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    Class ConvertStepToGltfAdvancedWithDracoDto (Inputs.OCCT)

    A STEP file with every reading, meshing and writing option plus Draco settings for io.convertStepToGltfAdvancedWithDraco.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    stepData: string | ArrayBuffer | Uint8Array<ArrayBufferLike> | File | Blob

    The STEP file as text, ArrayBuffer, Uint8Array, File or Blob; gzip-compressed .stpz content is unpacked on its own.

    undefined
    
    readColors?: boolean

    When true, colors are read from the file; needed for a colored glTF.

    true
    
    readNames?: boolean

    When true, part names are read from the file; switch it off for faster parsing when names are not needed.

    true
    
    readMaterials?: boolean

    When true, materials are read from the file; needed for material properties in the glTF.

    true
    
    readLayers?: boolean

    When true, layer information is read from the file; rarely needed for glTF.

    false
    
    readProps?: boolean

    When true, validation properties are read from the file; rarely needed for glTF.

    false
    
    meshDeflection?: number

    How closely triangles follow curved surfaces: with meshRelative true a fraction of each edge's length, otherwise an absolute distance in model units.

    0.005
    

    0.0001

    Infinity

    0.001

    meshAngle?: number

    The largest angle, in radians, between the normals of neighboring triangles; smaller gives smoother curves and more triangles.

    0.5
    

    0.01

    3.141592653589793

    0.1

    meshParallel?: boolean

    When true, faces are meshed on several threads where the build allows it.

    true
    
    faceCountThreshold?: number

    Above this many faces the assembly is meshed solid by solid to save memory; -1 meshes everything in one pass, which is fastest.

    -1
    

    -1

    Infinity

    10000

    meshRelative?: boolean

    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.

    true
    
    internalVerticesMode?: boolean

    When true, extra vertices are added inside curved faces for a closer fit, at the cost of speed.

    false
    
    controlSurfaceDeflection?: boolean

    When true, an extra pass refines triangles that bulge beyond the precision, at the cost of speed.

    false
    
    mergeFaces?: boolean

    When true, the faces of a part are joined into one mesh, which makes a smaller file.

    true
    
    splitIndices16?: boolean

    When true, merged meshes use 16-bit indexes where they fit, which makes a smaller file.

    true
    
    parallelWrite?: boolean

    When true, the glTF is written on several threads, which helps with large files.

    true
    
    embedTextures?: boolean

    When true, textures are embedded in the GLB instead of referenced as separate files.

    true
    
    forceUVExport?: boolean

    When true, texture coordinates are written even for meshes without textures.

    false
    
    nodeNameFormat?: gltfNameFormatEnum

    What the glTF nodes are named after: the instance, the product, a combination, or nothing.

    instance
    
    meshNameFormat?: gltfNameFormatEnum

    What the glTF meshes are named after: the instance, the product, a combination, or nothing.

    instance
    
    transformFormat?: gltfTransformFormatEnum

    How node placements are written: compact as translation, rotation and scale where possible, mat4 always as a matrix, trs always as the three parts.

    compact
    
    adjustZtoY?: boolean

    When true, the file's Z-up is turned into glTF's Y-up; false keeps Z up.

    true
    
    scale?: number

    A factor applied to the whole model, such as 0.001 to turn millimeters into meters; 1 keeps the size.

    1.0
    

    0.000001

    1000000

    0.001

    useDraco?: boolean

    When true, the geometry is compressed with Draco.

    true
    
    dracoCompressionLevel?: number

    How hard Draco compresses, from 0 for fastest and largest to 10 for slowest and smallest.

    7
    

    0

    10

    1

    dracoQuantizePositionBits?: number

    How many bits each vertex position keeps; fewer bits mean a smaller file and less precision.

    14
    

    0

    31

    1

    dracoQuantizeNormalBits?: number

    How many bits each normal keeps; fewer bits mean a smaller file and less precision.

    10
    

    0

    31

    1

    dracoQuantizeTexcoordBits?: number

    How many bits each texture coordinate keeps; fewer bits mean a smaller file and less precision.

    12
    

    0

    31

    1

    dracoQuantizeColorBits?: number

    How many bits each vertex color keeps; fewer bits mean a smaller file and less precision.

    8
    

    0

    31

    1

    dracoQuantizeGenericBits?: number

    How many bits other vertex attributes keep; fewer bits mean a smaller file and less precision.

    12
    

    0

    31

    1

    dracoUnifiedQuantization?: boolean

    When true, one quantization grid is used for every attribute instead of one per attribute.

    false