<commit_before>// Translated from walkCow.tcl

#include <vtkActor.h>
#include <vtkAxes.h>
#include <vtkBYUReader.h>
#include <vtkCallbackCommand.h>
#include <vtkCamera.h>
#include <vtkNamedColors.h>
#include <vtkPNGWriter.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkTransform.h>
#include <vtkWindowToImageFilter.h>

#include <algorithm>
#include <vector>

namespace
{
/*
These Rotate* and Walk functions create a scene where multiple
   views of the object exist.

  They all operate in a similar manner, namely:
  1) Accept vtkActor, vtkRenderer, vtkRenderWindow as parameters.
  2) Position the object.
  3) Position the observer with the focal point sent to the centre
      of the object.
  4) Render and set EraseOff() in the render window.
     Note that:
      EraseOff() has to be called after a Render() call
       to work in the desired way.
  5) Then rotate or walk the object around the scene.
  6) Write out the scene using Screenshot().
  6) Set EraseOff() in the render window.
  7) Reset the object position.

*/
void Rotate_X(vtkActor* cowActor, vtkRenderer* ren, vtkRenderWindow* renWin);
void Rotate_Y(vtkActor* cowActor, vtkRenderer* ren, vtkRenderWindow* renWin);<commit_msg>vtkVersionMacros.h needed to be included<commit_after>// Translated from walkCow.tcl

#include <vtkActor.h>
#include <vtkAxes.h>
#include <vtkBYUReader.h>
#include <vtkCallbackCommand.h>
#include <vtkCamera.h>
#include <vtkNamedColors.h>
#include <vtkPNGWriter.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkTransform.h>
#include <vtkVersionMacros.h>
#include <vtkWindowToImageFilter.h>

#include <algorithm>
#include <vector>

namespace
{
/*
These Rotate* and Walk functions create a scene where multiple
   views of the object exist.

  They all operate in a similar manner, namely:
  1) Accept vtkActor, vtkRenderer, vtkRenderWindow as parameters.
  2) Position the object.
  3) Position the observer with the focal point sent to the centre
      of the object.
  4) Render and set EraseOff() in the render window.
     Note that:
      EraseOff() has to be called after a Render() call
       to work in the desired way.
  5) Then rotate or walk the object around the scene.
  6) Write out the scene using Screenshot().
  6) Set EraseOff() in the render window.
  7) Reset the object position.

*/
void Rotate_X(vtkActor* cowActor, vtkRenderer* ren, vtkRenderWindow* renWin);
void Rotate_Y(vtkActor* cowActor, vtkRenderer* ren, vtkRenderWindow* renWin);
{'fraction_non_alphanumeric': 0.09414758269720101, 'fraction_numerical': 0.0058160668847691745, 'mean_word_length': 4.650924024640657, 'pattern_counts': {'":': 0, '<': 38, '<?xml version=': 0, '>': 38, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2736261', 'n_tokens_mistral': 921, 'n_tokens_neox': 914, 'n_words': 319}