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    Class ExportDocumentToGltfWithDracoDto<T> (Inputs.OCCT)

    A document, meshing settings and Draco settings for assembly.manager.exportDocumentToGltfWithDraco, which writes a Draco-compressed glTF.

    Type Parameters

    • T

    Hierarchy (View Summary)

    Index

    Constructors

    • Type Parameters

      • T

      Parameters

      • Optionaldocument: T
      • OptionalmeshDeflection: number
      • OptionalmeshAngle: number
      • OptionalmergeFaces: boolean
      • OptionalforceUVExport: boolean
      • OptionalfileName: string
      • OptionaltryDownload: boolean

      Returns ExportDocumentToGltfWithDracoDto<T>

    Properties

    document: T

    The document from buildAssemblyDocument or loadStepToDoc.

    undefined
    
    meshDeflection: number

    How closely triangles follow curved surfaces, in model units; smaller gives a finer mesh.

    0.1
    
    meshAngle: number

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

    0.5
    
    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 deflection, at the cost of speed.

    false
    
    mergeFaces: boolean

    When true, faces with the same material are joined into one mesh; false keeps every face separate.

    false
    
    forceUVExport: boolean

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

    false
    
    fileName: string

    The name the downloaded file gets; it should end in .glb.

    assembly.glb
    
    tryDownload: boolean

    When true, a browser download of the file is started where that is possible; the kernel itself only returns the bytes.

    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