OptionalstepData: string | ArrayBuffer | File | Blob | Uint8Array<ArrayBufferLike>The STEP file as text, ArrayBuffer, Uint8Array, File or Blob; gzip-compressed .stpz content
is unpacked on its own.
OptionalreadWhen true, colors are read from the file; needed for a colored glTF.
OptionalreadWhen true, part names are read from the file; switch it off for faster parsing when names are not needed.
OptionalreadWhen true, materials are read from the file; needed for material properties in the glTF.
OptionalreadWhen true, layer information is read from the file; rarely needed for glTF.
OptionalreadWhen true, validation properties are read from the file; rarely needed for glTF.
OptionalmeshHow closely triangles follow curved surfaces: with meshRelative true a fraction of each
edge's length, otherwise an absolute distance in model units.
OptionalmeshThe largest angle, in radians, between the normals of neighboring triangles; smaller gives smoother curves and more triangles.
OptionalmeshWhen true, faces are meshed on several threads where the build allows it.
OptionalfaceAbove this many faces the assembly is meshed solid by solid to save memory; -1 meshes everything in one pass, which is fastest.
OptionalmeshWhen true, meshDeflection scales with each part's size, so small fasteners and large
housings both mesh well; when false it is an absolute distance.
OptionalinternalWhen true, extra vertices are added inside curved faces for a closer fit, at the cost of speed.
OptionalcontrolWhen true, an extra pass refines triangles that bulge beyond the precision, at the cost of speed.
OptionalmergeWhen true, the faces of a part are joined into one mesh, which makes a smaller file.
OptionalsplitWhen true, merged meshes use 16-bit indexes where they fit, which makes a smaller file.
OptionalparallelWhen true, the glTF is written on several threads, which helps with large files.
OptionalembedWhen true, textures are embedded in the GLB instead of referenced as separate files.
OptionalforceWhen true, texture coordinates are written even for meshes without textures.
OptionalnodeWhat the glTF nodes are named after: the instance, the product, a combination, or nothing.
OptionalmeshWhat the glTF meshes are named after: the instance, the product, a combination, or nothing.
OptionaltransformHow node placements are written: compact as translation, rotation and scale where possible,
mat4 always as a matrix, trs always as the three parts.
OptionaladjustWhen true, the file's Z-up is turned into glTF's Y-up; false keeps Z up.
OptionalscaleA factor applied to the whole model, such as 0.001 to turn millimeters into meters; 1 keeps the size.
A STEP file with every reading, meshing and writing option for
io.convertStepToGltfAdvanced; switch off what is not needed for a faster conversion.