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    Class ConvertStepToGltfWithDracoDto (Inputs.OCCT)

    A STEP file, meshing settings and Draco settings for io.convertStepToGltfWithDraco, which converts it into a Draco-compressed binary glTF.

    Hierarchy (View Summary)

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    Constructors

    Properties

    stepData: 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.

    undefined
    
    meshPrecision: 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

    10

    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

    3.14159

    0.05

    meshRelative: boolean

    When true, meshPrecision 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
    
    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