Points: translate doxygen from DE to EN + fix superfluous whitespace (#5287)

* Points: translate doxygen from DE to EN + fix superfluous whitespace

For the purpose of making the source documentation uniform, source comments in this file were translated to english.

* Points: remove superfluous whitespace

* Fix left over DE to EN translations (from Cam and Mesh code)
This commit is contained in:
luzpaz
2021-12-25 14:41:12 -05:00
committed by GitHub
parent 5923ce1858
commit 1c83d8fedd
20 changed files with 125 additions and 125 deletions

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@@ -2337,7 +2337,7 @@ bool cutting_tools::OffsetWires_Spiral()
} }
else //We have to try a mesh intersection as the Nurb Intersection does not seem to work else //We have to try a mesh intersection as the Nurb Intersection does not seem to work
{ {
cout << "Big Probleme"; cout << "Big Problem";
continue; continue;
} }
//Now get the Proper Normal at this point //Now get the Proper Normal at this point
@@ -2640,7 +2640,7 @@ bool cutting_tools::OffsetWires_Spiral()
} }
else //We have to try a mesh intersection as the Nurb Intersection does not seem to work else //We have to try a mesh intersection as the Nurb Intersection does not seem to work
{ {
cout << "Big Probleme"; cout << "Big Problem";
continue; continue;
} }
//Now get the Proper Normal at this point //Now get the Proper Normal at this point

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@@ -151,7 +151,7 @@ public:
the flat areas are inside the flat areas are inside
*/ */
/*! \brief Hier finden wir eine tolle Funktion */ /*! \brief Here we find a great function */
bool arrangecuts_ZLEVEL(); bool arrangecuts_ZLEVEL();
//bool checkPointIntersection(std::vector<projectPointContainer> &finalPoints); //bool checkPointIntersection(std::vector<projectPointContainer> &finalPoints);
bool calculateAccurateSlaveZLevel(std::vector<std::pair<gp_Pnt,double> >&OffsetPoints, double current_z_level, double &slave_z_level, double &average_sheet_thickness,double &average_angle, bool &cutpos); bool calculateAccurateSlaveZLevel(std::vector<std::pair<gp_Pnt,double> >&OffsetPoints, double current_z_level, double &slave_z_level, double &average_sheet_thickness,double &average_angle, bool &cutpos);

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@@ -1386,7 +1386,7 @@ Newtry: // If the generated path lengths are insufficient, a new attempt is star
/*---Correction end---*/ /*---Correction end---*/
// Fülle Vektoren // Full Vectors
l_vec.push_back(len); // Length l_vec.push_back(len); // Length
v_vec.push_back(v); // Speeds v_vec.push_back(v); // Speeds
a_vec.push_back(m_a); // Acceleration a_vec.push_back(m_a); // Acceleration
@@ -1465,10 +1465,10 @@ Newtry: // If the generated path lengths are insufficient, a new attempt is star
len_1 = (pow(v[1] - v[0],2.0) + pow(v[1],2.0))/m_a; len_1 = (pow(v[1] - v[0],2.0) + pow(v[1],2.0))/m_a;
} }
// Fülle Vektoren // Full Vectors
l_vec.push_back(len); // Length l_vec.push_back(len); // Length
v_vec.push_back(v); // Speeds v_vec.push_back(v); // Speeds
a_vec.push_back(m_a); // Beschleunignung a_vec.push_back(m_a); // Acceleration
// First fill the output vectors here (once per curve) // First fill the output vectors here (once per curve)
if(tool) if(tool)

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@@ -1078,39 +1078,39 @@ bool MeshEigensystem::Evaluate()
const MeshPointArray& aclPoints = _rclMesh.GetPoints (); const MeshPointArray& aclPoints = _rclMesh.GetPoints ();
for (MeshPointArray::_TConstIterator it = aclPoints.begin(); it!=aclPoints.end(); ++it) { for (MeshPointArray::_TConstIterator it = aclPoints.begin(); it!=aclPoints.end(); ++it) {
// u-Richtung // u-direction
clVect = *it - _cC; clVect = *it - _cC;
clProj.ProjectToLine(clVect, _cU); clProj.ProjectToLine(clVect, _cU);
clVect = clVect + clProj; clVect = clVect + clProj;
fH = clVect.Length(); fH = clVect.Length();
// zeigen Vektoren in die gleiche Richtung ? // point vectors in the same direction ?
if ((clVect * _cU) < 0.0f) if ((clVect * _cU) < 0.0f)
fH = -fH; fH = -fH;
xmax = std::max<float>(xmax, fH); xmax = std::max<float>(xmax, fH);
xmin = std::min<float>(xmin, fH); xmin = std::min<float>(xmin, fH);
// v-Richtung // v-direction
clVect = *it - _cC; clVect = *it - _cC;
clProj.ProjectToLine(clVect, _cV); clProj.ProjectToLine(clVect, _cV);
clVect = clVect + clProj; clVect = clVect + clProj;
fH = clVect.Length(); fH = clVect.Length();
// zeigen Vektoren in die gleiche Richtung ? // point vectors in the same direction ?
if ((clVect * _cV) < 0.0f) if ((clVect * _cV) < 0.0f)
fH = -fH; fH = -fH;
ymax = std::max<float>(ymax, fH); ymax = std::max<float>(ymax, fH);
ymin = std::min<float>(ymin, fH); ymin = std::min<float>(ymin, fH);
// w-Richtung // w-direction
clVect = *it - _cC; clVect = *it - _cC;
clProj.ProjectToLine(clVect, _cW); clProj.ProjectToLine(clVect, _cW);
clVect = clVect + clProj; clVect = clVect + clProj;
fH = clVect.Length(); fH = clVect.Length();
// zeigen Vektoren in die gleiche Richtung ? // point vectors in the same direction ?
if ((clVect * _cW) < 0.0f) if ((clVect * _cW) < 0.0f)
fH = -fH; fH = -fH;

View File

@@ -128,12 +128,12 @@ void PointsGrid::InitGrid (void)
unsigned long i, j; unsigned long i, j;
// Grid Laengen berechnen wenn nicht initialisiert // Calculate grid lengths if not initialized
// //
if ((_ulCtGridsX == 0) || (_ulCtGridsY == 0) || (_ulCtGridsZ == 0)) if ((_ulCtGridsX == 0) || (_ulCtGridsY == 0) || (_ulCtGridsZ == 0))
CalculateGridLength(POINTS_CT_GRID, POINTS_MAX_GRIDS); CalculateGridLength(POINTS_CT_GRID, POINTS_MAX_GRIDS);
// Grid Laengen und Offset bestimmen // Determine the grid length and offset
// //
{ {
Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox(); Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
@@ -162,7 +162,7 @@ void PointsGrid::InitGrid (void)
} }
} }
// Daten-Struktur anlegen // Create data structure
_aulGrid.clear(); _aulGrid.clear();
_aulGrid.resize(_ulCtGridsX); _aulGrid.resize(_ulCtGridsX);
for (i = 0; i < _ulCtGridsX; i++) for (i = 0; i < _ulCtGridsX; i++)
@@ -179,7 +179,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
raulElements.clear(); raulElements.clear();
// Grid-Boxen zur naehreren Auswahl // Grid boxes for a more detailed selection
Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ); Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ); Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
@@ -196,7 +196,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
if (bDelDoubles == true) if (bDelDoubles == true)
{ {
// doppelte Nennungen entfernen // remove duplicate mentions
std::sort(raulElements.begin(), raulElements.end()); std::sort(raulElements.begin(), raulElements.end());
raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end()); raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
} }
@@ -212,7 +212,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
raulElements.clear(); raulElements.clear();
// Grid-Boxen zur naehreren Auswahl // Grid boxes for a more detailed selection
Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ); Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ); Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
@@ -230,7 +230,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
if (bDelDoubles == true) if (bDelDoubles == true)
{ {
// doppelte Nennungen entfernen // remove duplicate mentions
std::sort(raulElements.begin(), raulElements.end()); std::sort(raulElements.begin(), raulElements.end());
raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end()); raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
} }
@@ -244,7 +244,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::set<unsign
raulElements.clear(); raulElements.clear();
// Grid-Boxen zur naehreren Auswahl // Grid boxes for a more detailed selection
Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ); Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ); Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
@@ -282,9 +282,9 @@ void PointsGrid::Position (const Base::Vector3d &rclPoint, unsigned long &rulX,
void PointsGrid::CalculateGridLength (unsigned long ulCtGrid, unsigned long ulMaxGrids) void PointsGrid::CalculateGridLength (unsigned long ulCtGrid, unsigned long ulMaxGrids)
{ {
// Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen // Calculate grid lengths or number of grids per dimension
// pro Grid sollen ca. 10 (?!?!) Facets liegen // There should be about 10 (?!?!) facets per grid
// bzw. max Grids sollten 10000 nicht ueberschreiten // or max grids should not exceed 10000
Base::BoundBox3d clBBPtsEnlarged;// = _pclPoints->GetBoundBox(); Base::BoundBox3d clBBPtsEnlarged;// = _pclPoints->GetBoundBox();
for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it ) for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
clBBPtsEnlarged.Add(*it); clBBPtsEnlarged.Add(*it);
@@ -319,9 +319,9 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
return; return;
} }
// Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen // Calculate grid lengths or number of grids per dimension
// pro Grid sollen ca. 10 (?!?!) Facets liegen // There should be about 10 (?!?!) facets per grid
// bzw. max Grids sollten 10000 nicht ueberschreiten // or max grids should not exceed 10000
Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox(); Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it ) for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
clBBPts.Add(*it); clBBPts.Add(*it);
@@ -461,7 +461,7 @@ void PointsGrid::SearchNearestFromPoint (const Base::Vector3d &rclPt, std::set<u
Base::BoundBox3d clBB = GetBoundBox(); Base::BoundBox3d clBB = GetBoundBox();
if (clBB.IsInBox(rclPt) == true) if (clBB.IsInBox(rclPt) == true)
{ // Punkt liegt innerhalb { // Point lies within
unsigned long ulX, ulY, ulZ; unsigned long ulX, ulY, ulZ;
Position(rclPt, ulX, ulY, ulZ); Position(rclPt, ulX, ulY, ulZ);
//int nX = ulX, nY = ulY, nZ = ulZ; //int nX = ulX, nY = ulY, nZ = ulZ;
@@ -471,7 +471,7 @@ void PointsGrid::SearchNearestFromPoint (const Base::Vector3d &rclPt, std::set<u
GetHull(ulX, ulY, ulZ, ulLevel, raclInd); GetHull(ulX, ulY, ulZ, ulLevel, raclInd);
} }
else else
{ // Punkt ausserhalb { // Point outside
Base::BoundBox3d::SIDE tSide = clBB.GetSideFromRay(rclPt, clBB.GetCenter() - rclPt); Base::BoundBox3d::SIDE tSide = clBB.GetSideFromRay(rclPt, clBB.GetCenter() - rclPt);
switch (tSide) switch (tSide)
{ {
@@ -683,7 +683,7 @@ void PointsGrid::RebuildGrid (void)
InitGrid(); InitGrid();
// Daten-Struktur fuellen // Fill data structure
unsigned long i = 0; unsigned long i = 0;
for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it ) for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
@@ -747,18 +747,18 @@ bool PointsGridIterator::InitOnRay (const Base::Vector3d &rclPt, const Base::Vec
_clDir = rclDir; _clDir = rclDir;
_bValidRay = false; _bValidRay = false;
// liegt Punkt innerhalb globalen BB // point lies within global BB
if ((_rclGrid.GetBoundBox().IsInBox(rclPt)) == true) if ((_rclGrid.GetBoundBox().IsInBox(rclPt)) == true)
{ // Voxel bestimmen, indem der Startpunkt liegt { // determine the voxel by the starting point
_rclGrid.Position(rclPt, _ulX, _ulY, _ulZ); _rclGrid.Position(rclPt, _ulX, _ulY, _ulZ);
raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end()); raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end());
_bValidRay = true; _bValidRay = true;
} }
else else
{ // Startpunkt ausserhalb { // StartPoint outside
Base::Vector3d cP0, cP1; Base::Vector3d cP0, cP1;
if (_rclGrid.GetBoundBox().IntersectWithLine(rclPt, rclDir, cP0, cP1) == true) if (_rclGrid.GetBoundBox().IntersectWithLine(rclPt, rclDir, cP0, cP1) == true)
{ // naechsten Punkt bestimmen { // determine the next point
if ((cP0 - rclPt).Length() < (cP1 - rclPt).Length()) if ((cP0 - rclPt).Length() < (cP1 - rclPt).Length())
_rclGrid.Position(cP0, _ulX, _ulY, _ulZ); _rclGrid.Position(cP0, _ulX, _ulY, _ulZ);
else else
@@ -775,16 +775,16 @@ bool PointsGridIterator::InitOnRay (const Base::Vector3d &rclPt, const Base::Vec
bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements) bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements)
{ {
if (_bValidRay == false) if (_bValidRay == false)
return false; // nicht initialisiert oder Strahl ausgetreten return false; // not initialized or beam exited
raulElements.clear(); raulElements.clear();
Base::Vector3d clIntersectPoint; Base::Vector3d clIntersectPoint;
// naechstes anliegende BB auf dem Suchstrahl suchen // Look for the next adjacent BB on the search beam
Base::BoundBox3d::SIDE tSide = _rclGrid.GetBoundBox(_ulX, _ulY, _ulZ).GetSideFromRay(_clPt, _clDir, clIntersectPoint); Base::BoundBox3d::SIDE tSide = _rclGrid.GetBoundBox(_ulX, _ulY, _ulZ).GetSideFromRay(_clPt, _clDir, clIntersectPoint);
// Suchbereich // Search area
// //
if ((_clPt-clIntersectPoint).Length() > _fMaxSearchArea) if ((_clPt-clIntersectPoint).Length() > _fMaxSearchArea)
{ {
@@ -818,7 +818,7 @@ bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements)
raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end()); raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end());
} }
else else
_bValidRay = false; // Strahl ausgetreten _bValidRay = false; // Beam escaped
return _bValidRay; return _bValidRay;
} }