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    Class ConvertStepToGltfAdvancedWithDracoDto

    Advanced options for converting STEP to glTF format with explicit Draco geometry compression settings. Mirrors ConvertStepToGltfAdvancedDto and adds the 8 Draco knobs supported by the underlying native function.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    stepData: string | File | Blob | ArrayBuffer | Uint8Array

    STEP data as string (for plain text files), ArrayBuffer, Uint8Array, File, or Blob. Supports compressed .stpz files - gzip-compressed data is automatically decompressed.

    undefined
    
    readColors: boolean

    Read color attributes from STEP file. Required for colored glTF output.

    true
    
    readNames: boolean

    Read name attributes from STEP file. Disable for faster parsing if names are not needed.

    true
    
    readMaterials: boolean

    Read material attributes from STEP file. Required for material properties in glTF.

    true
    
    readLayers: boolean

    Read layer attributes from STEP file. Usually not needed for glTF output.

    false
    
    readProps: boolean

    Read validation properties from STEP file. Usually not needed for glTF output.

    false
    
    meshDeflection: number

    Mesh linear deflection (triangulation precision). When meshRelative is true (default), this is a fraction of each edge's length (e.g. 0.005 = 0.5%) so deflection auto-scales with feature size. When meshRelative is false, this is absolute in model units (mm for STEP).

    0.005
    

    0.0001

    10

    0.001

    meshAngle: number

    Mesh angular deflection in radians. Controls curvature-based refinement.

    0.5
    

    0.01

    3.14159

    0.1

    meshParallel: boolean

    Enable parallel meshing for multi-threaded builds. Recommended to keep enabled.

    true
    
    faceCountThreshold: number

    Face count threshold for the legacy per-sub-shape meshing fallback. Default -1 means single-pass meshing of the whole compound (fastest, recommended). Set to a positive value (e.g. 100000) to fall back to per-solid meshing for very large assemblies in memory-constrained environments.

    -1
    

    -1

    500000

    10000

    meshRelative: boolean

    Use size-aware relative deflection per face (recommended). When true, meshDeflection is interpreted as a fraction of each edge's length. Set to false to use absolute deflection in model units.

    true
    
    internalVerticesMode: boolean

    Enable internal vertices mode for more accurate mesh on complex faces.

    false
    
    controlSurfaceDeflection: boolean

    Enable control surface deflection for better quality on curved surfaces.

    false
    
    mergeFaces: boolean

    Merge faces within a single part into one mesh. Produces smaller file sizes.

    true
    
    splitIndices16: boolean

    Prefer 16-bit indices when merging faces. Produces smaller binary data when mesh fits in 16-bit indices.

    true
    
    parallelWrite: boolean

    Enable parallel glTF writing. Recommended for large files.

    true
    
    embedTextures: boolean

    Embed textures in GLB output. Only applies to binary (GLB) format.

    true
    
    forceUVExport: boolean

    Export UV coordinates even without textures.

    false
    
    nodeNameFormat: gltfNameFormatEnum

    Node naming format in output glTF.

    instance
    
    meshNameFormat: gltfNameFormatEnum

    Mesh naming format in output glTF.

    instance
    
    transformFormat: gltfTransformFormatEnum

    Transformation format in output glTF.

    compact
    
    adjustZtoY: boolean

    Convert Z-up (OCCT default) to Y-up (glTF standard). Set to false to keep Z-up coordinate system.

    true
    
    scale: number

    Scale factor for the model. Useful for unit conversion (e.g., 0.001 to convert mm to meters). Set to 1.0 for no scaling.

    1.0
    

    0.000001

    1000000

    0.001

    useDraco: boolean

    Enable Draco geometry compression on output.

    true
    
    dracoCompressionLevel: number

    Draco compression level - 0 (fastest, largest) ... 10 (slowest, smallest).

    7
    

    0

    10

    1

    dracoQuantizePositionBits: number

    Quantization bits for vertex positions.

    14
    

    0

    31

    1

    dracoQuantizeNormalBits: number

    Quantization bits for normals.

    10
    

    0

    31

    1

    dracoQuantizeTexcoordBits: number

    Quantization bits for texture coordinates (UVs).

    12
    

    0

    31

    1

    dracoQuantizeColorBits: number

    Quantization bits for vertex colors.

    8
    

    0

    31

    1

    dracoQuantizeGenericBits: number

    Quantization bits for generic attributes.

    12
    

    0

    31

    1

    dracoUnifiedQuantization: boolean

    Apply a single quantization grid across all attributes.

    false