Matlab patch erase mode




















Intensity of specular light. This property sets the intensity of the specular component of the light falling on the Patch. Specular light comes from Light objects in the Axes. User-specified object label. The Tag property provides a means to identify graphics objects with a user-specified label.

This is particularly useful when constructing interactive graphics programs that would otherwise need to define object handles as global variables or pass them as arguments between callback routines. Class of the graphics object. For Patch objects, Type is always the string ' patch '. Associate a context menu with the Patch. Assign this property the handle of a Uicontextmenu object created in the same Figure as the Patch.

Use the uicontextmenu function to create the context menu. User-specified data. Any matrix you want to associate with the Patch object. Surface normal vectors. This property contains the vertex normals for the Patch. You can supply your own vertex normal data, even if it does not match the coordinate data.

This can be useful to produce interesting lighting effects. Vertex coordinates. A matrix containing the x -, y -, z -coordinates for each vertex. See the Faces property for more information. Patch object visibility. By default, all Patches are visible.

When set to off , the Patch is not visible, but still exists and you can query and set its properties. The x-coordinates of the points at the vertices of the Patch. If XData is a matrix, each column represents the x-coordinates of a single face of the Patch. The y-coordinates of the points at the vertices of the Patch.

If YData is a matrix, each column represents the y-coordinates of a single face of the Patch. The z-coordinates of the points at the vertices of the Patch.

If ZData is a matrix, each column represents the z-coordinates of a single face of the Patch. Active Oldest Votes. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password.

Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast Making Agile work for data science. Stack Gives Back Numeric values that are scaled to map linearly into the current colormap. Integer values that are used directly as indices into the current colormap.

Arrays of RGB triplets. RGB triplets are not mapped into the current colormap, but interpreted as the colors defined. These diagrams illustrates the use of true color.

If CData contains NaNs, then patch does not color the faces. Data Types: single double int8 int16 int32 int64 uint8 uint16 uint32 uint Face and vertex colors, specified as a single color for the entire patch, one color per face, or one color per vertex for interpolated face color. If you want to use indexed colors, then specify FaceVertexCData in one of these forms:. For one color per face, use an m-by-1 column vector, where m is the number of rows in the Faces property.

For interpolated face color, use an m-by—1 column vector where m is the number of rows in the Vertices property. If you want to use true colors, then specify FaceVertexCData in one of these forms:.

For one color for all the faces, specify a three-element row vector that defines an RGB triplet. When you do this, you must also set the FaceColor to 'flat' and the EdgeColor to a value other than 'flat' or 'interp'. For one color per face, use an m-by-3 array of RGB triplets, where m is the number of rows in the Faces property.

For interpolated face color, use an m-by-3 array, where m is the number of rows in the Vertices property. The following diagram illustrates the various forms of the FaceVertexCData property for a patch having eight faces and nine vertices. Direct or scaled color data mapping, specified as 'scaled' the default or 'direct'. Values with a decimal portion are fixed to the nearest lower integer. If the values are of type double or single , then values of 1 or less map to the first color in the colormap.

Values equal to or greater than the length of the colormap map to the last color in the colormap. If the values are of type uint8 , uint16 , uint32 , uint64 , int8 , int16 , int32 , or int64 , then values of 0 or less map to the first color in the colormap. Values equal to or greater than the length of the colormap map to the last color in the colormap or up to the range limits of the type. If the values are of type logical , then values of 0 map to the first color in the colormap and values of 1 map to the second color in the colormap.

The CLim property of the axes contains the color limits. Scalar in range [0,1] — Use uniform transparency across all of the faces. A value of 1 is fully opaque and 0 is completely transparent. This option does not use the transparency values in the FaceVertexAlphaData property.

First you must specify the FaceVertexAlphaData property as a vector containing one transparency value per face or vertex. The transparency value at the first vertex determines the transparency for the entire face. First you must specify the FaceVertexAlphaData property as a vector containing one transparency value per vertex.

The transparency varies across each face by interpolating the values at the vertices. Scalar value in range [0,1] — Use uniform transparency across all of the edges. The transparency value at the first vertex determines the transparency for the edge. Vary the transparency across each edge by interpolating the values at the vertices. Face and vertex transparency values, specified as a scalar, a vector with one value per face, or a vector with one value per vertex. For uniform transparency across all of the faces or edges, specify a scalar value.

Then, set the FaceAlpha or EdgeAlpha property to 'flat'. For a different transparency for each face or edge, specify an m -by-1 vector, where m is the number of faces. To determine the number of faces, query the number of rows in the Faces property.

For interpolated transparency across each face or edge, specify an n -by-1 vector, where n is the number of vertices. Then, set the FaceAlpha or EdgeAlpha property to 'interp'. To determine the number of vertices, query the number of rows in the Vertices property. Interpretation of FaceVertexAlphaData values, specified as one of these values:.

A value of 1 or greater is completely opaque, a value of 0 or less is completely transparent, and a value between 0 and 1 is semitransparent. The minimum and maximum alpha limits of the axes determine the alpha data values that map to the first and last elements in the alphamap, respectively. For example, if the alpha limits are [3 5] , then alpha data values less than or equal to 3 map to the first element in the alphamap.

Alpha data values greater than or equal to 5 map to the last element in the alphamap. The ALim property of the axes contains the alpha limits. The Alphamap property of the figure contains the alphamap. If the values are of type double or single , then values of 1 or less map to the first element in the alphamap. Values equal to or greater than the length of the alphamap map to the last element in the alphamap.

If the values are of integer type, then values of 0 or less map to the first element in the alphamap. Values equal to or greater than the length of the alphamap map to the last element in the alphamap or up to the range limits of the type. The integer types are uint8 , uint16 , uint32 , uint64 , int8 , int16 , int32 , and int If the values are of type logical , then values of 0 map to the first element in the alphamap and values of 1 map to the second element in the alphamap.

If the line has markers, then the line width also affects the marker edges. The line width cannot be thinner than the width of a pixel. If you set the line width to a value that is less than the width of a pixel on your system, the line displays as one pixel wide. Style of line corners, specified as 'round' , 'miter' , or 'chamfer'. This table illustrates the appearance of the different values.

The appearance of the 'round' option might look different if the Renderer property of the figure is set to 'opengl' instead of 'painters'. Sharp vertical and horizontal lines, specified as 'on' or 'off' , or as numeric or logical 1 true or 0 false. A value of 'on' is equivalent to true, and 'off' is equivalent to false. Thus, you can use the value of this property as a logical value.

The lines might appear uneven in thickness or color. If the associated figure has a GraphicsSmoothing property set to 'on' and a Renderer property set to 'opengl' , then the figure applies a smoothing technique to plots.

In some cases, this smoothing technique can cause vertical and horizontal lines to appear uneven in thickness or color. Use the AlignVertexCenters property to eliminate the uneven appearance. You must have a graphics card that supports this feature. To see if the feature is supported, call the rendererinfo function.

If it is supported, rendererinfo returns value of 1 for info. Marker symbol, specified as one of the values listed in this table. By default, the object does not display markers. Specifying a marker symbol adds markers at each data point or vertex. Marker outline color, specified as 'auto' , 'flat' , an RGB triplet, a hexadecimal color code, a color name, or a short name. The 'auto' option uses the same color as the EdgeColor property. The 'flat' option uses the CData value at the vertex to set the color.

Marker fill color, specified as 'auto' , 'flat' , an RGB triplet, a hexadecimal color code, a color name, or a short name. The 'auto' option uses the same color as the Color property for the axes. The 'flat' option uses the CData value of the vertex to set the color. This property affects only the circle, square, diamond, pentagram, hexagram, and the four triangle marker types. Example: [0. Example: ' D2F9A7'. Vertex connection defining each face, specified as a vector or a matrix defining the vertices in the Vertices property that are to be connected to form each face.

The Faces and Vertices properties provide an alternative way to specify a patch that can be more efficient than using XData , YData , and ZData coordinates in most cases. Each row in the faces array designates the connections for a single face, and the number of elements in that row that are not NaN defines the number of vertices for that face.

Therefore, an m-by-n Faces array defines m faces with up to n vertices each. For example, consider the following patch. Select a Web Site. Choose a web site to get translated content where available and see local events and offers. Based on your location, we recommend that you select:. Select the China site in Chinese or English for best site performance. Other MathWorks country sites are not optimized for visits from your location.

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