Patch appearance and behavior
Patch
properties control the appearance and
behavior of Patch
objects. By changing property
values, you can modify certain aspects of the patch. Use dot notation to query and set
properties.
p = patch; c = p.CData; p.CDataMapping = 'scaled';
FaceColor
— Face color[0 0 0]
(default) | 'interp'
| 'flat'
| RGB triplet | hexadecimal color code | 'r'
| 'g'
| 'b'
| ...Face color, specified as 'interp'
, 'flat'
an RGB
triplet, a hexadecimal color code, a color name, or a short name.
To create a different color for each face, specify the CData
or
FaceVertexCData
property as an array containing one color per
face or one color per vertex. The colors can be interpolated from the colors of the
surrounding vertices of each face, or they can be uniform. For interpolated colors,
specify this property as 'interp'
. For uniform colors, specify this
property as 'flat'
. If you specify 'flat'
and a
different color for each vertex, the color of the first vertex you specify determines
the face color.
To designate a single color for all of the faces, specify this property as an RGB triplet, a hexadecimal color code, a color name, or a short name.
An RGB triplet is a three-element row vector whose elements specify the
intensities of the red, green, and blue components of the color. The
intensities must be in the range [0,1]
; for example,
[0.4 0.6 0.7]
.
A hexadecimal color code is a character vector or a string scalar that
starts with a hash symbol (#
) followed by three or six
hexadecimal digits, which can range from 0
to
F
. The values are not case sensitive. Thus, the color
codes '#FF8800'
, '#ff8800'
,
'#F80'
, and '#f80'
are
equivalent.
Color Name | Short Name | RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|---|---|
'red' | 'r' | [1 0 0] | '#FF0000' | |
'green' | 'g' | [0 1 0] | '#00FF00' | |
'blue' | 'b' | [0 0 1] | '#0000FF' | |
'cyan'
| 'c' | [0 1 1] | '#00FFFF' | |
'magenta' | 'm' | [1 0 1] | '#FF00FF' | |
'yellow' | 'y' | [1 1 0] | '#FFFF00' | |
'black' | 'k' | [0 0 0] | '#000000' | |
'white' | 'w' | [1 1 1] | '#FFFFFF' | |
'none' | Not applicable | Not applicable | Not applicable | No color |
Here are the RGB triplets and hexadecimal color codes for the default colors MATLAB® uses in many types of plots.
RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|
[0 0.4470 0.7410] | '#0072BD' | |
[0.8500 0.3250 0.0980] | '#D95319' | |
[0.9290 0.6940 0.1250] | '#EDB120' | |
[0.4940 0.1840 0.5560] | '#7E2F8E' | |
[0.4660 0.6740 0.1880] | '#77AC30' | |
[0.3010 0.7450 0.9330] | '#4DBEEE' | |
[0.6350 0.0780 0.1840] | '#A2142F' |
EdgeColor
— Edge colors[0 0 0]
(default) | 'none'
| 'flat'
| 'interp'
| RGB triplet | hexadecimal color code | 'r'
| 'g'
| 'b'
| ...Edge colors, specified as one of the values in this table. The default edge color is black
with a value of [0 0 0]
. If multiple polygons share an edge, then the
first polygon drawn controls the displayed edge color.
Value | Description | Result |
---|---|---|
RGB triplet, hexadecimal color code, or color name | Single color for all of the edges. See the following table for more details. |
|
'flat' | Different color for each edge. Use the vertex colors to set
the color of the edge that follows it. You must first specify
|
|
'interp' | Interpolated edge color. You must first specify
|
|
'none' | No edges displayed. | No edges displayed. |
RGB triplets and hexadecimal color codes are useful for specifying custom colors.
An RGB triplet is a three-element row vector whose elements specify the
intensities of the red, green, and blue components of the color. The intensities
must be in the range [0,1]
; for example, [0.4 0.6
0.7]
.
A hexadecimal color code is a character vector or a string scalar that starts
with a hash symbol (#
) followed by three or six hexadecimal
digits, which can range from 0
to F
. The
values are not case sensitive. Thus, the color codes
'#FF8800'
, '#ff8800'
,
'#F80'
, and '#f80'
are
equivalent.
Alternatively, you can specify some common colors by name. This table lists the named color options, the equivalent RGB triplets, and hexadecimal color codes.
Color Name | Short Name | RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|---|---|
'red' | 'r' | [1 0 0] | '#FF0000' | |
'green' | 'g' | [0 1 0] | '#00FF00' | |
'blue' | 'b' | [0 0 1] | '#0000FF' | |
'cyan' | 'c' | [0 1 1] | '#00FFFF' | |
'magenta' | 'm' | [1 0 1] | '#FF00FF' | |
'yellow' | 'y' | [1 1 0] | '#FFFF00' | |
'black' | 'k' | [0 0 0] | '#000000' | |
'white' | 'w' | [1 1 1] | '#FFFFFF' |
Here are the RGB triplets and hexadecimal color codes for the default colors MATLAB uses in many types of plots.
RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|
[0 0.4470 0.7410] | '#0072BD' | |
[0.8500 0.3250 0.0980] | '#D95319' | |
[0.9290 0.6940 0.1250] | '#EDB120' | |
[0.4940 0.1840 0.5560] | '#7E2F8E' | |
[0.4660 0.6740 0.1880] | '#77AC30' | |
[0.3010 0.7450 0.9330] | '#4DBEEE' | |
[0.6350 0.0780 0.1840] | '#A2142F' |
CData
— Patch color dataPatch color data, specified as a single color for the entire patch, one color per face, or one color per vertex.
The way the patch
function interprets
CData
depends on the type of data supplied. Specify
CData
in one of these forms:
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.
The following diagrams illustrate the dimensions of
CData
with respect to the arrays in the
XData
, YData
, and
ZData
properties.
These diagrams illustrates the use of indexed color.
These diagrams illustrates the use of true color. True color requires either a single RGB triplet or an array of RGB triplets.
If CData
contains NaNs, then
patch
does not color the faces.
An alternative method for defining patches uses the Faces
, Vertices
, and
FaceVertexCData
properties.
Example: [1,0,0]
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
FaceVertexCData
— Face and vertex colors[]
(default) | single color for entire patch | one color per face | one color per vertexFace 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 for the entire patch, use a single value.
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. The CDataMapping
property
determines how MATLAB interprets the FaceVertexCData
property
when you specify indexed colors.
CDataMapping
— Direct or scaled color data mapping'scaled'
(default) | 'direct'
Direct or scaled color data mapping, specified as
'scaled'
(the default) or
'direct'
. The CData
and
FaceVertexCData
properties contains color data. If
you use true color specification for CData
or
FaceVertexCData
, then this property has no
effect.
'direct'
— Interpret the
values as indices into the current colormap. 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.
'scaled'
— Scale the values
to range between the minimum and maximum color limits. The CLim
property
of the axes contains the color limits.
FaceAlpha
— Face transparency[0,1]
| 'flat'
| 'interp'
Face transparency, specified as one of these values:
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.
'flat'
— Use a different
transparency for each face based on the 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.
'interp'
— Use interpolated
transparency for each face based on the values in FaceVertexAlphaData
property.
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.
EdgeAlpha
— Edge line transparency1
(default) | scalar value in range [0,1]
| 'flat'
| 'interp'
Edge line transparency, specified as one of these values:
Scalar value in range [0,1]
— Use
uniform transparency across all of the edges. A value of
1
is fully opaque and 0
is
completely transparent. This option does not use the transparency
values in the FaceVertexAlphaData
property.
'flat'
— Use a different transparency
for each edge based on the 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 edge.
'interp'
— Use interpolated transparency
for each edge based on the values in
FaceVertexAlphaData
property. First you
must specify the FaceVertexAlphaData
property
as a vector containing one transparency value per vertex. Vary the
transparency across each edge by interpolating the values at the
vertices.
FaceVertexAlphaData
— Face and vertex transparency values[]
(default) | scalar | vector with one value per face | vector with one value per vertexFace 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. Then, set the FaceAlpha
or
EdgeAlpha
property to
'flat'
. 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.
The AlphaDataMapping
property determines how the
patch interprets the FaceVertexAlphaData
property
values.
Note
If the FaceAlpha
and
EdgeAlpha
properties are both set to scalar
values, then the patch does not use the
FaceVertexAlphaData
values.
AlphaDataMapping
— Interpretation of FaceVertexAlphaData
values'scaled'
(default) | 'direct'
| 'none'
Interpretation of FaceVertexAlphaData
values,
specified as one of these values:
'none'
— Interpret the values as
transparency 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.
'scaled'
— Map the values into the
figure’s alphamap. 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.
'direct'
— Interpret the values as
indices into the figure’s alphamap. 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 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
int64
.
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.
LineStyle
— Line style'-'
(default) | '--'
| ':'
| '-.'
| 'none'
Line style, specified as one of the options listed in this table.
Line Style | Description | Resulting Line |
---|---|---|
'-' | Solid line |
|
'--' | Dashed line |
|
':' | Dotted line |
|
'-.' | Dash-dotted line |
|
'none' | No line | No line |
LineWidth
— Line width0.5
(default) | positive valueLine width, specified as a positive value in points, where 1 point = 1/72 of an inch. 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.
LineJoin
— Style of line corners'miter'
(default) | 'round'
| 'chamfer'
Style of line corners, specified as 'round'
,
'miter'
, or 'chamfer'
. This table
illustrates the appearance of the different values.
'round' | 'miter' | 'chamfer' |
---|---|---|
|
|
|
The appearance of the 'round'
option might look
different if the Renderer
property of the figure is set
to 'opengl'
instead of
'painters'
.
AlignVertexCenters
— Sharp vertical and horizontal lines'off'
(default) | on/off logical valueSharp 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 value is stored as an on/off logical value of type matlab.lang.OnOffSwitchState
.
'on'
— Sharpen vertical and horizontal lines to
eliminate an uneven appearance.
'off'
— Do not sharpen vertical or horizontal lines.
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.
Note
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.Details.SupportsAlignVertexCenters
.
Marker
— Marker symbol'none'
(default) | 'o'
| '+'
| '*'
| '.'
| ...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.
Value | Description |
---|---|
'o' | Circle |
'+' | Plus sign |
'*' | Asterisk |
'.' | Point |
'x' | Cross |
'_' | Horizontal line |
'|' | Vertical line |
'square' or 's' | Square |
'diamond' or 'd' | Diamond |
'^' | Upward-pointing triangle |
'v' | Downward-pointing triangle |
'>' | Right-pointing triangle |
'<' | Left-pointing triangle |
'pentagram' or 'p' | Five-pointed star (pentagram) |
'hexagram' or 'h' | Six-pointed star (hexagram) |
'none' | No markers |
MarkerSize
— Marker size6
(default) | positive valueMarker size, specified as a positive value in points, where 1 point = 1/72 of an inch.
MarkerEdgeColor
— Marker outline color'auto'
(default) | 'flat'
| RGB triplet | hexadecimal color code | 'r'
| 'g'
| 'b'
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.
For a custom color, specify an RGB triplet or a hexadecimal color code.
An RGB triplet is a three-element row vector whose elements
specify the intensities of the red, green, and blue
components of the color. The intensities must be in the
range [0,1]
; for example, [0.4
0.6 0.7]
.
A hexadecimal color code is a character vector or a string
scalar that starts with a hash symbol (#
)
followed by three or six hexadecimal digits, which can range
from 0
to F
. The
values are not case sensitive. Thus, the color codes
'#FF8800'
,
'#ff8800'
,
'#F80'
, and
'#f80'
are equivalent.
Alternatively, you can specify some common colors by name. This table lists the named color options, the equivalent RGB triplets, and hexadecimal color codes.
Color Name | Short Name | RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|---|---|
'red' | 'r' | [1 0 0] | '#FF0000' | |
'green' | 'g' | [0 1 0] | '#00FF00' | |
'blue' | 'b' | [0 0 1] | '#0000FF' | |
'cyan'
| 'c' | [0 1 1] | '#00FFFF' | |
'magenta' | 'm' | [1 0 1] | '#FF00FF' | |
'yellow' | 'y' | [1 1 0] | '#FFFF00' | |
'black' | 'k' | [0 0 0] | '#000000' | |
'white' | 'w' | [1 1 1] | '#FFFFFF' | |
'none' | Not applicable | Not applicable | Not applicable | No color |
Here are the RGB triplets and hexadecimal color codes for the default colors MATLAB uses in many types of plots.
RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|
[0 0.4470 0.7410] | '#0072BD' | |
[0.8500 0.3250 0.0980] | '#D95319' | |
[0.9290 0.6940 0.1250] | '#EDB120' | |
[0.4940 0.1840 0.5560] | '#7E2F8E' | |
[0.4660 0.6740 0.1880] | '#77AC30' | |
[0.3010 0.7450 0.9330] | '#4DBEEE' | |
[0.6350 0.0780 0.1840] | '#A2142F' |
MarkerFaceColor
— Marker fill color'none'
(default) | 'auto'
| 'flat'
| RGB triplet | hexadecimal color code | 'r'
| 'g'
| 'b'
| ...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.
For a custom color, specify an RGB triplet or a hexadecimal color code.
An RGB triplet is a three-element row vector whose elements
specify the intensities of the red, green, and blue
components of the color. The intensities must be in the
range [0,1]
; for example, [0.4
0.6 0.7]
.
A hexadecimal color code is a character vector or a string
scalar that starts with a hash symbol (#
)
followed by three or six hexadecimal digits, which can range
from 0
to F
. The
values are not case sensitive. Thus, the color codes
'#FF8800'
,
'#ff8800'
,
'#F80'
, and
'#f80'
are equivalent.
Alternatively, you can specify some common colors by name. This table lists the named color options, the equivalent RGB triplets, and hexadecimal color codes.
Color Name | Short Name | RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|---|---|
'red' | 'r' | [1 0 0] | '#FF0000' | |
'green' | 'g' | [0 1 0] | '#00FF00' | |
'blue' | 'b' | [0 0 1] | '#0000FF' | |
'cyan'
| 'c' | [0 1 1] | '#00FFFF' | |
'magenta' | 'm' | [1 0 1] | '#FF00FF' | |
'yellow' | 'y' | [1 1 0] | '#FFFF00' | |
'black' | 'k' | [0 0 0] | '#000000' | |
'white' | 'w' | [1 1 1] | '#FFFFFF' | |
'none' | Not applicable | Not applicable | Not applicable | No color |
Here are the RGB triplets and hexadecimal color codes for the default colors MATLAB uses in many types of plots.
RGB Triplet | Hexadecimal Color Code | Appearance |
---|---|---|
[0 0.4470 0.7410] | '#0072BD' | |
[0.8500 0.3250 0.0980] | '#D95319' | |
[0.9290 0.6940 0.1250] | '#EDB120' | |
[0.4940 0.1840 0.5560] | '#7E2F8E' | |
[0.4660 0.6740 0.1880] | '#77AC30' | |
[0.3010 0.7450 0.9330] | '#4DBEEE' | |
[0.6350 0.0780 0.1840] | '#A2142F' |
This property affects only the circle, square, diamond, pentagram, hexagram, and the four triangle marker types.
Example: [0.3 0.2 0.1]
Example: 'green'
Example: '#D2F9A7'
Faces
— Vertex connection defining each faceVertex 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. It is composed of eight
triangular faces defined by nine vertices. The corresponding
Faces
and Vertices
properties
are shown to the right of the patch. Note how some faces share vertices with
other faces. For example, the fifth vertex (V5
) is used
six times, once each by faces one, two, three, six, seven, and eight.
Without sharing vertices, this same patch requires 24
vertex definitions.
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
Vertices
— Vertex coordinatesVertex coordinates, specified as a vector or a matrix defining the
(x,y,z)
coordinates of each vertex. 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. See the Faces
property for a
description of how the vertex data is used.
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
XData
— x-coordinates of the patch verticesThe x-coordinates of the patch vertices, specified as
a vector or a matrix. If XData
is a matrix, then each
column represents the x-coordinates of a single face of
the patch. In this case, XData
,
YData
, and ZData
must have the
same dimensions.
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
YData
— y-coordinates of the patch verticesThe y-coordinates defining the patch, specified as a
vector or a matrix. If YData
is a matrix, then each
column represents the y-coordinates of a single face of
the patch. In this case, XData
,
YData
, and ZData
must have the
same dimensions.
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
ZData
— z-coordinates of the patch verticesThe z-coordinates of the patch vertices, specified as
a vector or a matrix. If ZData
is a matrix, then each
column represents the z-coordinates of a single face of
the patch. In this case, XData
,
YData
, and ZData
must have the
same dimensions.
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
VertexNormals
— Vertex normal vectorsVertex normal vectors, specified as an array of normal vectors with one
normal vector one per patch vertex. Define one normal per patch vertex, as
determined by the size of the Vertices
property value.
Vertex normals determine the shape and orientation of the patch. This data
is used for lighting calculations.
Specifying values for this property sets the associated mode to manual. If you do not specify normal vectors, then the patch generates this data when the axes contains light objects.
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
VertexNormalsMode
— Selection mode for VertexNormals
'auto'
(default) | 'manual'
Selection mode for VertexNormals
, specified as one of
these values:
'auto'
— The patch
function calculates vertex normals when you add a light to the
scene.
'manual'
— Use the vertex normal data
specified by the VertexNormals
property.
Assigning values to the VertexNormals
property
sets VertexNormalsMode
to
'manual'
.
FaceNormals
— Face normal vectorsFace normal vectors, specified as an array of normal vectors with one
normal vector one per patch face. Define one normal per patch face, as
determined by the size of the Faces
property value.
Face normals determine the orientation of each patch face. This data is used
for lighting calculations.
Specifying values for this property sets the associated mode to manual. If you do not specify normal vectors, then the patch generates this data when the axes contains light objects. The patch computes face normals using Newell’s method.
Data Types: single
| double
| int8
| int16
| int32
| int64
| uint8
| uint16
| uint32
| uint64
FaceNormalsMode
— Selection mode for FaceNormals
'auto'
(default) | 'manual'
Selection mode for FaceNormals
, specified as one of
these values:
'auto'
— The patch
function calculates face normals when you add a light to the
scene.
'manual'
— Use the face normal data
specified by the FaceNormals
property.
Assigning values to the FaceNormals
property
sets FaceNormalsMode
to
'manual'
.
FaceLighting
— Effect of light objects on faces'flat'
(default) | 'gouraud'
| 'none'
Effect of light objects on faces, specified as one of these values:
'flat'
— Apply light uniformly
across each face. Use this value to view faceted objects.
'gouraud'
— Vary the light
across the faces. Calculate the light at the vertices and then linearly
interpolate the light across the faces. Use this value to view curved
surfaces.
'none'
— Do not apply light
from light objects to the faces.
To add a light object to the axes, use the light
function.
Note
The 'phong'
value has been removed. Use 'gouraud'
instead.
BackFaceLighting
— Face lighting when normals point away from camera'reverselit'
(default) | 'unlit'
| 'lit'
Face lighting when the vertex normals point away from camera, specified as one of these values:
'reverselit'
— Light the
face as if the vertex normal pointed towards the camera.
'unlit'
— Do not light the
face.
'lit'
— Light the face according
to the vertex normal.
Use this property to discriminate between the internal and external surfaces of an object. For an example, see Back Face Lighting.
EdgeLighting
— Effect of light objects on edges'none'
(default) | 'flat'
| 'gouraud'
Effect of light objects on edges, specified as one of these values:
'flat'
— Apply light uniformly
across the each edges.
'none'
— Do not apply lights
from light objects to the edges.
'gouraud'
— Calculate the
light at the vertices, and then linearly interpolate across the edges.
Note
The 'phong'
value has been removed. Use 'gouraud'
instead.
AmbientStrength
— Strength of ambient light0.3
(default) | scalar in range [0,1]
Strength of ambient light, specified as a scalar value in the
range [0,1]
. Ambient light is a nondirectional
light that illuminates the entire scene. There must be at least one
visible light object in the axes for the ambient light to be visible.
The AmbientLightColor
property for the axes
sets the color of the ambient light. The color is the same for all
objects in the axes.
Example: 0.5
Data Types: double
DiffuseStrength
— Strength of diffuse light0.6
(default) | scalar in range [0,1]
Strength of diffuse light, specified as a scalar value in the
range [0,1]
. Diffuse light is the nonspecular reflectance
from light objects in the axes.
Example: 0.3
Data Types: double
SpecularStrength
— Strength of specular reflection0.9
(default) | scalar in range [0,1]
Strength of specular reflection, specified as a scalar value
in the range [0,1]
. Specular reflections are the
bright spots on the surface from light objects in the axes.
Example: 0.3
Data Types: double
SpecularExponent
— Expansiveness of specular reflection10
(default) | scalar value greater than 0
Expansiveness of specular reflection, specified as a scalar value greater
than 0
. SpecularExponent
controls
the size of the specular reflection spot. Greater values produce less
specular reflection.
Most materials have exponents in the range of 5
to
20
.
Example: 17
Data Types: double
SpecularColorReflectance
— Color of specular reflections1
(default) | scalar between 0
and 1
inclusiveColor of specular reflections, specified as a scalar between
0
and 1
inclusive.
0
— The color of the specular reflection
depends on both the color of the object from which it reflects and
the color of the light source.
1
— The color of the specular reflection
depends only on the color or the light source (that is, the light
object Color
property).
The contributions from the light source color and the patch color to the
specular reflection color vary linearly for values between
0
and 1
.
Example: 0.5
Data Types: single
| double
DisplayName
— Legend label''
(default) | character vector | string scalarLegend label, specified as a character vector or string scalar. The legend does not
display until you call the legend
command. If you do not specify
the text, then legend
sets the label using the form
'dataN'
.
Annotation
— Control for including or excluding object from legendAnnotation
objectThis property is read-only.
Control for including or excluding the object from a legend,
returned as an Annotation
object. Set the underlying IconDisplayStyle
property
to one of these values:
'on'
— Include the object
in the legend (default).
'off'
— Do not include the
object in the legend.
For example, to exclude a graphics object, go
, from the legend set the
IconDisplayStyle
property to
'off'
.
go.Annotation.LegendInformation.IconDisplayStyle = 'off';
Alternatively, you can control the items in a legend using the legend
function. Specify the first input argument as a vector of the
graphics objects to include. If you do not specify an existing graphics object in the
first input argument, then it does not appear in the legend. However, graphics objects
added to the axes after the legend is created do appear in the legend. Consider creating
the legend after creating all the plots to avoid extra items.
Visible
— State of visibility'on'
(default) | on/off logical valueState of visibility, 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 value is stored as an on/off logical value of type matlab.lang.OnOffSwitchState
.
'on'
— Display the object.
'off'
— Hide the object without deleting it. You
still can access the properties of an invisible object.
DataTipTemplate
— Data tip contentDataTipTemplate
objectData tip content, specified as a DataTipTemplate
object.
You can control the content that appears in a data tip by modifying the
properties of the underlying DataTipTemplate
object. For a
list of properties, see DataTipTemplate Properties.
For an example of modifying data tips, see Create Custom Data Tips.
This property applies only to patches with pinned data tips.
Note
The DataTipTemplate
object is not returned by
findobj
or findall
, and it
is not copied by copyobj
.
ContextMenu
— Context menuGraphicsPlaceholder
array (default) | ContextMenu
objectContext menu, specified as a ContextMenu
object. Use this property
to display a context menu when you right-click the object. Create the context menu using
the uicontextmenu
function.
Note
If the PickableParts
property is set to
'none'
or if the HitTest
property is set
to 'off'
, then the context menu does not appear.
Selected
— Selection state'off'
(default) | on/off logical valueSelection state, 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 value is stored as an on/off logical value of type matlab.lang.OnOffSwitchState
.
'on'
— Selected. If you click the object when in
plot edit mode, then MATLAB sets its Selected
property to
'on'
. If the SelectionHighlight
property also is set to 'on'
, then MATLAB displays selection handles around the object.
'off'
— Not selected.
SelectionHighlight
— Display of selection handles'on'
(default) | on/off logical valueDisplay of selection handles when selected, 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 value is stored as an on/off logical value of type matlab.lang.OnOffSwitchState
.
'on'
— Display selection handles when the
Selected
property is set to
'on'
.
'off'
— Never display selection handles, even
when the Selected
property is set to
'on'
.
Clipping
— Clipping of object to axes limits'on'
(default) | on/off logical valueClipping of the object to the axes limits, 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 value is stored as an on/off logical value of type matlab.lang.OnOffSwitchState
.
A value of 'on'
clips parts of the object that are
outside the axes limits.
A value of 'off'
displays the entire object, even if
parts of it appear outside the axes limits. Parts of the object might appear
outside the axes limits if you create a plot, set hold
on
, freeze the axis scaling, and then create the object so that it
is larger than the original plot.
The Clipping
property of the axes that contains the object must be set to
'on'
. Otherwise, this property has no effect. For more
information about the clipping behavior, see the Clipping
property of the
axes.
ButtonDownFcn
— Mouse-click callback''
(default) | function handle | cell array | character vectorMouse-click callback, specified as one of these values:
Function handle
Cell array containing a function handle and additional arguments
Character vector that is a valid MATLAB command or function, which is evaluated in the base workspace (not recommended)
Use this property to execute code when you click the object. If you specify this property using a function handle, then MATLAB passes two arguments to the callback function when executing the callback:
Clicked object — Access properties of the clicked object from within the callback function.
Event data — Empty argument. Replace it with the tilde character
(~
) in the function definition to indicate that this
argument is not used.
For more information on how to use function handles to define callback functions, see Callback Definition.
Note
If the PickableParts
property is set to 'none'
or
if the HitTest
property is set to 'off'
,
then this callback does not execute.
CreateFcn
— Creation function''
(default) | function handle | cell array | character vectorObject creation function, specified as one of these values:
Function handle.
Cell array in which the first element is a function handle. Subsequent elements in the cell array are the arguments to pass to the callback function.
Character vector containing a valid MATLAB expression (not recommended). MATLAB evaluates this expression in the base workspace.
For more information about specifying a callback as a function handle, cell array, or character vector, see Callback Definition.
This property specifies a callback function to execute when MATLAB creates the object. MATLAB initializes all property values before executing the CreateFcn
callback. If you do not specify the CreateFcn
property, then MATLAB executes a default creation function.
Setting the CreateFcn
property on an existing component has no effect.
If you specify this property as a function handle or cell array, you can access the object that is being created using the first argument of the callback function. Otherwise, use the gcbo
function to access the object.
DeleteFcn
— Deletion function''
(default) | function handle | cell array | character vectorObject deletion function, specified as one of these values:
Function handle.
Cell array in which the first element is a function handle. Subsequent elements in the cell array are the arguments to pass to the callback function.
Character vector containing a valid MATLAB expression (not recommended). MATLAB evaluates this expression in the base workspace.
For more information about specifying a callback as a function handle, cell array, or character vector, see Callback Definition.
This property specifies a callback function to execute when MATLAB deletes the object. MATLAB executes the DeleteFcn
callback before destroying the
properties of the object. If you do not specify the DeleteFcn
property, then MATLAB executes a default deletion function.
If you specify this property as a function handle or cell array, you can access the object that is being deleted using the first argument of the callback function. Otherwise, use the gcbo
function to access the object.
Interruptible
— Callback interruption'on'
(default) | on/off logical valueCallback interruption, 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 value is stored as an on/off logical value of type matlab.lang.OnOffSwitchState
.
This property determines if a running callback can be interrupted. There are two callback states to consider:
The running callback is the currently executing callback.
The interrupting callback is a callback that tries to interrupt the running callback.
Whenever MATLAB invokes a callback, that callback attempts to interrupt the running
callback (if one exists). The Interruptible
property of the object
owning the running callback determines if interruption is allowed.
A value of 'on'
allows other callbacks to interrupt the
object's callbacks. The interruption occurs at the next point where
MATLAB processes the queue, such as when there is a drawnow
, figure
, uifigure
, getframe
, waitfor
, or pause
command.
If the running callback contains one of those commands, then MATLAB stops the execution of the callback at that point and executes the interrupting callback. MATLAB resumes executing the running callback when the interrupting callback completes.
If the running callback does not contain one of those commands, then MATLAB finishes executing the callback without interruption.
A value of 'off'
blocks all interruption attempts. The
BusyAction
property of the object owning the
interrupting callback determines if the interrupting callback is discarded
or put into a queue.
Note
Callback interruption and execution behave differently in these situations:
If the interrupting callback is a DeleteFcn
, CloseRequestFcn
or SizeChangedFcn
callback, then the interruption occurs regardless of the Interruptible
property value.
If the running callback is currently executing the waitfor
function, then the interruption occurs regardless of the Interruptible
property value.
Timer
objects execute according to schedule regardless of the Interruptible
property value.
When an interruption occurs, MATLAB does not save the state of properties or the display. For example, the
object returned by the gca
or gcf
command might change when
another callback executes.
BusyAction
— Callback queuing'queue'
(default) | 'cancel'
Callback queuing, specified as 'queue'
or 'cancel'
. The BusyAction
property determines how MATLAB handles the execution of interrupting callbacks. There are two callback states to consider:
The running callback is the currently executing callback.
The interrupting callback is a callback that tries to interrupt the running callback.
Whenever MATLAB invokes a callback, that callback attempts to interrupt a running callback. The Interruptible
property of the object owning the running callback determines if interruption is permitted. If interruption is not permitted, then the BusyAction
property of the object owning the interrupting callback determines if it is discarded or put in the queue. These are possible values of the BusyAction
property:
'queue'
— Puts the interrupting callback in a queue to be processed after the running callback finishes execution.
'cancel'
— Does not execute the interrupting callback.
PickableParts
— Ability to capture mouse clicks'visible'
(default) | 'all'
| 'none'
Ability to capture mouse clicks, specified as one of these values:
'visible'
— Capture mouse clicks when visible.
The Visible
property must be set to
'on'
and you must click a part of the Patch
object that has a
defined color. You cannot click a part that has an associated color property
set to 'none'
. If the plot contains markers, then the
entire marker is clickable if either the edge or the fill has a defined
color. The HitTest
property determines if the Patch
object responds to
the click or if an ancestor does.
'all'
— Capture mouse clicks regardless of
visibility. The Visible
property can be set to
'on'
or 'off'
and you can click a
part of the Patch
object that has no color. The HitTest
property
determines if the Patch
object responds to the click or if an ancestor does.
'none'
— Cannot capture
mouse clicks. Clicking the Patch
object
passes the click through it to the object below it in the current
view of the figure window. The HitTest
property
has no effect.
HitTest
— Response to captured mouse clicks'on'
(default) | on/off logical valueResponse to captured mouse clicks, 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 value is stored as an on/off logical value of type matlab.lang.OnOffSwitchState
.
'on'
— Trigger the
ButtonDownFcn
callback of the Patch
object. If you have
defined the ContextMenu
property, then invoke the
context menu.
'off'
— Trigger the callbacks for the nearest
ancestor of the Patch
object that has one of these:
HitTest
property set to
'on'
PickableParts
property set to a value that
enables the ancestor to capture mouse clicks
Note
The PickableParts
property determines if
the Patch
object can capture
mouse clicks. If it cannot, then the HitTest
property
has no effect.
BeingDeleted
— Deletion statusThis property is read-only.
Deletion status, returned as an on/off logical value of type matlab.lang.OnOffSwitchState
.
MATLAB sets the BeingDeleted
property to
'on'
when the DeleteFcn
callback begins
execution. The BeingDeleted
property remains set to
'on'
until the component object no longer exists.
Check the value of the BeingDeleted
property to verify that the object is not about to be deleted before querying or modifying it.
Parent
— ParentAxes
object | Group
object | Transform
objectParent, specified as an Axes
, Group
,
or Transform
object.
Children
— ChildrenGraphicsPlaceholder
array | DataTip
object arrayChildren, returned as an empty GraphicsPlaceholder
array or a
DataTip
object array. Use this property to view a list of data tips
that are plotted on the chart.
You cannot add or remove children using the Children
property. To add a
child to this list, set the Parent
property of the
DataTip
object to the chart object.
HandleVisibility
— Visibility of object handle'on'
(default) | 'off'
| 'callback'
Visibility of the object handle in the Children
property
of the parent, specified as one of these values:
'on'
— Object handle is
always visible.
'off'
— Object handle is invisible at
all times. This option is useful for preventing unintended
changes by another function. Set the
HandleVisibility
to
'off'
to temporarily hide the handle
during the execution of that function.
'callback'
— Object handle is visible
from within callbacks or functions invoked by callbacks, but not
from within functions invoked from the command line. This option
blocks access to the object at the command line, but permits
callback functions to access it.
If the object is not listed in the Children
property of the parent, then
functions that obtain object handles by searching the object hierarchy or querying
handle properties cannot return it. Examples of such functions include the
get
, findobj
, gca
, gcf
, gco
, newplot
, cla
, clf
, and close
functions.
Hidden object handles are still valid. Set the root ShowHiddenHandles
property
to 'on'
to list all object handles regardless of
their HandleVisibility
property setting.
Type
— Type of graphics object'patch'
This property is read-only.
Type of graphics object, returned as 'patch'
. Use this
property to find all objects of a given type within a plotting hierarchy,
for example, searching for the type using findobj
.
Tag
— Object identifier''
(default) | character vector | string scalarObject identifier, specified as a character vector or string scalar. You can specify a unique Tag
value to serve as an identifier for an object. When you need access to the object elsewhere in your code, you can use the findobj
function to search for the object based on the Tag
value.
UserData
— User data[]
(default) | arrayUser data, specified as any MATLAB array. For example, you can specify a scalar, vector, matrix, cell array, character array, table, or structure. Use this property to store arbitrary data on an object.
If you are working in App Designer, create public or private properties in the app to share data instead of using the UserData
property. For more information, see Share Data Within App Designer Apps.
UIContextMenu
property is not recommendedNot recommended starting in R2020a
Starting in R2020a, setting or getting UIContextMenu
property is not
recommended. Instead, use the ContextMenu
property, which accepts the same type of input and behaves the
same way as the UIContextMenu
property.
There are no plans to remove the UIContextMenu
property at this time, but
it is no longer listed when you call the set
, get
,
or properties
functions on the Patch
object.