public sealed class MaterialCommandAssigning a material to one of an entity's face groups, undoably.
Remarks
Doc 24's P5 per-face material, on the stack. Two references and a group number, which is the whole of what an assignment is — see MaterialsOf for why it is filed against the group rather than against the face.
⚠ It does not demote a parametric shape, unlike every other surface verb. The assignment lives on the document beside the mesh rather than inside it, so regenerating the geometry from its parameters leaves it exactly where it was — which is what lets a designer dress a corridor and then still make it a metre wider.
Fields and properties (1)
public string NameWhat this is called in the undo history, as a person would say it.
Methods (4)
public MaterialCommand(SceneDocument document, Entity entity, int group, AssetReference before, AssetReference after)Describes assigning a material to a face group.
public void Do(EditorContext context)Applies the change.
public void Undo(EditorContext context)Puts back exactly what Do changed.
public bool TryMergeWith(IEditorCommand previous, out IEditorCommand? merged)
Used by (1)
- BlockoutSurfacesVixen.Editor.Blockout