Hatch
You can animate the hatch pattern on an object that has hatch shading, for example, you can animate it so that it changes pattern when a point changes state.
Each type of hatch pattern corresponds to a number, as follows:
Number for Expression | Hatch |
---|---|
0 |
Horizontal |
1 |
Vertical |
2 |
Forward diagonal |
3 |
Backward diagonal |
4 |
Cross |
5 |
Diagonal cross |
6 |
5 percent |
7 |
10 percent |
8 |
20 percent |
9 |
25 percent |
10 |
30 percent |
11 |
40 percent |
12 |
50 percent |
13 |
60 percent |
14 |
70 percent |
15 |
75 percent |
16 |
80 percent |
17 |
90 percent |
18 |
Light downward diagonal |
19 |
Light upward diagonal |
20 |
Dark downward diagonal |
21 |
Dark upward diagonal |
22 |
Wide downward diagonal |
23 |
Wide upward diagonal |
24 |
Light vertical |
25 |
Light horizontal |
26 |
Narrow vertical |
27 |
Narrow horizontal |
28 |
Dark vertical |
29 |
Dark horizontal |
30 |
Dashed downward diagonal |
31 |
Dashed upward diagonal |
32 |
Dashed horizontal |
33 |
Dashed vertical |
34 |
Small confetti |
35 |
Large confetti |
36 |
Zigzag |
37 |
Wave |
38 |
Diagonal brick |
39 |
Horizontal brick |
40 |
Weave |
41 |
Plaid |
42 |
Divot |
43 |
Dotted grid |
44 |
Dotted diamond |
45 |
Shingle |
46 |
Trellis |
47 |
Sphere |
48 |
Small grid |
49 |
Small checker board |
50 |
Large checker board |
51 |
Outlined diamond |
52 |
Solid diamond |
The names for the hatches in ViewX match those used in Microsoft Windows.
Animating the Hatch property only has a visible effect on the Mimic object if the Type property is set to Hatch in the Mimic object's configuration or is animated to be 2 (2 corresponds to Hatch).
You can either edit the expression for the Hatch property so that it is one of the numbers for the hatch patterns, or you can use an expression to change the hatch pattern according to the value or state of a database item. For example, you could use the following expression to change the type of hatch according to the current state of a 2 bit digital point:
LOOKUP( ".DigitalPoint 2.CurrentState" + 1, 40, 47, 48, 50)
This expression animates the Hatch property according to the CurrentState value of a 2 bit digital point named 'DigitalPoint2'. When the 'DigitalPoint2' point is in state 0 the hatch pattern is weave (pattern number 40), when it is in state 1 the hatch pattern is sphere (47), for state 2 the hatch pattern is small grid (48), and when it is in state 3 the hatch pattern is large checker board (50).