CGAL 目前没有处理纹理的功能。但是,处理 UV 属性是可行的。将属性输出到文件的最简单方法是:
例如,如果我运行这段代码:
#include <CGAL/Simple_cartesian.h>
#include <CGAL/Surface_mesh.h>
#include <CGAL/Surface_mesh/IO.h>
using Kernel = CGAL::Simple_cartesian<double>;
using Point_3 = Kernel::Point_3;
using Mesh = CGAL::Surface_mesh<Point_3>;
using Vertex_index = Mesh::Vertex_index;
using Halfedge_index = Mesh::Halfedge_index;
using Edge_index = Mesh::Edge_index;
int main()
{
Mesh mesh;
Mesh::Property_map<Edge_index, double> u_map
= mesh.add_property_map<Edge_index, double>("U").first;
Mesh::Property_map<Edge_index, double> v_map
= mesh.add_property_map<Edge_index, double>("V").first;
Vertex_index v0 = mesh.add_vertex(Point_3(0,0,0));
Vertex_index v1 = mesh.add_vertex(Point_3(0,0,1));
Halfedge_index hi = mesh.add_edge (v0, v1);
Edge_index ei = mesh.edge(hi);
u_map[ei] = 0.2;
v_map[ei] = 0.8;
std::ofstream ofile ("out.ply");
CGAL::write_ply (ofile, mesh);
return EXIT_SUCCESS;
}
我得到以下输出 PLY 文件,它确实将 UV 属性存储在边缘:
ply
format ascii 1.0
comment Generated by the CGAL library
element vertex 2
property double x
property double y
property double z
element face 0
property list uchar int vertex_indices
element edge 1
property int v0
property int v1
property double U
property double V
end_header
0 0 0
0 0 1
1 0 0.2 0.8