Optionaldocument: TOptionalmeshDeflection: numberOptionalmeshAngle: numberOptionalmergeFaces: booleanOptionalforceUVExport: booleanOptionalfileName: stringOptionaltryDownload: booleanThe document from buildAssemblyDocument or loadStepToDoc.
How closely triangles follow curved surfaces, in model units; smaller gives a finer mesh.
The largest angle, in radians, between the normals of neighboring triangles; smaller gives smoother curves.
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 deflection, at the cost of speed.
When true, faces with the same material are joined into one mesh; false keeps every face separate.
When true, texture coordinates are written even for meshes without textures.
The name the downloaded file gets; it should end in .glb.
When true, a browser download of the file is started where that is possible; the kernel itself only returns the bytes.
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 document, meshing settings and Draco settings for
assembly.manager.exportDocumentToGltfWithDraco, which writes a Draco-compressed glTF.