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:
@@ -2337,7 +2337,7 @@ bool cutting_tools::OffsetWires_Spiral()
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}
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}
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else //We have to try a mesh intersection as the Nurb Intersection does not seem to work
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else //We have to try a mesh intersection as the Nurb Intersection does not seem to work
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{
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{
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cout << "Big Probleme";
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cout << "Big Problem";
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continue;
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continue;
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}
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}
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//Now get the Proper Normal at this point
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//Now get the Proper Normal at this point
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@@ -2640,7 +2640,7 @@ bool cutting_tools::OffsetWires_Spiral()
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}
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}
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else //We have to try a mesh intersection as the Nurb Intersection does not seem to work
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else //We have to try a mesh intersection as the Nurb Intersection does not seem to work
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{
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{
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cout << "Big Probleme";
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cout << "Big Problem";
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continue;
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continue;
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}
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}
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//Now get the Proper Normal at this point
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//Now get the Proper Normal at this point
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@@ -151,7 +151,7 @@ public:
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the flat areas are inside
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the flat areas are inside
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*/
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*/
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/*! \brief Hier finden wir eine tolle Funktion */
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/*! \brief Here we find a great function */
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bool arrangecuts_ZLEVEL();
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bool arrangecuts_ZLEVEL();
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//bool checkPointIntersection(std::vector<projectPointContainer> &finalPoints);
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//bool checkPointIntersection(std::vector<projectPointContainer> &finalPoints);
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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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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
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/*---Correction end---*/
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/*---Correction end---*/
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// Fülle Vektoren
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// Full Vectors
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l_vec.push_back(len); // Length
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l_vec.push_back(len); // Length
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v_vec.push_back(v); // Speeds
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v_vec.push_back(v); // Speeds
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a_vec.push_back(m_a); // Acceleration
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a_vec.push_back(m_a); // Acceleration
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@@ -1465,10 +1465,10 @@ Newtry: // If the generated path lengths are insufficient, a new attempt is star
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len_1 = (pow(v[1] - v[0],2.0) + pow(v[1],2.0))/m_a;
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len_1 = (pow(v[1] - v[0],2.0) + pow(v[1],2.0))/m_a;
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}
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}
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// Fülle Vektoren
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// Full Vectors
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l_vec.push_back(len); // Length
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l_vec.push_back(len); // Length
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v_vec.push_back(v); // Speeds
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v_vec.push_back(v); // Speeds
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a_vec.push_back(m_a); // Beschleunignung
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a_vec.push_back(m_a); // Acceleration
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// First fill the output vectors here (once per curve)
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// First fill the output vectors here (once per curve)
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if(tool)
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if(tool)
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@@ -1078,39 +1078,39 @@ bool MeshEigensystem::Evaluate()
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const MeshPointArray& aclPoints = _rclMesh.GetPoints ();
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const MeshPointArray& aclPoints = _rclMesh.GetPoints ();
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for (MeshPointArray::_TConstIterator it = aclPoints.begin(); it!=aclPoints.end(); ++it) {
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for (MeshPointArray::_TConstIterator it = aclPoints.begin(); it!=aclPoints.end(); ++it) {
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// u-Richtung
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// u-direction
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clVect = *it - _cC;
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clVect = *it - _cC;
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clProj.ProjectToLine(clVect, _cU);
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clProj.ProjectToLine(clVect, _cU);
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clVect = clVect + clProj;
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clVect = clVect + clProj;
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fH = clVect.Length();
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fH = clVect.Length();
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// zeigen Vektoren in die gleiche Richtung ?
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// point vectors in the same direction ?
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if ((clVect * _cU) < 0.0f)
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if ((clVect * _cU) < 0.0f)
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fH = -fH;
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fH = -fH;
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xmax = std::max<float>(xmax, fH);
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xmax = std::max<float>(xmax, fH);
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xmin = std::min<float>(xmin, fH);
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xmin = std::min<float>(xmin, fH);
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// v-Richtung
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// v-direction
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clVect = *it - _cC;
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clVect = *it - _cC;
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clProj.ProjectToLine(clVect, _cV);
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clProj.ProjectToLine(clVect, _cV);
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clVect = clVect + clProj;
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clVect = clVect + clProj;
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fH = clVect.Length();
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fH = clVect.Length();
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// zeigen Vektoren in die gleiche Richtung ?
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// point vectors in the same direction ?
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if ((clVect * _cV) < 0.0f)
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if ((clVect * _cV) < 0.0f)
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fH = -fH;
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fH = -fH;
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ymax = std::max<float>(ymax, fH);
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ymax = std::max<float>(ymax, fH);
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ymin = std::min<float>(ymin, fH);
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ymin = std::min<float>(ymin, fH);
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// w-Richtung
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// w-direction
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clVect = *it - _cC;
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clVect = *it - _cC;
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clProj.ProjectToLine(clVect, _cW);
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clProj.ProjectToLine(clVect, _cW);
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clVect = clVect + clProj;
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clVect = clVect + clProj;
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fH = clVect.Length();
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fH = clVect.Length();
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// zeigen Vektoren in die gleiche Richtung ?
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// point vectors in the same direction ?
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if ((clVect * _cW) < 0.0f)
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if ((clVect * _cW) < 0.0f)
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fH = -fH;
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fH = -fH;
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@@ -128,12 +128,12 @@ void PointsGrid::InitGrid (void)
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unsigned long i, j;
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unsigned long i, j;
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// Grid Laengen berechnen wenn nicht initialisiert
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// Calculate grid lengths if not initialized
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//
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//
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if ((_ulCtGridsX == 0) || (_ulCtGridsY == 0) || (_ulCtGridsZ == 0))
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if ((_ulCtGridsX == 0) || (_ulCtGridsY == 0) || (_ulCtGridsZ == 0))
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CalculateGridLength(POINTS_CT_GRID, POINTS_MAX_GRIDS);
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CalculateGridLength(POINTS_CT_GRID, POINTS_MAX_GRIDS);
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// Grid Laengen und Offset bestimmen
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// Determine the grid length and offset
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//
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//
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{
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{
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Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
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Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
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@@ -162,7 +162,7 @@ void PointsGrid::InitGrid (void)
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}
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}
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}
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}
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// Daten-Struktur anlegen
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// Create data structure
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_aulGrid.clear();
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_aulGrid.clear();
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_aulGrid.resize(_ulCtGridsX);
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_aulGrid.resize(_ulCtGridsX);
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for (i = 0; i < _ulCtGridsX; i++)
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for (i = 0; i < _ulCtGridsX; i++)
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@@ -179,7 +179,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
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raulElements.clear();
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raulElements.clear();
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// Grid-Boxen zur naehreren Auswahl
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// Grid boxes for a more detailed selection
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Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
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Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
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Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
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Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
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@@ -196,7 +196,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
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if (bDelDoubles == true)
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if (bDelDoubles == true)
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{
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{
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// doppelte Nennungen entfernen
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// remove duplicate mentions
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std::sort(raulElements.begin(), raulElements.end());
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std::sort(raulElements.begin(), raulElements.end());
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raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
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raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
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}
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}
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@@ -212,7 +212,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
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raulElements.clear();
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raulElements.clear();
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// Grid-Boxen zur naehreren Auswahl
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// Grid boxes for a more detailed selection
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Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
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Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
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Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
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Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
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@@ -230,7 +230,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
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if (bDelDoubles == true)
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if (bDelDoubles == true)
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{
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{
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// doppelte Nennungen entfernen
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// remove duplicate mentions
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std::sort(raulElements.begin(), raulElements.end());
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std::sort(raulElements.begin(), raulElements.end());
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raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
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raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
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}
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}
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@@ -244,7 +244,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::set<unsign
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raulElements.clear();
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raulElements.clear();
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// Grid-Boxen zur naehreren Auswahl
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// Grid boxes for a more detailed selection
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Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
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Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
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Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
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Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
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@@ -282,9 +282,9 @@ void PointsGrid::Position (const Base::Vector3d &rclPoint, unsigned long &rulX,
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void PointsGrid::CalculateGridLength (unsigned long ulCtGrid, unsigned long ulMaxGrids)
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void PointsGrid::CalculateGridLength (unsigned long ulCtGrid, unsigned long ulMaxGrids)
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{
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{
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// Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen
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// Calculate grid lengths or number of grids per dimension
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// pro Grid sollen ca. 10 (?!?!) Facets liegen
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// There should be about 10 (?!?!) facets per grid
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// bzw. max Grids sollten 10000 nicht ueberschreiten
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// or max grids should not exceed 10000
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Base::BoundBox3d clBBPtsEnlarged;// = _pclPoints->GetBoundBox();
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Base::BoundBox3d clBBPtsEnlarged;// = _pclPoints->GetBoundBox();
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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clBBPtsEnlarged.Add(*it);
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clBBPtsEnlarged.Add(*it);
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@@ -319,9 +319,9 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
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return;
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return;
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}
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}
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// Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen
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// Calculate grid lengths or number of grids per dimension
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// pro Grid sollen ca. 10 (?!?!) Facets liegen
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// There should be about 10 (?!?!) facets per grid
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// bzw. max Grids sollten 10000 nicht ueberschreiten
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// or max grids should not exceed 10000
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Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
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Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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clBBPts.Add(*it);
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clBBPts.Add(*it);
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@@ -461,7 +461,7 @@ void PointsGrid::SearchNearestFromPoint (const Base::Vector3d &rclPt, std::set<u
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Base::BoundBox3d clBB = GetBoundBox();
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Base::BoundBox3d clBB = GetBoundBox();
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if (clBB.IsInBox(rclPt) == true)
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if (clBB.IsInBox(rclPt) == true)
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{ // Punkt liegt innerhalb
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{ // Point lies within
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unsigned long ulX, ulY, ulZ;
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unsigned long ulX, ulY, ulZ;
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Position(rclPt, ulX, ulY, ulZ);
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Position(rclPt, ulX, ulY, ulZ);
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//int nX = ulX, nY = ulY, nZ = ulZ;
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//int nX = ulX, nY = ulY, nZ = ulZ;
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@@ -471,7 +471,7 @@ void PointsGrid::SearchNearestFromPoint (const Base::Vector3d &rclPt, std::set<u
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GetHull(ulX, ulY, ulZ, ulLevel, raclInd);
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GetHull(ulX, ulY, ulZ, ulLevel, raclInd);
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}
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}
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else
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else
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{ // Punkt ausserhalb
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{ // Point outside
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Base::BoundBox3d::SIDE tSide = clBB.GetSideFromRay(rclPt, clBB.GetCenter() - rclPt);
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Base::BoundBox3d::SIDE tSide = clBB.GetSideFromRay(rclPt, clBB.GetCenter() - rclPt);
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switch (tSide)
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switch (tSide)
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{
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{
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@@ -683,7 +683,7 @@ void PointsGrid::RebuildGrid (void)
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InitGrid();
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InitGrid();
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// Daten-Struktur fuellen
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// Fill data structure
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unsigned long i = 0;
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unsigned long i = 0;
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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@@ -747,18 +747,18 @@ bool PointsGridIterator::InitOnRay (const Base::Vector3d &rclPt, const Base::Vec
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_clDir = rclDir;
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_clDir = rclDir;
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_bValidRay = false;
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_bValidRay = false;
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// liegt Punkt innerhalb globalen BB
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// point lies within global BB
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if ((_rclGrid.GetBoundBox().IsInBox(rclPt)) == true)
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if ((_rclGrid.GetBoundBox().IsInBox(rclPt)) == true)
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{ // Voxel bestimmen, indem der Startpunkt liegt
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{ // determine the voxel by the starting point
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_rclGrid.Position(rclPt, _ulX, _ulY, _ulZ);
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_rclGrid.Position(rclPt, _ulX, _ulY, _ulZ);
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raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end());
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raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end());
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_bValidRay = true;
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_bValidRay = true;
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}
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}
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else
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else
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{ // Startpunkt ausserhalb
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{ // StartPoint outside
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Base::Vector3d cP0, cP1;
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Base::Vector3d cP0, cP1;
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if (_rclGrid.GetBoundBox().IntersectWithLine(rclPt, rclDir, cP0, cP1) == true)
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if (_rclGrid.GetBoundBox().IntersectWithLine(rclPt, rclDir, cP0, cP1) == true)
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{ // naechsten Punkt bestimmen
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{ // determine the next point
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if ((cP0 - rclPt).Length() < (cP1 - rclPt).Length())
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if ((cP0 - rclPt).Length() < (cP1 - rclPt).Length())
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_rclGrid.Position(cP0, _ulX, _ulY, _ulZ);
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_rclGrid.Position(cP0, _ulX, _ulY, _ulZ);
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else
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else
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@@ -775,16 +775,16 @@ bool PointsGridIterator::InitOnRay (const Base::Vector3d &rclPt, const Base::Vec
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bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements)
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bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements)
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{
|
{
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if (_bValidRay == false)
|
if (_bValidRay == false)
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return false; // nicht initialisiert oder Strahl ausgetreten
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return false; // not initialized or beam exited
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raulElements.clear();
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raulElements.clear();
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Base::Vector3d clIntersectPoint;
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Base::Vector3d clIntersectPoint;
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// naechstes anliegende BB auf dem Suchstrahl suchen
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// Look for the next adjacent BB on the search beam
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Base::BoundBox3d::SIDE tSide = _rclGrid.GetBoundBox(_ulX, _ulY, _ulZ).GetSideFromRay(_clPt, _clDir, clIntersectPoint);
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Base::BoundBox3d::SIDE tSide = _rclGrid.GetBoundBox(_ulX, _ulY, _ulZ).GetSideFromRay(_clPt, _clDir, clIntersectPoint);
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// Suchbereich
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// Search area
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||||||
//
|
//
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if ((_clPt-clIntersectPoint).Length() > _fMaxSearchArea)
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if ((_clPt-clIntersectPoint).Length() > _fMaxSearchArea)
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||||||
{
|
{
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||||||
@@ -818,7 +818,7 @@ bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements)
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|||||||
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;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user