Patch In Matlab
Examples. This example creates a Patch object using two different methods: Specifying x-, y-, and z-coordinates and color data XData, YData, ZData, and CData.
Patch Properties Modifying Properties. You can set and query graphics object properties in two ways: The Property Editor is an interactive tool that enables you to.
expand allFaceColor Face color 0 0 0 default RGB triplet or color string flat interp none
Face color, specified as one of these values:
RGB triplet or color string Single color
for all of the faces. See the following table for more details.
First, specify CData or FaceVertexCData as
an array containing one color per face or one color per vertex. If
you specify a color for each vertex, then the color of the first vertex
specified determines the face color.
color across each face. First, specify CData or FaceVertexCData as
an array containing one value per vertex. Determine the face colors
by using a bilinear interpolation of the values at each vertex.
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. This table lists RGB
triplet values that have equivalent color strings.Long NameShort
FaceAlpha Face transparency1 default scalar in range 0,1 flat interp
Face transparency, specified as one of these values:
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.
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
transparency for each face based on the values in FaceVertexAlphaData property.
as a vector containing one transparency value per vertex. The transparency
varies across each face by interpolating the values at the vertices.
FaceLighting Effect of light objects on faces flat default gouraud none
Effect of light objects on faces, specified as one of these
across the faces. Use this value to view faceted objects.
across the faces. Calculate the light at the vertices and then linearly
interpolate the light across the faces. Use this value to view curved
from light objects to the faces.
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:
face as if the vertex normal pointed towards the camera.
Use this property to discriminate between the internal and external
surfaces of an object. For an example, see Back Face Lighting.
expand allEdgeColor Edge colors 0 0 0 default none flat interp RGB triplet or color string
Edge colors, specified as one of the values in this table. The
default edge color is black with an RGB triplet value of 0
0 0. If multiple polygons share an edge, then the most
recently drawn polygon controls the displayed edge color.ValueDescriptionResult
Single color for all of the edges. See the following
Different color for each edge. Use the vertex colors
to set the color of the edge that follows it. You must first specify CData or FaceVertexCData as
an array containing one color per vertex. The edge color depends on
the order in which you specify the vertices.
Interpolated edge color. You must first specify CData or FaceVertexCData as
an array containing one color per vertex. Determine the edge color
by linearly interpolating the values at the two bounding vertices.
EdgeAlpha Edge line transparency1 default scalar value in range 0,1 flat interp
Edge line transparency, specified as one of these values:
Use uniform transparency across all of the edges. A value of 1 is
transparency for each edge based on the values in the FaceVertexAlphaData property.
transparency for each edge based on the values in FaceVertexAlphaData property.
as a vector containing one transparency value per vertex. Vary the
transparency across each edge by interpolating the values at the vertices.
LineStyle Line style - default -- : -. none
Line style, specified as one of the line style strings listed
LineWidth Line width0.5 default positive value
Line width, specified as a positive value in point units. If
the line has markers, then the line width also affects the marker
Example: 0.75EdgeLighting Effect of light objects on edges none default flat gouraud
Effect of light objects on edges, specified as one of these
from light objects to the edges.
light at the vertices, and then linearly interpolate across the edges.
AlignVertexCenters Sharp vertical and horizontal lines off default on
Sharp vertical and horizontal lines, specified as off or on.
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
or horizontal lines. The lines might appear uneven in thickness or
and horizontal lines to eliminate an uneven appearance.
You must have a graphics card that supports this feature. To
see if the feature is supported, type opengl info.
If it is supported, then the returned fields contain the line SupportsAlignVertexCenters:
expand allMarker Marker symbol none default marker string
Marker symbol, specified as one of the marker strings listed
in this table. By default, the patch object does
not display markers. Specifying a marker symbol adds markers at each
data point or vertex.StringMarker
pentagram or p Five-pointed star pentagram
hexagram or h Six-pointed star hexagram
MarkerEdgeColor Marker outline color auto default none flat RGB triplet or color string
Marker outline color, specified as specified as one of these
makes unfilled markers invisible.
at the vertex to set the color.
RGB triplet or color string Use the specified
Example: blue MarkerFaceColor Marker fill color none default auto flat RGB triplet or color string
Marker fill color, specified as one of these values:
allows the background to show through.
of the vertex to set the color.
This property affects only the circle, square, diamond, pentagram,
hexagram, and the four triangle marker types.
MarkerSize Marker size6 default positive value
Marker size, specified as a positive value in point units.
Example: 10Color and Transparency Mapping
expand allFaceVertexCData Face and vertex colors default single color for entire patch one color per face one color per vertex
Face and vertex colors, specified as a single color for the
entire patch, one color per face, or one color per vertex for interpolated
If you want to use indexed colors, then specify FaceVertexCData in
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
For one color for the entire patch, use a three-element
row vector defining an RGB triplet.
For one color per face, use an m-by-3 array of RBG
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.
CData Patch color datasingle color for entire patch one color per face one color per vertex
Patch 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
Numeric values that are scaled to map linearly into
Integer values that are used directly as indices into
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,
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
An alternative method for defining patches uses the Faces, Vertices,
and FaceVertexCData properties.
Data Types: single double int8 int16 int32 int64 uint8 uint16 uint32 uint64CDataMapping 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.
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,
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
to range between the minimum and maximum color limits. The CLim property
of the axes contains the color limits.
FaceVertexAlphaData Face and vertex transparency values default scalar vector with one value per face vector with one value per vertex
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
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 faces,
query the number of rows in the Vertices property.
The AlphaDataMapping property determines
how the patch interprets the FaceVertexAlphaData property
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,
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.
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.
values as indices into the figure s alphamap. Values with a
decimal portion are fixed to the nearest lower integer.
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,
then values of 0 map to the first element in the alphamap and values
of 1 map to the second element in the alphamap.
expand allFaceNormals Face normal vectorsm-by-n-by-3 array default array of normal vectors
Face 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 uint64VertextNormals Vertex normal vectorsm-by-n-by-3 array default array of normal vectors
Vertex 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 when the axes contains light objects.
Data Types: single double int8 int16 int32 int64 uint8 uint16 uint32 uint64FaceNormalsMode Selection mode for FaceNormals auto default manual
Selection mode for FaceNormals, specified
calculates face normals when you add a light to the scene.
normal data specified by the FaceNormals property.
Assigning values to the FaceNormals property
sets FaceNormalsMode to manual.
VertexNormalsMode Selection mode for VertexNormals auto default manual
Selection mode for VertexNormals, specified
calculates vertex normals when you add a light to the scene.
normal data specified by the VertexNormals property.
Assigning values to the VertexNormals property
sets VertexNormalsMode to manual.
expand allAmbientStrength 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
Data Types: doubleDiffuseStrength 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.
Data Types: doubleSpecularStrength 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.
Data Types: doubleSpecularColorReflectance Color of specular reflections1 default scalar between 0 and 1 inclusive
Color of specular reflections, specified as a scalar between 0 and 1 inclusive.
reflection depends on both the color of the object from which it reflects
and the color of the light source.
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.
Data Types: single doubleSpecularExponent 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
Most materials have exponents in the range of 5 to 20.
expand allXData x-coordinates of the patch verticesvector matrix
The 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 uint64YData y-coordinates of the patch verticesvector matrix
The y-coordinates defining the patch, specified
as a vector or a matrix. If YData is a matrix,
then each column represents the y-coordinates
Data Types: single double int8 int16 int32 int64 uint8 uint16 uint32 uint64ZData z-coordinates of the patch verticesvector matrix
The 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
Data Types: single double int8 int16 int32 int64 uint8 uint16 uint32 uint64Faces Vertex connection defining each facevector matrix
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
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
Data Types: single double int8 int16 int32 int64 uint8 uint16 uint32 uint64Vertices Vertex coordinatesvector matrix
Vertex coordinates, specified as a vector or a matrix defining
coordinates of each vertex. The Faces and Vertices properties
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 uint64Visibility
expand allVisible State of visibility on default off
State of visibility, specified as one of these values:
off Hide the patch without deleting it. You still can access the properties
Clipping Clipping of patch object to axes limits on default off
Clipping of the patch object to the axes
limits, specified as one of these values:
of the patch object that are outside the axes limits.
off Display the entire patch object, even if parts of it appear outside the axes
limits. Parts of the patch object might appear
outside the axes limits if you create a plot, set hold on,
freeze the axis scaling, and then create the patch object
so that it is larger than the original plot.
The Clipping property of the axes that contains
the patch 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
EraseMode removed Technique to draw and erase objects normal default none xor background
EraseMode has been removed. You can delete
code that accesses the EraseMode property with
minimal impact. If you were using EraseMode to
create line animations, use the animatedline function
Technique to draw and erase objects, specified as one of these
region of the display, performing the three-dimensional analysis necessary
to correctly render all objects. This mode produces the most accurate
picture, but is the slowest. The other modes are faster, but do not
perform a complete redraw and, therefore, are less accurate.
object when it is moved or destroyed. After you erase the object with EraseMode, none,
it is still visible on the screen. However, you cannot print the object
because MATLAB does not store any information on its former location.
object by performing an exclusive OR XOR with the color of the screen
beneath it. This mode does not damage the color of the objects beneath
it. However, the object color depends on the color of whatever is
object by redrawing it in the axes background color, or the figure
background color if the axes Color property is none.
This damages objects that are behind the erased object, but properly
MATLAB always prints figures as if the EraseMode property
of all objects is set to normal. This means graphics
objects created with EraseMode set to none, xor,
or background can look different on screen than
on paper. On screen, MATLAB mathematically combines layers of
colors and ignores three-dimensional sorting to obtain greater rendering
speed. However, MATLAB does not apply these techniques to the
printed output. Use the getframe command or other
screen capture applications to create an image of a figure containing
expand allType Type of graphics object patch
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 User-specified tag default string
Tag to associate with the patch, specified
as a string. Tags provide a way to identify graphics objects. Use
this property to find all objects with a specific tag within a plotting
hierarchy, for example, searching for the tag using findobj.
UserData Data to associate with patch default scalar, vector, or matrix cell array character array table structure
Data to associate with the patch object,
specified as a scalar, vector, matrix, cell array, character array,
table, or structure. MATLAB does not use this data.
To associate multiple sets of data or to attach a field name
to the data, use the getappdata and setappdata functions.
Data Types: single double int8 int16 int32 int64 uint8 uint16 uint32 uint64 logical char struct table cellDisplayName Text used by legend default string
Text used by the legend, specified as a string. The text appears
For multiline text, create the string using sprintf with
Example: sprintf line one nline two
Alternatively, you can specify the legend text using the legend function.
If you specify the text as an input argument to the legend function, then the legend uses
the specified text and sets the DisplayName property
If you do not specify the text as an input argument
the legend uses the text in the DisplayName property.
If the DisplayName property does not contain any
text, then the legend generates a string. The string has the form dataN,
where N is the number assigned to the patch object based on its location in the list of legend
If you edit interactively the string in an existing legend,
then MATLAB updates the DisplayName property
Annotation Legend icon display styleAnnotation object
Legend icon display style, returned as an Annotation object.
Use this object to include or exclude the patch from
Query the Annotation property to
Query the LegendInformation property
of the Annotation object to get the LegendEntry object.
Specify the IconDisplayStyle property
of the LegendEntry object to one of these values:
on Include the patch object in the legend as one entry default.
off Do not include the patch object in the legend.
children of the patch object as separate entries
If a legend already exists and you change the IconDisplayStyle setting,
then you must call legend to update the display.
expand allParent Parent of patchaxes object group object transform object
Parent of patch, specified as an axes, group,
Children Children of patchempty GraphicsPlaceholder array
The patch has no children. You cannot set
HandleVisibility Visibility of object handle on default off callback
Visibility of patch object handle in the Children property
of the parent, specified as one of these values:
on The patch object handle is always visible.
off The patch object handle is invisible at all times. This option
is useful for preventing unintended changes to the UI by another function.
Set the HandleVisibility to off to
temporarily hide the handle during the execution of that function.
callback The patch 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 patch at
the command-line, but allows callback functions to access it.
If the patch 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.
This includes get, findobj, gca, gcf, gco, newplot, cla, clf, and close.
Hidden object handles are still valid. Set the root ShowHiddenHandles property
to on to list all object handles regardless of
their HandleVisibility property setting.
expand allButtonDownFcn Mouse-click callback default function handle cell array string
Mouse-click callback, specified as one of these values:
Cell array containing a function handle and additional
String 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 patch. If you specify this property using a function handle,
then MATLAB passes two arguments to the callback function when
access properties of the patch object from within
Event data This argument is empty for this
property. 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.
If the PickableParts property is set to none or
if the HitTest property is set to off,
then this callback does not execute.
Context menuuicontextmenu object
Context menu, specified as a uicontextmenu object. Use this
property to display a context menu when you right-click the patch. Create the context menu using the uicontextmenu function.
then the context menu does not appear.
Selected Selection state off default on
Selection state, specified as one of these values:
click the patch when in plot edit mode, then MATLAB sets
If the SelectionHighlight property also is set
to on, then MATLAB displays selection handles
SelectionHighlight Display of selection handles when selected on default off
Display of selection handles when selected, specified as one
handles when the Selected property is set to on.
handles, even when the Selected property is set
expand allPickableParts Ability to capture mouse clicks visible default all none
Ability to capture mouse clicks, specified as one of these values:
mouse clicks when visible. The Visible property
must be set to on and you must click a part of
the patch 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 responds to the click or
clicks regardless of visibility. The Visible property
you can click a part of the patch that has no color.
The HitTest property determines if the patch responds to the click or if an ancestor does.
mouse clicks. Clicking the patch 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 off
Response to captured mouse clicks, specified as one of these
on Trigger the ButtonDownFcn callback
of the patch. If you have defined the UIContextMenu property,
for the nearest ancestor of the patch that has
a HitTest property set to on and
a PickableParts property value that enables the
ancestor to capture mouse clicks.
The PickableParts property determines if
the patch object can capture mouse clicks. If it
cannot, then the HitTest property has no effect.
Interruptible Callback interruption on default off
Callback interruption, specified as on or off.
The Interruptible property determines if a running
There are two callback states to consider:
currently executing callback.
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 allowed. If interruption is not allowed, then the BusyAction property
of the object owning the interrupting callback determines if it is
discarded or put in the queue.
If the ButtonDownFcn callback of the patch is the running callback, then the Interruptible property
determines if it another callback can interrupt it:
on Interruptible. Interruption
occurs at the next point where MATLAB processes the queue, such
as when there is a drawnow, figure, getframe, waitfor, or pause command.
If the running callback contains one of these commands,
then MATLAB stops the execution of the callback at this point
and executes the interrupting callback. MATLAB resumes executing
the running callback when the interrupting callback completes. For
more information, see Interrupt Callback Execution.
If the running callback does not contain one of these
commands, then MATLAB finishes executing the callback without
off Not interruptible. MATLAB finishes
executing the running callback without any interruptions.
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.
Whenever MATLAB invokes a callback, that callback attempts
to interrupt a running callback. The Interruptible property
If the ButtonDownFcn callback of the patch tries to interrupt a running callback that cannot be
interrupted, then the BusyAction property determines
if it is discarded or put in the queue. Specify the BusyAction property
callback in a queue to be processed after the running callback finishes
execution. This is the default behavior.
cancel Discard the interrupting
expand allCreateFcn Creation callback default function handle cell array string
Creation callback, specified as one of these values:
Use this property to execute code when you create the patch. Setting the CreateFcn property
on an existing patch has no effect. You must define
a default value for this property, or define this property using a Name,Value pair
during patch creation. MATLAB executes the
callback after creating the patch and setting all
If you specify this callback using a function handle, then MATLAB passes
two arguments to the callback function when executing the callback:
the callback function. You also can access the patch object
through the CallbackObject property of the root,
which can be queried using the gcbo function.
DeleteFcn Deletion callback default function handle cell array string
Deletion callback, specified as one of these values:
Use this property to execute code when you delete the patch. MATLAB executes the callback before destroying
the patch so that the callback can access its property
BeingDeleted Deletion status of patch off default on
Deletion status of patch, returned as on or off. MATLAB sets
the BeingDeleted property to on when
the delete function of the patch begins execution
see the DeleteFcn property. The BeingDeleted property
remains set to on until the patch no
Check the value of the BeingDeleted property
to verify that the patch is not about to be deleted
before querying or modifying it.
I draw a square on matlab figure as below. x -1 1 1 -1 ; y -1 -1 1 1 ; h figure 1 patch x,y, red axis -2 2 -2 2 Result is as below.
Interpretation of the FaceVertexCData Property. Examples. This example creates a patch object using two different methods: Specifying x-, y-, and z-coordinates and.
MATLAB R2013a Full Crack Patch is a high-level technical computing language, interactive environment for algorithm development and modern tools of data analysis.
Shows how to define a 3-D patch object using both x-, y-, and z-coordinate and faces/vertices data, and illustrates flat and interpolated face coloring.
Dear all, I am working on a Matlab GUI. I was able to load a patch a human brain into one axes of my figure. Now I would like to rotate the patch in various.
Patch properties control the appearance and behavior of patch objects. By changing property values, you can modify certain aspects of the patch.
Patch X,Y,C creates one or more filled polygons using the elements of X and Y as the coordinates for each vertex. patch connects the vertices in the order that you.