Patch Properties

Control 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.

Starting in R2014b, you can use dot notation to refer to a particular object and property:

h = patch;
c = h.CData;
h.CDataMapping = 'scaled';

If you are using an earlier release, use the get and set functions to query and set properties.

Faces

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FaceColorFace color[0 0 0] (default) | 'none' | 'flat' | 'interp' | RGB triplet or color string

Face color, specified as one of these values:

  • 'none' — Do not draw the faces.

  • 'flat' — Uniform face colors. Use the CData values. The color data at the first vertex determines the color for the entire face. You must first specify CData or FaceVertexCData as an array containing one value per face.

  • 'interp' — Vary the color across each face. Use a bilinear interpolation of the CData values at each vertex. You must first specify CData or FaceVertexCData as an array containing one value per vertex.

  • RGB triplet or color string — Same color for all of the faces.

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 NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black'k'[0 0 0]

FaceAlphaFace transparency1 (default) | scalar in range [0,1] | 'flat' | 'interp'

Face transparency, specified as one of these values:

  • Scalar in range [0,1] — Use the same transparency value for all of the faces. A value of 1 is fully opaque and 0 is completely transparent.

  • 'flat' — Use uniform transparency across each face. The alpha data at the first vertex determines the transparency for the entire face. You must first specify the FaceVertexAlphaData property as an array containing one alpha value per face.

  • 'interp' — Vary the transparency across each face. Bilinear interpolation of the AlphaData values at each vertex determines the transparency values. You must first specify the FaceVertexAlphaData property as an array containing one alpha value per vertex.

FaceLightingEffect 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 the faces. 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.

    Note:   The 'phong' value has been removed. Use 'gouraud' instead.

BackFaceLightingFace lighting when normals point away from camera'reverslit' (default) | 'unlit' | 'lit'

Face lighting when the vertex normals point away from camera, specified as one of these values:

  • 'reverslit' — 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.

Edges

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EdgeColorEdge color of the patch faces[0 0 0] (default) | 'none' | 'flat' | 'interp' | RGB triplet or color string

Color of the edges of the patch faces, specified as one of these values:

  • 'none' — Do not draw edges.

  • 'flat' — Use the color of each vertex to set the color of the edge that follows it. This means that the edge coloring is dependent on the order in which you specify the vertices:

  • 'interp' — Linearly interpolate the CData or FaceVertexCData values at the vertices determines the edge color.

  • RGB triplet or a color string — Use the same color for all edges.

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 NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black'k'[0 0 0]

Example: 'flat'

LineStyleLine style'-' (default) | '--' | ':' | '-.' | 'none'

Line style, specified as one of the line style strings listed in this table.

StringLine StyleResulting Line
'-'Solid line

'--'Dashed line

':'Dotted line

'-.'Dash-dotted line

'none'No lineNo line

LineWidthLine 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 edges.

Example: 0.75

EdgeAlphaTransparency of patch face edges1 (default) | scalar value in range [0,1] | 'flat' | 'interp'

Transparency of patch face edges, specified as one of these values:

  • Scalar value in range [0,1] — Use the same transparency value for all of the edges.. A value of 1 is fully opaque and 0 is completely transparent.

  • 'flat' — Uniform transparency along each edge. Before you set EdgeAlpha to 'flat', you must first define FaceVertexAlphaData as an array containing one alpha value per face. The alpha data of each vertex controls the transparency of the edge that follows it.

  • 'interp' — Very the transparency along edge segment. Before you set EdgeAlpha to 'interp', you must first define FaceVertexAlphaData as an array containing one alpha value per vertex. Linear interpolation of the alpha data at each vertex determines the transparency of the edge connecting those vertices.

EdgeLightingEffect 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.

AlignVertexCentersSharp 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 the uneven appearance.

  • 'off' — Do not sharpen vertical or horizontal lines. The lines might appear uneven in thickness or color.

  • 'on' — Sharpen vertical and horizontal lines to eliminate an uneven appearance.

    Note:   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: 1.

Markers

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MarkerMarker 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 Symbol
'o'Circle
'+'Plus sign
'*'Asterisk
'.'Point
'x'Cross
'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

Example: '+'

Example: 'diamond'

MarkerEdgeColorMarker outline color 'auto' (default) | 'none' | 'flat' | RGB triplet or color string

Marker outline color, specified as specified as one of these values:

  • 'auto' — Use the same color as the EdgeColor property.

  • 'none' — Use no color, which makes unfilled markers invisible.

  • 'flat' — Use the CData value at the vertex to set the color.

  • RGB triplet or color string — Use the specified color.

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 NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black'k'[0 0 0]

Example: [0.5 0.5 0.5]

Example: 'blue'

MarkerFaceColorMarker fill color'none' (default) | 'auto' | 'flat' | RGB triplet or color string

Marker fill color, specified as one of these values:

  • 'none' — Use no color, which allows the background to show through.

  • 'auto' — Use the same color as the Color property for the axes.

  • 'flat' — Use the CData value of the vertex to set the color.

  • RGB triplet or color string — Use the specified color.

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 NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black'k'[0 0 0]

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:

MarkerSizeMarker size6 (default) | positive value

Marker size, specified as a positive value in point units.

Example: 10

Face and Vertex Normals

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FaceNormalsFace 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 | uint64

VertextNormalsVertex 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 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

FaceNormalsModeSelection 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'.

VertexNormalsModeSelection 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'.

Ambient Lighting

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AmbientStrengthStrength 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

DiffuseStrengthStrength 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

SpecularStrengthStrength 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

SpecularColorReflectanceColor of specular reflections1 (default) | scalar between 0 and 1 inclusive

Color 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

SpecularExponentExpansiveness 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

Color and Transparency Mapping

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FaceVertexAlphaDataFace and vertex transparency data[] (default) | single transparency value | column vector of transparency values

Face and vertex transparency data, specified in one of these forms:

  • A single transparency value, which applies the same transparency to the entire patch. The FaceAlpha property must be set to 'flat'.

  • An m-by-1 array (where m is the number of rows in the Faces property), which specifies one transparency value per face. The FaceAlpha property must be set to 'flat'.

  • An m-by-1 array (where m is the number of rows in the Vertices property), which specifies one transparency value per vertex. The FaceAlpha property must be set to 'interp'.

The AlphaDataMapping property determines how MATLAB® interprets the FaceVertexAlphaData property values.

AlphaDataMappingTransparency mapping method'scaled' (default) | 'direct' | 'none'

Transparency mapping method, specified as one of these values:

  • 'none' — Clamps the elements of FaceVertexAlphaData to the region between 0 and 1. A value of 1 or greater means completely opaque, a value of 0 or less means completely transparent, and a value between 0 and 1 means semitransparent.

  • 'scaled' — Transforms the FaceVertexAlphaData to span the portion of the figure alphamap indicated by the axes ALim property, linearly mapping data values to alpha values.

  • 'direct' — Uses the FaceVertexAlphaData as indices directly into the figure alphamap, which is determined by the figure Alphamap property. Values with a decimal portion are fixed to the nearest lower integer. MATLAB maps values less than 1 to the first value in the alphamap and values greater than length(alphamap) to the last value in the alphamap. If FaceVertexAlphaData is an array of uint8 integers, then the indexing begins at 0 (that is, MATLAB maps a value of 0 to the first alpha value in the alphamap).

FaceVertexCDataFace 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 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 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.

CDataPatch 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 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

CDataMappingDirect 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.

Data

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XDatax-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 | uint64

YDatay-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 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

ZDataz-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 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

FacesVertex 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 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

VerticesVertex coordinatesvector | matrix

Vertex 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

Visibility

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VisibleVisibility of patch'on' (default) | 'off'

Visibility of patch, specified as one of these values:

  • 'on' — Display the patch.

  • 'off' — Hide the patch without deleting it. You still can access the properties of an invisible patch object.

ClippingClipping of patch to axes limits'on' (default) | 'off'

Clipping of patch to the axes limits, specified as one of these values:

  • 'on' — Do not display parts of the patch that are outside the axes limits.

  • 'off' — Display the entire patch, even if parts of it appear outside the axes limits. Parts of the patch might appear outside the axes limits if you create a plot, set hold on, freeze the axis scaling, and then create the patch that is larger than the original plot.

EraseMode(removed) Technique to draw and erase objects'normal' (default) | 'none' | 'xor' | 'background'

    Note:   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 instead.

Technique to draw and erase objects, specified as one of these values:

  • 'normal' — Redraw the affected 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.

  • 'none' — Do not erase the 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.

  • 'xor' — Draw and erase the 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 beneath it on the display.

  • 'background' — Erase the 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 colors the erased object.

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 nonnormal mode objects.

Parent/Child

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ParentParent of patchaxes object | group object | transform object

Parent of patch, specified as an axes, group, or transform object.

ChildrenChildren of patchempty GraphicsPlaceholder array

The patch has no children. You cannot set this property.

HandleVisibilityVisibility of object handle'on' (default) | 'off' | 'callback'

Visibility of object handle in the Children property of the parent, specified as one of these values:

  • 'on' — List the patch object.

  • 'off' — Do not list the patch object. Use this option to hide object handles when a callback invokes a function that could damage the GUI, such as evaluating a user-typed string.

  • 'callback' — List the patch object in the Children property of the parent from within callbacks or functions invoked by callbacks, but not from within functions invoked from the command line. Use this option to protect a GUI from command-line users, while allowing callbacks to have access to objects.

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.

Identifiers

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TypeType 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.

TagUser-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.

Example: 'January Data'

UserDataData 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.

Example: 1:100

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64 | logical | char | struct | table | cell

DisplayNameText used by legend'' (default) | string

Text used by the legend, specified as a string. The text appears next to an icon of the patch.

  • If you specify text for the patch object as an input argument to the legend function, then the legend uses the specified text and updates the DisplayName.

  • If you do not specify text for the patch object as an input argument to the legend function, then 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 entries.

If you edit interactively the string in an existing legend, then MATLAB updates the DisplayName to the edited string.

Example: 'Text Description'

AnnotationLegend icon display styleAnnotation object

This property is read only.

Legend icon display style, returned as an Annotation object. Use this object to include or exclude the patch from a legend.

  1. Query the Annotation property to get the Annotation object.

  2. Query the LegendInformation property of the Annotation object to get the LegendEntry object.

  3. 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' — Include only children of the patch object as separate entries in the legend.

If a legend already exists and you change the IconDisplayStyle setting, then you must call legend to update the display.

Interactive Control

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ButtonDownFcnMouse-click callback'' (default) | function handle | cell array | string

Mouse-click callback, specified as one of these values:

  • Function handle

  • Cell array containing a function handle and additional arguments

  • 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 executing the callback:

  • The patch object — You can access properties of the patch object from within the callback function.

  • 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.

    Note:   If the PickableParts property is set to 'none' or if the HitTest property is set to 'off', then this callback does not execute.

Example: @myCallback

Example: {@myCallback,arg3}

UIContextMenuContext 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.

    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.

SelectedSelection state'off' (default) | 'on'

Selection state, specified as one of these values:

  • 'on' — Selected. If you click the patch 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 patch.

  • 'off' — Not selected.

SelectionHighlightDisplay of selection handles when selected'on' (default) | 'off'

Display of selection handles when selected, specified as one of these values:

  • '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'.

Creation and Deletion Control

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CreateFcnCreation callback'' (default) | function handle | cell array | string

Creation callback, specified as one of these values:

  • Function handle

  • Cell array containing a function handle and additional arguments

  • 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 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 of its properties.

If you specify this callback using a function handle, then MATLAB passes two arguments to the callback function when executing the callback:

  • The patch object — You can access properties of the patch object from within 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.

  • 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.

Example: @myCallback

Example: {@myCallback,arg3}

DeleteFcnDeletion callback'' (default) | function handle | cell array | string

Deletion callback, specified as one of these values:

  • Function handle

  • Cell array containing a function handle and additional arguments

  • 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 delete the patch. MATLAB executes the callback before destroying the patch so that the callback can access its property values.

If you specify this callback using a function handle, then MATLAB passes two arguments to the callback function when executing the callback:

  • The patch object — You can access properties of the patch object from within 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.

  • 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.

Example: @myCallback

Example: {@myCallback,arg3}

BeingDeletedDeletion status of patch'off' (default) | 'on'

This property is read only.

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 longer exists.

Check the value of the BeingDeleted property to verify that the patch is not about to be deleted before querying or modifying it.

Callback Execution Control

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PickablePartsAbility to capture mouse clicks'visible' (default) | 'all' | 'none'

Ability to capture mouse clicks, specified as one of these values:

  • 'visible' — Can capture 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 if an ancestor does.

  • 'all' — Can 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 that has no color. The HitTest property determines if the patch responds to the click or if an ancestor does.

  • 'none' — Cannot capture 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.

HitTestResponse to captured mouse clicks'on' (default) | 'off'

Response to captured mouse clicks, specified as one of these values:

  • 'on' — Trigger the ButtonDownFcn callback of the patch. If you have defined the UIContextMenu property, then invoke the context menu.

  • 'off' — Trigger the callbacks 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.

    Note:   The PickableParts property determines if the patch object can capture mouse clicks. If it cannot, then the HitTest property has no effect.

InterruptibleCallback interruption'on' (default) | 'off'

Callback interruption, specified as 'on' or 'off'. The Interruptible property determines if a running callback can be interrupted.

    Note:   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 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 interruption.

  • 'off' — Not interruptible. MATLAB finishes executing the running callback without any interruptions.

BusyActionCallback queuing'queue' (default) | 'cancel'

Callback queuing specified as 'queue' or 'cancel'. The BusyAction property determines how MATLAB handles the execution of interrupting callbacks.

    Note:   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 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 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 as one of these values:

  • 'queue' — Put the interrupting callback in a queue to be processed after the running callback finishes execution. This is the default behavior.

  • 'cancel' — Discard the interrupting callback.

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