\( \newcommand{\E}{\mathrm{E}} \) \( \newcommand{\A}{\mathrm{A}} \) \( \newcommand{\R}{\mathrm{R}} \) \( \newcommand{\N}{\mathrm{N}} \) \( \newcommand{\Q}{\mathrm{Q}} \) \( \newcommand{\Z}{\mathrm{Z}} \) \( \def\ccSum #1#2#3{ \sum_{#1}^{#2}{#3} } \def\ccProd #1#2#3{ \sum_{#1}^{#2}{#3} }\)
CGAL 4.11.3 - Surface Mesh
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Surface_mesh/sm_properties.cpp
#include <string>
#include <CGAL/Simple_cartesian.h>
#include <CGAL/Surface_mesh.h>
#include <boost/foreach.hpp>
typedef Mesh::Vertex_index vertex_descriptor;
typedef Mesh::Face_index face_descriptor;
int main()
{
Mesh m;
vertex_descriptor v0 = m.add_vertex(K::Point_3(0,2,0));
vertex_descriptor v1 = m.add_vertex(K::Point_3(2,2,0));
vertex_descriptor v2 = m.add_vertex(K::Point_3(0,0,0));
vertex_descriptor v3 = m.add_vertex(K::Point_3(2,0,0));
vertex_descriptor v4 = m.add_vertex(K::Point_3(1,1,0));
m.add_face(v3, v1, v4);
m.add_face(v0, v4, v1);
m.add_face(v0, v2, v4);
m.add_face(v2, v3, v4);
// give each vertex a name, the default is empty
Mesh::Property_map<vertex_descriptor,std::string> name;
bool created;
boost::tie(name, created) = m.add_property_map<vertex_descriptor,std::string>("v:name","");
assert(created);
// add some names to the vertices
name[v0] = "hello";
name[v2] = "world";
{
// You get an existing property, and created will be false
Mesh::Property_map<vertex_descriptor,std::string> name;
bool created;
boost::tie(name, created) = m.add_property_map<vertex_descriptor,std::string>("v:name", "");
assert(! created);
}
// You can't get a property that does not exist
Mesh::Property_map<face_descriptor,std::string> gnus;
bool found;
boost::tie(gnus, found) = m.property_map<face_descriptor,std::string>("v:gnus");
assert(! found);
// retrieve the point property for which exists a convenience function
Mesh::Property_map<vertex_descriptor, K::Point_3> location = m.points();
BOOST_FOREACH( vertex_descriptor vd, m.vertices()) {
std::cout << name[vd] << " @ " << location[vd] << std::endl;
}
std::vector<std::string> props = m.properties<vertex_descriptor>();
BOOST_FOREACH(std::string p, props){
std::cout << p << std::endl;
}
// delete the string property again
m.remove_property_map(name);
return 0;
}