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    Class DrawShapeSharedDtoAbstract (Inputs.OCCT)

    How a shape is drawn, shared by DrawShapeDto and DrawShapesDto: colors and opacity of faces, edges and vertices, what to show, iso curves and surface analysis, and how finely to mesh the shape.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    faceOpacity?: number

    How opaque the faces are, from 0 for invisible to 1 for solid.

    1
    

    0

    1

    0.1

    edgeOpacity?: number

    How opaque the edges are, from 0 for invisible to 1 for solid.

    1
    

    0

    1

    0.1

    edgeColour?: string

    The color of the edges as a hex string such as #ffffff.

    #ffffff
    
    faceMaterial?: any

    A material for the faces from the rendering engine; when given it replaces the face color.

    undefined
    

    true

    faceColour?: string

    The color of the faces as a hex string such as #ff0000.

    #ff0000
    
    edgeWidth?: number

    How thick the edge lines are drawn.

    2
    

    0

    Infinity

    0.1

    drawEdges?: boolean

    When false, the edges are not drawn.

    true
    
    drawFaces?: boolean

    When false, the faces are not drawn.

    true
    
    drawVertices?: boolean

    When true, the vertices are drawn as small markers.

    false
    
    vertexColour?: string

    The color of the vertex markers as a hex string.

    #ff00ff
    
    vertexSize?: number

    The size of the vertex markers, in model units.

    0.03
    

    0

    Infinity

    0.01

    precision?: number

    The meshing tolerance in model units; a smaller value follows curved surfaces more closely with more triangles.

    0.01
    

    0

    true

    Infinity

    0.01

    drawEdgeIndexes?: boolean

    When true, each edge's index is written next to it, handy for picking edges to fillet.

    false
    
    edgeIndexHeight?: number

    The height of the edge index labels, in model units.

    0.06
    

    0

    Infinity

    0.01

    edgeIndexColour?: string

    The color of the edge index labels as a hex string.

    #ff00ff
    
    drawFaceIndexes?: boolean

    When true, each face's index is written on it, handy for picking faces.

    false
    
    faceIndexHeight?: number

    The height of the face index labels, in model units.

    0.06
    

    0

    Infinity

    0.01

    faceIndexColour?: string

    The color of the face index labels as a hex string.

    #0000ff
    
    drawTwoSided?: boolean

    When true, the back of each face is drawn in its own color, which shows which way faces point.

    true
    
    backFaceColour?: string

    The color of the back of the faces as a hex string; used only with drawTwoSided.

    #0000ff
    
    backFaceOpacity?: number

    How opaque the back of the faces is, from 0 to 1; used only with drawTwoSided.

    1
    

    0

    1

    0.1

    keepMeshData?: boolean

    When true, the triangulation stays cached on each shape after drawing; when false it is cleared so memory does not grow across draws.

    false
    
    allowQualityDecrease?: boolean

    When true, a shape already meshed more finely may be remeshed at the coarser precision asked for.

    true
    
    forceFaceDeflection?: boolean

    When true, every face is remeshed at the requested precision even when a triangulation is cached.

    false
    
    drawIsoCurves?: boolean

    When true, each face's iso curves are drawn with the shape, as its edges are: at edgeWidth and edgeOpacity, in isoCurvesColour.

    false
    
    isoCurvesU?: number

    How many iso curves of constant u each face gets with drawIsoCurves, at values spread evenly inside its u range and trimmed to the face.

    5
    

    0

    1000

    1

    isoCurvesV?: number

    How many iso curves of constant v each face gets with drawIsoCurves, at values spread evenly inside its v range and trimmed to the face.

    5
    

    0

    1000

    1

    isoCurvesColour?: string

    The color of the iso curves as a hex string.

    #808080
    
    surfaceAnalysis?: surfaceAnalysisEnum

    The surface analysis coloring the faces instead of faceColour and faceMaterial, from blue at analysisMin through green to red at analysisMax; vertices without a value keep faceColour.

    none
    
    draftDirection?: Vector3

    The pull direction the draft angles are measured against; read only by draftAngle.

    [0, 1, 0]
    
    analysisMin?: number

    The analysis value drawn blue, and anything below it; left out, the lowest finite value found.

    undefined
    

    true

    analysisMax?: number

    The analysis value drawn red, and anything above it; left out, the highest finite value found.

    undefined
    

    true