I am currently able to get mesh files of these formats however I would like to save the mesh file as .stl. I found documentation about this STL MeshIO Class, however, I can't seem to find the header to "include".
Additionally, if I follow from this, it still asks me to enter proper file extension, as in it doesn't work when I give .stl extension.
Any help or work around?
P.S. ITK-4.11.0, VS 13 Update 5, CMake - 3.8.0.
Let me know if you need the code, I don't see a requirement here.
Just adding the procedure here for someone who might be interested.
Get git executable.
In CMake go to advanced and add the path to the git executable
In Modules, add Module_IOSTL
Configure and Generate.
Build the ITK.sln file. (If using VS)
Configure and Generate your project.
Add #include "itkSTLMeshIOFactory.h"
Add itk::STLMeshIOFactory::RegisterOneFactory(); before you initialize the MeshType.
Give file extension for MeshFileWriter as .stl, and voila!
IOSTL is a remote module. When configuring ITK with CMake, you need to enable Module_IOSTL in group Module. Rebuild ITK, rebuild your program, and now you should be able to read and write .stl just the same as .vtk, .off etc. Hopefully, without any code changes.
Related
I want a run a build step that looks at a .h file, adds some code based on some external params, and hands the resulting file to the preprocessor.
I see the "Custom Build Step" in the project properties. It seems to need an output file. I just want to forward the results to the preprocessor.
It seems like the custom build step wants to do a 1-time process, not per-file or by file type.
The problem is that I don't know how to send my external executable the file currently being processed (eg, "HelloWorld.cpp"). $(InputName) and %(Filename) are blank and docs say it's deprecated. How do I send the filename to my external executable?
But even if I get that working, I don't want to set this per-file. I want all header files to go through this process.
Any ideas?
I've looked at:
https://msdn.microsoft.com/en-us/library/dd293663.aspx?f=255&MSPPError=-2147217396
https://msdn.microsoft.com/en-us/library/hefydhhy(v=vs.90).aspx
https://msdn.microsoft.com/en-us/library/ff770593(v=vs.140).aspx
working on a debug, x64 config on windows.
First of all, No, you cannot modify a file and pass along the results to the next stage (that I could see). I'd need some sort of Program Transformation System.
So I need an intermediate file. That file has to be added to the project, even if it gets overwritten by your code generator. I can associate c++ header files with a custom build tool, and they will all get called one-by-one in the stage of the build specified in the Custom Build Step. The custom build tool will modify the intermediate file(s), and all is well.
The VS 2015 name for the current file being processed is %(Filename). In older versions it has been $(ProjectName) and $(InputName).
I'm using Xcode (with C++) and my project layout (in the file system, not in Xcode) looks like this:
SubfolderA
-file_A_1, file_A_2
SubfolderB
-file_B_1, file_B_2
Right now I've set up this structure in Xcode via groups. And so, when I want to include file_A_2 in file_B_1, I write #include "file_A_2" in file_B_1.
Is there some way to make an inclusion look like #include "/SubfolderA/file_A_2", so that I can easily see to what directory/subfolder an included file belongs?
One way to see what's going on is to look at the Build Log and expand the line for compiling sourcefile.m. Look at the -I options being passed to the compiler.
If it's not to your liking you can add the source tree in the Build Settings > Header Search Paths to include $(ProjectDir)/srcroot and make it recursive, which saves you from adding each sub-folder individually.
In my experience this has never been necessary, however, as far as I can remember.
As far as the Xcode folders are concerned, if the top-level source folder is added then all sub-folders are automatically added when you add them to the filesystem, saving the hassle of keeping them in sync. You might need to add the top-level folder under the Source Files group for this to work, however.
Surprisingly, in Xcode's Build Settings I've added to User Header Search Paths non-recursive path to my project. This solved my problem.
I ended up here when I was having an issue with XCode while trying to include a header in a group by doing
#include "MyGroup/MyHeader.h"
Turns out the project structure and the file system weren't in sync, so I just had to remove my group from the project, put it in the correct place in Finder, then drag and drop it back into the project in the correct place and it worked for me.
I'm not sure if this is necessary or not, but I also have already set up my app's working directory because I am doing some game programming and need to be able to load in .png and make textures.
There's a similarenter link description here It's on the below link.
I have been given a patch on an email and I need to create a patch file. I have just pasted the contents into a text file and saved it as 'All Files' as file.patch. As far as I can tell this is correct.
This patch will apply to multiple files in a library.
I'm not sure how to apply the patch. I'm guessing that this is done using MinGW but I'm not sure how. I have set the above directory to the library in the command line like this..
cd c:\library
I place the patch file in this libraries base director and write the name of the patch.
file.patch
When I do this (I have tortoise svn installed on my pc) a the patch file opens up with a bunch of colors (Red/Yellor/Green) highlighting some of the text in the file.
Does this mean the patch automatically applies or am I going about this completely the wrong way?
I can't put the patch on the internet but the explanation above is clear.
If I have it all wrong would someone mind explaining how I apply a patch using MinGW on Windows? Thanks
i just installed YouCompleteMe for Vim through vundle. It works, but it shows only the words contained in the current file. I want to use it to develop c++ programs, how can i configure it to show autocompletion from c++ headers file in /usr/include for example? Thanks a lot.
You need to navigate to ~/.vim/bundles/YouCompleteMe and run the installation script with --clang-completer, so do ./install.sh --clang-completer. After it finishes you should have support for C like languages.
You may also need to place let g:ycm_global_ycm_extra_conf = '~/.vim/bundle/YouCompleteMe/cpp/ycm/.ycm_extra_conf.py' in your ~/.vimrc.
I have installed with pathogen. I tried the above instructions with ./install.sh --clang-complete. After this, it did not work, and I indeed had to add the path. But it was different than in another reply here, namely
let g:ycm_global_ycm_extra_conf = '.vim/bundle/YouCompleteMe/third_party/ycmd/cpp/ycm/.ycm_extra_conf.py'
so there is an extra "third_party/ycmd" in the path.
While the suggestions here might work in the beginning, I am not sure it's the proper way to go. According to YCM developer, whenever you start a project, you need a new .ycm_extra_conf.py file
From https://valloric.github.io/YouCompleteMe/#ubuntu-linux-x64-super-quick-installation
YCM looks for a .ycm_extra_conf.py file in the directory of the opened file or in any directory above it in the hierarchy (recursively); when the file is found, it is loaded (only once!) as a Python module. YCM calls a FlagsForFile method in that module which should provide it with the information necessary to compile the current file. You can also provide a path to a global .ycm_extra_conf.py file, which will be used as a fallback. To prevent the execution of malicious code from a file you didn't write YCM will ask you once per .ycm_extra_conf.py if it is safe to load. This can be disabled and you can white-/blacklist files. See the Options section for more details.
While you might only need to modify the compile flags from the vanilla .ycm_extra_conf.py, I feel it is advisable to create a new file for every project you start.
Everything that the folks here have said is correct. I just want to add that as of 2017, the "install.sh" script is deprecated. Now, you have to use the install.py script instead by typing
./install.py --clang-completer
Also, in your .vimrc file, instead of ".vim/bundle/blahblahblah", you'll need to add a "~/" in front of the address by adding:
let g:ycm_global_ycm_extra_conf = "~/.vim/bundle/YouCompleteMe/third_party/ycmd/cpp/ycm/.ycm_extra_conf.py"
to your .vimrc file, to give it an absolute path from the Home directory so that Vim can find the ".ycm_extra_conf.py" file. Otherwise, you might experience some funny behavior.
I just wanted to add if you don't want to manually define a config file there is this neat little repository that will auto generate it. https://github.com/rdnetto/YCM-Generator
LLVM can create graphs in Graphviz's "dot" format, and automatically invoke a viewer to display them. By default it uses dotty to display those graphs. I know that I can change it to use a different viewer, but I was not able to find precise instructions on how to do so.
How can I make it open the graphs with a different viewer?
I'm running on Linux but would be interested in an answer for Windows as well.
I found out I'm supposed to change the CMakeCache.txt file in my build folder. For instance, to use XDot instead of dotty, I edited the LLVM_PATH_XDOT_P property in that file to point to the full path of my xdot.py file.
It now opens the alternative viewer successfully, after rebuilding the project.
I just needed to do this.
I managed to do this with a workaround: made a backup of dotty (just in case) and created a link from dotty to XDot.
cp /usr/bin/dotty /usr/bin/dotty_copy
ln -s /usr/bin/dotty /usr/bin/xdot
I believe you could also set some variable during configuration step (possibly LLVM_PATH_DOTTY), but I never tried this as I didn't want to recompile LLVM.
You may try hacking the DisplayGraph function or fidging with the makefiles until you manage to enable one of the #ifdefs in DisplayGraph.