import .step file with three.js - three.js

I would like to import a file ".step" to use it with Three.js but I don't know how to do it
I didn't found any topic, only "first step, second step "
Any one could help me please ?

Take a look at the example at http://www.pythonocc.org/news/experimental-webgl-renderer-towards-cad-in-a-browser/ to go from step file to viewing using three.js.

node-occ is not a viable option as it is missing OCE-0.13. You have to download OCE-0.14 and build it really not a good option. OpenCascade is good but requires you build an .NET Library in C++ this is not well documented as they want to try and sell you theirs. I have not tried PythonOCC as it is python and can be a bit hard to set up using .NET I am looking for more resources but have not found any your best bet is to build your own using the STEP reading technology.

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how to use "robotlocomotion drake" codes in my project, for example "qp_inverse_dynamics"

i want to implement drake in my project, but i found it almost impossible.
Although there are notebooks and course explain robotics theory and how drake works,
http://underactuated.csail.mit.edu/underactuated.html?chapter=drake
https://www.edx.org/course/underactuated-robotics-mitx-6-832x-0
But how could i use the codes in drake in my project. For example, i want to simulate a 6-Dof arm using V-rep and ROS, and i want to inplement force control to the arm using "qp_inverse_dynamics" in drake, do i need to include all files that "qp_inverse_dynamics" used, and construct the build system? There are tons of files.
I have made a quadruped robot using position control and PID controller, and have a little bit experience of using open source convex quadratic programs solver(osqp)。
And now, after build and tested drake using bazel, what coule I do to use codes in drake in my project? Or should I just write my own codes using the method in Underactuated Robotics notebook?
thanks a lot.
This repository is our working example of how to use drake in your own project:
https://github.com/RobotLocomotion/drake-shambhala
We do support OSQP as one of many solver backends. There is a chance that you will find that you want some feature in drake that is not yet exposed in the binary installation, in which case please make a request on github. But I suspect it should work well for you.
N.B. The lectures you've pointed to on edX are a few years old now. The current version of the course is running right now, with streamed/recorded lectures available at http://underactuated.csail.mit.edu/Spring2018/index.html#textbook/assignments/videos

Wanting to make an Xposed module

So I'm wanting to make an xposed module but cannot find any good video tutorials out there let alone an updated one also I know C# Decently and hardly any Java... Any help to help me get started would be appreciated. Thanks
You will need Java to create any Xposed modules. Android itself is based on (primarily) Java, so you will need Java knowledge to make Xposed modules.
That said, C# and Java are extremely similar languages, and you can quickly pick up the other if you know one.
As for Tutorials, Rovo89 (the creator of Xposed) has a simple tutorial here at https://github.com/rovo89/XposedBridge/wiki/Development-tutorial. This tutorial is almost completely upto-date, and you can use this to create your first module.
You will find another detailed tutorial here - https://forum.xda-developers.com/showthread.php?t=2709324. Keep in mind that this link is very old, so wherever there are any conflicts, go by Rovo89's tutorial.
After going through the beginner tutorial mentioned by Akhil, you will want to look at the API docs http://api.xposed.info/reference/packages.html and read through source code of some huge modules like GravityBox to get an idea of how the Framework is used. For teaching purpose mod some app which is open source and then move on to closed source app by reverse engineering them. For reverse engineering I use ByteCodeViewer.

Three.js Typeface.js offline

the problem is obvious from the title, http://typeface.neocracy.org offline. It was used to convert fonts and used in conjunction with THREE.TextGeometry. But if it is offline, how is now possible to use custom fonts in three.js?
I made a new converter that outputs the same files as typeface.js.
http://gero3.github.io/facetype.js/
I loaded the source, but as far as I can see there is no chance to create the JS-font-files with this distribution. Maybe for someone with deep perl-knowledge...? In any case I installed perl, the ppm and dmake but trying to exec the Makefile only leads to errormessages about missing files. No - this is no alternative to the online-converter. Even worser: I didn't find any other converter or another side using the same one (cufon seems to create another format). So let's hope the site comes back to live - otherwise the great textfeature of three.js is worth nothing in the moment.

How do you create a project from scratch using Brunch.io, without using their skeletons?

I couldn't find any Brunch.io skeleton that suited my project and so I tried to start from scratch and create my own. But it wasn't before long that I was only scratching my head instead.
Could someone please explain how to start a new project in an empty folder and integrate it with Brunch, using just the terminal and a text editor?
PLEASE DO NOT USE EXISTING SKELETONS
Ideally I'm looking for a tutorial like this: https://coderwall.com/p/pijtcq, but with more detail at each step.
I suggest to take a look at dead-simple brunch, this is official skeleton which is maximally minimal.
https://github.com/brunch/dead-simple
Maybe still take it and add your own framework, lang plugins and stuff.
Or, you can re-create your own, by following the same path: add bower.json, brunch-config and package.json. That's it, I guess.
Going through the dead-simple skeleton helped me understand how Brunch works but I couldn't fire any of my custom js. But I finally, got it... add this code to the brunch-config file to execute all your js files as expected.
modules:
definition: false
wrapper: false
Not sure why this isn't the default behaviour or why it isn't explicitly mentioned anywhere. I spent ages sifting through the net to get this answer.
Have a look at this part of the documentation:
https://github.com/brunch/brunch-guide/blob/master/content/en/chapter04-starting-from-scratch.md

.Net XML comment into API Documentation

Is there an easy way to produce MSDN-style documentation from the Visual Studio XML output?
I'm not patient enough to set up a good xslt for it because I know I'm not the first person to cross this bridge.
Also, I tried setting up sandcastle recently, but it really made my eyes cross. Either I was missing something important in the process or it is just way too involved.
I know somebody out there has a really nice dead-simple solution.
I'm reiterating here because I think my formatting made that paragraph non-inviting to read:
I gave sandcastle a try but had a really hard time getting it set up.
What I really have in mind is something much simpler.
That is, unless I just don't understand the sandcastle process. It seemed like an awful lot of extra baggage to me just to produce something nice for the testers to work with.
You're looking for Sandcastle
Project Page: Sandcastle Releases
Blog: Sandcastle Blog
NDoc Code Documentation Generator for .NET used to be the tool of choice, but support has all but stopped.
Have a look at Sandcastle, which does exactly that. It's also one of the more simpler solutions out there, and it's more or less the tool of choice, so in the long run, maybe we could help you to set up Sandcastle if you specify what issues you encountered during setup?
You should also use the Sandcastle Help File Builder. It provides you with a ndoc like GUI for generating help files so you don't have to do anything from a command prompt.
Welcome to the Sandcastle Help File Builder Project
I've just set up Sandcastle again. Try installing it (the May 2008 release) and search for SandcastleGui.exe or something similar (it's in the examples folder or so).
Click Add Assembly and add your Assembly or Assemblies, add any .xml Documentation files (the ones generated by the compiler if you enabled that option) and then Build.
It will take some time, but the result will be worth the effort. It will actually look up stuff from MSDN, so your resulting documentation will also have the Class Inheritance all the way down to System.Object with links to MSDN and stuff.
Sandcastle seems a bit complicated at first, especially when you want to use it in an automated build, but I am absolutely sure it will be worth the effort.
Also have a look at Sandcastle Help File Builder, this is a somewhat more advanced GUI for it.
Follow this simple 5 step article and you are pretty much done. As a bonus you can use H2Viewer to view Html Help 2.x files.
I use NDoc3

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