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.
When true, colors are read from the file; needed for a colored glTF.
When true, part names are read from the file; switch it off for faster parsing when names are not needed.
When true, materials are read from the file; needed for material properties in the glTF.
When true, layer information is read from the file; rarely needed for glTF.
When true, validation properties are read from the file; rarely needed for glTF.
How closely triangles follow curved surfaces: with meshRelative true a fraction of each
edge's length, otherwise an absolute distance in model units.
The largest angle, in radians, between the normals of neighboring triangles; smaller gives smoother curves and more triangles.
When true, faces are meshed on several threads where the build allows it.
Above this many faces the assembly is meshed solid by solid to save memory; -1 meshes everything in one pass, which is fastest.
When true, meshDeflection scales with each part's size, so small fasteners and large
housings both mesh well; when false it is an absolute distance.
When true, extra vertices are added inside curved faces for a closer fit, at the cost of speed.
When true, an extra pass refines triangles that bulge beyond the precision, at the cost of speed.
When true, the faces of a part are joined into one mesh, which makes a smaller file.
When true, merged meshes use 16-bit indexes where they fit, which makes a smaller file.
When true, the glTF is written on several threads, which helps with large files.
When true, textures are embedded in the GLB instead of referenced as separate files.
When true, texture coordinates are written even for meshes without textures.
What the glTF nodes are named after: the instance, the product, a combination, or nothing.
What the glTF meshes are named after: the instance, the product, a combination, or nothing.
How node placements are written: compact as translation, rotation and scale where possible,
mat4 always as a matrix, trs always as the three parts.
When true, the file's Z-up is turned into glTF's Y-up; false keeps Z up.
A factor applied to the whole model, such as 0.001 to turn millimeters into meters; 1 keeps the size.
When true, the geometry is compressed with Draco.
How hard Draco compresses, from 0 for fastest and largest to 10 for slowest and smallest.
How many bits each vertex position keeps; fewer bits mean a smaller file and less precision.
How many bits each normal keeps; fewer bits mean a smaller file and less precision.
How many bits each texture coordinate keeps; fewer bits mean a smaller file and less precision.
How many bits each vertex color keeps; fewer bits mean a smaller file and less precision.
How many bits other vertex attributes keep; fewer bits mean a smaller file and less precision.
When true, one quantization grid is used for every attribute instead of one per attribute.
A STEP file with every reading, meshing and writing option plus Draco settings for
io.convertStepToGltfAdvancedWithDraco.