndex
    The index of the patch. Must be greater than or equal to zero and less than PartCount.
    Exceptions
    ExceptionDescription
    The patch index must be >= 0.
    The patch index must be less than the number of patches (parts) in the multipatch.
    Remarks
    When overlapping patches are defined within the same multipatch, patch priorities can be used to explicitly specify the order in which patches should be drawn when rendered. The larger the number assigned, the higher the patch priority or precedence the patch takes when rendered.
    Example
    Multipatch Properties
    {
      int patchIndex = 0;
    
      // 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 pointsMultipatch = 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);
      }
    }
    Requirements

    Target Platforms: Windows 11 Home, Pro, Enterprise (64 bit)

    ArcGIS Pro version: 3.0 or higher.
    See Also