# PartSettings

class `cee.usg.``PartSettings`()

  Settings describing how to render a `Part` in a `Geometry`.

Accessors

- `color`
- `displacementVisible`
- `drawStyle`
- `fringesVisible`
- `highlight`
- `opacity`
- `smooth`
- `vectorsVisible`
- `visible`

## Accessors

`PartSettings.``color`()

  The color of the part. Note that the returned color cannot be modified.

  Return type: | Color3Like

`PartSettings.``color`(color)

  Arguments: | color (`Color3Like`) – None
  Return type: | void

`PartSettings.``displacementVisible`()

  If true (default), displacements will be used (if present) for the part

  Return type: | boolean

`PartSettings.``displacementVisible`(visible)

  Arguments: | visible (`boolean`) – None
  Return type: | void

`PartSettings.``drawStyle`()

  The specification of how to render the part

  Return type: | DrawStyle

`PartSettings.``drawStyle`(drawStyle)

  Arguments: | drawStyle (`DrawStyle`) – None
  Return type: | void

`PartSettings.``fringesVisible`()

  If true (default), scalar fringes will be shown on the part if present in the state. If false, no scalar will be shown even if the result is present.

  Return type: | boolean

`PartSettings.``fringesVisible`(visible)

  Arguments: | visible (`boolean`) – None
  Return type: | void

`PartSettings.``highlight`()

  Whether the part should be highlighted.

  Return type: | boolean

`PartSettings.``highlight`(highlight)

  Arguments: | highlight (`boolean`) – None
  Return type: | void

`PartSettings.``opacity`()

  The opacity of the part.

  1.0 is fully opaque, 0.0 is fully transparent (invisible).

  Return type: | number

`PartSettings.``opacity`(opacity)

  Arguments: | opacity (`number`) – None
  Return type: | void

`PartSettings.``smooth`()

  Flag controlling the shading model of the part.

  If true, smooth shading will be used for the part, where it is rendered with a smoothed out surface with a per pixel lighting. If false, a flat shading rendering will be applied where the surface of an element is rendered with the same color.

  Note: Flat shading requires each element to have unique vertices, so it will be slower and use more memory (both normal and GPU).

  Return type: | boolean

`PartSettings.``smooth`(smooth)

  Arguments: | smooth (`boolean`) – None
  Return type: | void

`PartSettings.``vectorsVisible`()

  If true (default), vector results will be shown on the part if present in the state. If false, no vector result will be shown even if the result is present.

  Return type: | boolean

`PartSettings.``vectorsVisible`(visible)

  Arguments: | visible (`boolean`) – None
  Return type: | void

`PartSettings.``visible`()

  The visibility of the part

  Return type: | boolean

`PartSettings.``visible`(visible)

  Arguments: | visible (`boolean`) – None
  Return type: | void

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