手动UV分支
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@@ -262,8 +262,8 @@ public:
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bool TransferTexture(Mesh& mesh, const FaceIdxArr& faceSubsetIndices={}, unsigned borderSize=3, unsigned textureSize=4096);
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// file IO
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bool Load(const String& fileName);
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bool Save(const String& fileName, const cList<String>& comments=cList<String>(), bool bBinary=true) const;
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bool Load(const String& fileName, bool bLoadUV=false);
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bool Save(const String& fileName, const cList<String>& comments=cList<String>(), bool bBinary=true, bool bUseExistingUV=false) const;
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bool Save(const FacesChunkArr&, const String& fileName, const cList<String>& comments=cList<String>(), bool bBinary=true) const;
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static bool Save(const VertexArr& vertices, const String& fileName, bool bBinary=true);
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@@ -271,13 +271,15 @@ public:
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static inline VIndex GetVertex(const Face& f, VIndex v) { const uint32_t idx(FindVertex(f, v)); ASSERT(idx != NO_ID); return f[idx]; }
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static inline VIndex& GetVertex(Face& f, VIndex v) { const uint32_t idx(FindVertex(f, v)); ASSERT(idx != NO_ID); return f[idx]; }
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void CheckUVValid();
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protected:
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bool LoadPLY(const String& fileName);
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bool LoadOBJ(const String& fileName);
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bool LoadOBJ(const String& fileName, bool bLoadUV);
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bool LoadGLTF(const String& fileName, bool bBinary=true);
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bool SavePLY(const String& fileName, const cList<String>& comments=cList<String>(), bool bBinary=true, bool bTexLossless=true) const;
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bool SaveOBJ(const String& fileName) const;
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bool SaveOBJ(const String& fileName, bool bUseExistingUV) const;
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bool SaveGLTF(const String& fileName, bool bBinary=true) const;
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#ifdef _USE_CUDA
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