diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm
index 289f6b243c..e2283d3c6b 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts
index dfbf45c257..ff055b8be7 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts
@@ -4,998 +4,747 @@
CmdMeshAddFacet
-
Mesh
- Mesh
+ Maas
-
Add triangle
- Add triangle
+ Voeg driehoek by
-
Add triangle manually to a mesh
- Add triangle manually to a mesh
+ Voeg driehoek self by die maas
CmdMeshBoundingBox
-
Mesh
- Mesh
+ Maas
-
Boundings info...
- Boundings info...
+ Begrensings informasie ...
-
Shows the boundings of the selected mesh
- Shows the boundings of the selected mesh
+ Wys die begrensings van die gekose maas
CmdMeshBuildRegularSolid
-
Mesh
- Mesh
+ Maas
-
Regular solid...
- Regular solid...
+ Tipiese soliede liggaam ...
-
Builds a regular solid
- Builds a regular solid
+ Skep 'n soliede liggaam
CmdMeshDemolding
-
Interactive demolding direction
- Interactive demolding direction
+ Interaktiewe ontgietingsrigting
-
Mesh
- Mesh
+ Maas
CmdMeshDifference
-
Mesh
- Mesh
+ Maas
-
Difference
- Difference
+ Verskil
CmdMeshEvaluateFacet
-
Mesh
- Mesh
+ Maas
-
Face info
- Face info
+ Vlakinformasie
-
Information about face
- Information about face
+ Informasie oor die vlak
CmdMeshEvaluateSolid
-
Mesh
- Mesh
+ Maas
-
Check solid mesh
- Check solid mesh
+ Kontroleer soliede maas
-
Checks whether the mesh is a solid
- Checks whether the mesh is a solid
+ Kontroleer of die maas 'n soliede is
CmdMeshEvaluation
-
Mesh
- Mesh
+ Maas
-
- Evaluate mesh...
- Evaluate mesh...
-
-
-
Opens a dialog to analyze and repair a mesh
- Opens a dialog to analyze and repair a mesh
+ Maak 'n dialoog oop om 'n maas te ontleed en herstel
-
Evaluate && Repair mesh...
- Evaluate && Repair mesh...
+ Evalueer en herstel maas...
CmdMeshExMakeMesh
-
Mesh
- Mesh
+ Maas
-
Make a Box
- Make a Box
+ Maak 'n boks
CmdMeshExMakeTool
-
Mesh
- Mesh
+ Maas
-
Make a Tool
- Make a Tool
+ Maak 'n werktuig
CmdMeshExMakeUnion
-
Mesh
- Mesh
+ Maas
-
Make Union
- Make Union
+ Maak unie
CmdMeshExport
-
Mesh
- Mesh
+ Maas
-
Export mesh...
- Export mesh...
+ Voer maas uit ...
-
Exports a mesh to file
- Exports a mesh to file
+ Voer maas uit na lêer
CmdMeshFillInteractiveHole
-
Mesh
- Mesh
+ Maas
-
Close hole
- Close hole
+ Vul gaping
-
Close holes interactively
- Close holes interactively
+ Vul gapings interaktief
CmdMeshFillupHoles
-
Mesh
- Mesh
+ Maas
-
Fill holes...
- Fill holes...
+ Vul gapings ...
-
Fill holes of the mesh
- Fill holes of the mesh
-
-
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Mesh
-
-
-
- Remove degenerated faces
- Remove degenerated faces
-
-
-
- Remove degenerated faces from the mesh
- Remove degenerated faces from the mesh
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated faces
- Remove duplicated faces
-
-
-
- Remove duplicated faces from the mesh
- Remove duplicated faces from the mesh
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated points
- Remove duplicated points
-
-
-
- Remove duplicated points from the mesh
- Remove duplicated points from the mesh
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Mesh
-
-
-
- Fix indices
- Fix indices
-
-
-
- Fixes invalid indices in the mesh structure
- Fixes invalid indices in the mesh structure
+ Vul gapings in die maas
CmdMeshFlipNormals
-
Mesh
- Mesh
+ Maas
-
Flip normals
- Flip normals
+ Keer normaallyne om
-
Flips the normals of the mesh
- Flips the normals of the mesh
+ Keer die maas se normaallyne om
CmdMeshFromGeometry
-
Mesh
- Mesh
+ Maas
-
Create mesh from geometry...
- Create mesh from geometry...
+ Skep 'n maas van 'n vorm ...
-
Create mesh from the selected geometry
- Create mesh from the selected geometry
+ Skep maas van die gekose vorm
CmdMeshHarmonizeNormals
-
Mesh
- Mesh
+ Maas
-
Harmonize normals
- Harmonize normals
+ Harmoniseer normaallyne
-
Harmonizes the normals of the mesh
- Harmonizes the normals of the mesh
+ Harmoniseer die normaallyne van die maas
CmdMeshImport
-
Mesh
- Mesh
+ Maas
-
Import mesh...
- Import mesh...
+ Voer maas in ...
-
Imports a mesh from file
- Imports a mesh from file
+ Voer 'n maas in van 'n lêer
CmdMeshIntersection
-
Mesh
- Mesh
+ Maas
-
Intersection
- Intersection
+ Snyding
CmdMeshPolyCut
-
Mesh
- Mesh
+ Maas
-
Cut mesh
- Cut mesh
+ Sny maas
-
Cuts a mesh with a picked polygon
- Cuts a mesh with a picked polygon
+ Sny 'n maas met 'n gekose veelhoek
CmdMeshPolySegm
-
Mesh
- Mesh
+ Maas
-
Make segment
- Make segment
+ Maak segment
-
Creates a mesh segment
- Creates a mesh segment
+ Skep 'n maassegment
CmdMeshPolySelect
-
Mesh
- Mesh
+ Maas
-
Select mesh
- Select mesh
+ Kies maas
-
Select an area of the mesh
- Select an area of the mesh
+ Kies 'n gedeelte van die maas
CmdMeshPolySplit
-
Mesh
- Mesh
+ Maas
-
Split mesh
- Split mesh
+ Verdeel 'n maas
-
Splits a mesh into two meshes
- Splits a mesh into two meshes
+ Verdeel 'n maas in twee mase
CmdMeshRemoveCompByHand
-
Mesh
- Mesh
+ Maas
-
Remove components by hand...
- Remove components by hand...
+ Verwyder komponente met die hand ...
-
Mark a component to remove it from the mesh
- Mark a component to remove it from the mesh
+ Merk 'n komponent om dit te verwyder uit die maas
CmdMeshRemoveComponents
-
Mesh
- Mesh
+ Maas
-
Remove components...
- Remove components...
+ Verwyder komponente ...
-
- Remove topologic independant components from the mesh
- Remove topologic independant components from the mesh
+ Remove topologic independent components from the mesh
+ Remove topologic independent components from the mesh
CmdMeshSmoothing
-
Mesh
- Mesh
+ Maas
-
Smooth...
- Smooth...
+ Stryk ...
-
Smooth the selected meshes
- Smooth the selected meshes
+ Stryk die geselekteerde mase se oppervlakke uit
CmdMeshToolMesh
-
Mesh
- Mesh
+ Maas
-
Segment by tool mesh
- Segment by tool mesh
+ Segmenteer met 'n maaswerktuig
-
Creates a segment from a given tool mesh
- Creates a segment from a given tool mesh
+ Skep 'n segment van 'n gegewe maaswerktuig
CmdMeshTransform
-
Mesh
- Mesh
+ Maas
-
Transform mesh
- Transform mesh
+ Transformeer maas
-
Rotate or move a mesh
- Rotate or move a mesh
+ Draai of skuif 'n maas
CmdMeshUnion
-
Mesh
- Mesh
+ Maas
-
Union
- Union
+ Vereniging
CmdMeshVertexCurvature
-
Mesh
- Mesh
+ Maas
-
Calculates the curvature of the vertices of a mesh
- Calculates the curvature of the vertices of a mesh
+ Bereken die kromming van die hoekpunte van 'n maas
-
Curvature plot
- Curvature plot
+ Krommingplot
CmdMeshVertexCurvatureInfo
-
Mesh
- Mesh
+ Maas
-
Curvature info
- Curvature info
+ Kromminginformasie
-
Information about curvature
- Information about curvature
-
-
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Evaluate Mesh
+ Inligting oor die kromming
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Evaluate Mesh
-
-
-
&Help
- &Help
+ &Hulp
-
F1
F1
-
&Close
- &Close
+ &MaakToe
-
Alt+C
Alt+C
-
Mesh information
- Mesh information
+ Maas inligting
-
No information
- No information
+ Geen inligting
-
Number of points:
- Number of points:
+ Aantal punte:
-
Number of edges:
- Number of edges:
+ Aantal kante:
-
Refresh
- Refresh
+ Verfris
-
Analyze
- Analyze
+ Ontleed
-
Repair
- Repair
+ Herstel
-
Orientation
- Orientation
+ Oriëntasie
-
Degenerated faces
- Degenerated faces
+ Vervalle vlakke
-
Face indices
- Face indices
+ Vlakindekse
-
Number of faces:
- Number of faces:
+ Aantal vlakke:
-
Duplicated faces
- Duplicated faces
+ Herhaalde vlakke
-
Duplicated points
- Duplicated points
+ Herhaalde punte
-
Non-manifolds
- Non-manifolds
+ Nie-menigvoude
-
Self-intersections
- Self-intersections
+ Self-snydings
-
All above tests together
- All above tests together
+ Al die bogenoemde toetse saam
-
Repetitive repair
- Repetitive repair
+ Herhalende herstelling
-
Evaluate & Repair Mesh
- Evaluate & Repair Mesh
+ Evalueer en herstel maas
-
Folds on surface
- Folds on surface
+ Voue op die oppervlak
MeshGui::DlgEvaluateMeshImp
-
No information
- No information
+ Geen inligting
-
Invalid neighbour indices
- Invalid neighbour indices
+ Ongeldige buurindekse
-
Invalid face indices
- Invalid face indices
+ Ongeldige vlakindekse
-
Invalid point indices
- Invalid point indices
+ Ongeldige puntindekse
-
Multiple point indices
- Multiple point indices
+ Veelvuldige puntindekse
-
Non-manifolds
- Non-manifolds
+ Nie-menigvoude
-
Cannot remove non-manifolds
- Cannot remove non-manifolds
+ Kan nie nie-menigvoude verwyder nie
-
No selection
- No selection
+ Geen keuse
-
No flipped normals
- No flipped normals
+ Geen omgekeerde normaallyne nie
-
%1 flipped normals
- %1 flipped normals
+ %1 omgekeerde normaallyne
-
No non-manifolds
- No non-manifolds
+ Geen nie-menigvoude nie
-
%1 non-manifolds
- %1 non-manifolds
+ %1 nie-menigvoude
-
No invalid indices
- No invalid indices
+ Geen ongeldige indekse
-
No degenerations
- No degenerations
+ Geen vervallings
-
%1 degenerated faces
- %1 degenerated faces
+ %1 vervalle vlakke
-
No duplicated faces
- No duplicated faces
+ Geen herhaalde vlakke
-
%1 duplicated faces
- %1 duplicated faces
+ %1 herhaalde vlakke
-
No duplicated points
- No duplicated points
+ Geen herhaalde punte nie
-
Duplicated points
- Duplicated points
+ Herhaalde punte
-
Orientation
- Orientation
+ Oriëntasie
-
Indices
- Indices
+ Indekse
-
Degenerations
- Degenerations
+ Vervallings
-
Duplicated faces
- Duplicated faces
+ Herhaalde vlakke
-
No self-intersections
- No self-intersections
+ Geen selfsnydings
-
Self-intersections
- Self-intersections
+ Self-snydings
-
Mesh repair
- Mesh repair
+ Maasherstelling
-
Flipped normals found
- Flipped normals found
+ Omgekeerde normaallyne gevind
-
Check failed due to folds on the surface.
Please run the command to repair folds first
- Check failed due to folds on the surface.
-Please run the command to repair folds first
+ Kontrole het misluk weens voue op die oppervlak.
+Gee eers die opdrag om die voue te herstel
-
No folds on surface
- No folds on surface
+ Geen voue op die oppervlak
-
%1 folds on surface
- %1 folds on surface
+ %1 voue op die oppervlak
-
Folds
- Folds
+ Voue
MeshGui::DlgRegularSolid
-
Regular Solid
- Regular Solid
+ Tipiese Soliede
-
&Create
- &Create
+ &Skep
-
Alt+C
Alt+C
-
Cl&ose
- Cl&ose
+ &MaakToe
-
Alt+O
Alt+O
-
Solid:
- Solid:
+ Soliede:
-
Cube
- Cube
+ Kubus
-
Cylinder
- Cylinder
+ Silinder
-
Cone
- Cone
+ Keël
-
Sphere
- Sphere
+ Sfeer
-
Ellipsoid
- Ellipsoid
+ Ellipsoïed
-
Torus
Torus
-
Height:
- Height:
+ Hoogte:
-
Length:
- Length:
+ Lengte:
-
Width:
- Width:
+ Wydte:
-
Radius:
Radius:
-
Closed
- Closed
+ Gesluit
-
Sampling:
- Sampling:
+ Steekproefneming:
-
Edge length:
- Edge length:
+ Kantlengte:
-
Radius 1:
Radius 1:
-
Radius 2:
Radius 2:
@@ -1003,520 +752,372 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolidImp
-
Create %1
- Create %1
+ Skep %1
-
No active document
- No active document
+ Geen aktiewe dokument
MeshGui::DlgSettingsMeshView
-
Mesh view
- Mesh view
+ Maasaansig
-
- Appearance
- Appearance
-
-
-
- Face color
- Face color
-
-
-
Two-side rendering
- Two-side rendering
+ Tweekantige vorming
-
Backface color
- Backface color
+ Agtervlakkleur
-
Smoothing
- Smoothing
+ Gladmaking
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Hierdie is die kleinste hoek tussen twee vlakke waar normaallyne bereken word om platskaduïng te doen.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Indien die hoek tussen die normaallyne van twee aangrensende vlakke kleiner is as die plooihoek, sal die vlakke gladgeskadu word om hulle gemeensame kant.</p></body></html>
-
Crease angle
- Crease angle
+ Plooihoek
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Platskaduïng/Phong-skaduïng</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definieer die voorkoms van oppervlakke.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Met platskaduïng word die vlaknormaallyne nie gedefinieer per hoekpunt nie, dit lei tot 'n onrealistiese voorkoms vir gekurwe oppervlakke, terwyl Phong-skaduïng 'n gladder voorkoms gee. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Indien hierdie opsie gekies is, word Phong-skaduïng gebruik, andersins word platskaduïng gebruik.</p></body></html>
-
Define normal per vertex
- Define normal per vertex
+ Definieer die normale per hoekpunt
-
°
°
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Om die normaallyne per hoekpunt te definieer word ook genoem<span style=" font-style:italic;">Phong-skaduïng</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">terwyl die definiëring van die normale per vlak beskryf word as</span>platskaduïng<span style=" font-style:normal;">.</span></p></body></html>
-
Default appearance for new meshes
- Default appearance for new meshes
+ Versuimvoorkoms vir nuwe mase
-
Default line color
- Default line color
+ Versuimlynkleur
-
Mesh transparency
- Mesh transparency
+ Maasdeursigtigheid
-
Default mesh color
- Default mesh color
+ Standaard maaskleur
-
Show bounding-box for highlighted or selected meshes
- Show bounding-box for highlighted or selected meshes
+ Wys begrensingsboks vir beklemtoonde of gekose mase
-
Line transparency
- Line transparency
+ Lyndeursigtigheid
MeshGui::DlgSmoothing
-
Smoothing
- Smoothing
+ Gladmaking
-
Method
- Method
+ Metode
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Parameter
-
Iterations:
- Iterations:
+ Iterasies:
-
Lambda:
Lambda:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Evaluate & Repair Mesh
-
-
MeshGui::MeshFaceAddition
-
Add triangle
- Add triangle
+ Voeg driehoek by
-
Flip normal
- Flip normal
+ Swaai normaallyn om
-
Clear
- Clear
+ Maak skoon
-
Finish
- Finish
+ Klaar
MeshGui::RemoveComponents
-
Remove components
- Remove components
+ Verwyder komponente
-
Select
- Select
+ Kies
-
Select whole component
- Select whole component
+ Kies die hele komponent
-
Pick triangle
- Pick triangle
+ Kies driehoek
-
< faces than
- < faces than
+ < vlakke as
-
Region
- Region
+ Streek
-
Components
- Components
+ Komponente
-
All
- All
+ Almal
-
Deselect
- Deselect
+ Deselekteer
-
Deselect whole component
- Deselect whole component
+ Deselekteer die hele komponent
-
> faces than
- > faces than
+ > vlakke as
-
Region options
- Region options
+ Streekopsies
-
- Respect only front triangles
- Respect only front triangles
-
-
-
Respect only triangles with normals facing screen
- Respect only triangles with normals facing screen
+ Respekteer slegs driehoeke waarvan die normale in lyn met die skerm is
-
Respect only visible triangles
- Respect only visible triangles
+ Respekteer slegs sigbare driehoeke
MeshGui::TaskRemoveComponents
-
Delete
- Delete
+ Verwyder
-
Invert
- Invert
+ Inverteer
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analyze
-
-
-
- Boolean
- Boolean
-
-
-
- &Meshes
- &Meshes
-
-
-
- Mesh tools
- Mesh tools
-
-
-
- Mesh test suite
- Mesh test suite
+ Evaluate & Repair Mesh
+ Evalueer en herstel maas
QObject
-
Import mesh
- Import mesh
+ Voer maas in
-
Export mesh
- Export mesh
+ Voer maas uit
-
Solid Mesh
- Solid Mesh
+ Soliede Maas
-
Boundings
- Boundings
+ Begrensings
-
Fill holes
- Fill holes
+ Vul gapings
-
Fill holes with maximum number of edges:
- Fill holes with maximum number of edges:
+ Vul gapings met 'n maksimum aantal kante:
-
- Remove components
- Remove components
-
-
-
- Removes components up to a maximum number of triangles:
- Removes components up to a maximum number of triangles:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- All Mesh Files (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
- Binary STL (*.stl)
+ Binêre STL (*.stl)
-
ASCII STL (*.ast)
ASCII STL (*.ast)
-
Binary Mesh (*.bms)
- Binary Mesh (*.bms)
+ Binêre maas (*.bms)
-
Alias Mesh (*.obj)
- Alias Mesh (*.obj)
+ Alias Maas (*.obj)
-
Inventor V2.1 ascii (*.iv)
Inventor V2.1 ascii (*.iv)
-
All Files (*.*)
- All Files (*.*)
+ Alle lêers (*.*)
-
ASCII STL (*.stl)
ASCII STL (*.stl)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
- Compressed VRML 2.0 (*.wrz)
+ Gekomprimeerde VRML 2.0 (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
- Python module def (*.py)
+ Pythonmodule def (*.py)
-
Meshing Tolerance
- Meshing Tolerance
+ Maastoleransie
-
Enter tolerance for meshing geometry:
- Enter tolerance for meshing geometry:
+ Gee toleransie vir maasvorms:
-
The mesh '%1' is a solid.
- The mesh '%1' is a solid.
+ Die maas '%1' is 'n soliede.
-
The mesh '%1' is not a solid.
- The mesh '%1' is not a solid.
+ Die maas '%1' is nie 'n soliede nie.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
Min=<%1,%2,%3>
-Max=<%4,%5,%6>
+Maks=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
- [Points: %1, Edges: %2 Faces: %3]
+ [Punte: %1, Kante: %2, Vlakke: %3]
-
Leave info mode
- Leave info mode
+ Verlaat inligtingsmodus
-
Index: %1
- Index: %1
+ Indeks: %1
-
Leave hole-filling mode
- Leave hole-filling mode
+ Verlaat gapingvullingsmodus
-
Leave removal mode
- Leave removal mode
+ Verlaat verwyderingsmodus
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
- All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+ Alle maaslêers (*.stl *.ast *.bms *.obj *.ply)
-
Stanford Polygon (*.ply)
- Stanford Polygon (*.ply)
+ Stanford-veelhoek (*.ply)
-
Object File Format (*.off)
- Object File Format (*.off)
+ Voorwerp-lêerformaat (*.off)
-
Standford Polygon (*.ply)
- Standford Polygon (*.ply)
+ Standford-veelhoek (*.ply)
-
Delete selected faces
- Delete selected faces
+ Verwyder gekose vlakke
-
Clear selected faces
- Clear selected faces
+ Verwyder gekose vlakke
-
Annotation
- Annotation
+ Aantekening
Workbench
-
Analyze
- Analyze
+ Ontleed
-
Boolean
- Boolean
+ Boolese
-
&Meshes
- &Meshes
+ &Mase
-
Mesh tools
- Mesh tools
-
-
-
- Mesh test suite
- Mesh test suite
+ Maaswerktuie
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm
index 2ffe8e8867..c7aaa2d20a 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts
index 8abe9ec3d8..b0113f6de6 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts
@@ -1,1123 +1,1123 @@
-
-
+
+
CmdMeshAddFacet
- Mesh
- Netz
+ Mesh
+ Netz
- Add triangle
- Dreieck hinzufügen
+ Add triangle
+ Dreieck hinzufügen
- Add triangle manually to a mesh
- Dreieck manuell zu einem Netz hinzufügen
+ Add triangle manually to a mesh
+ Dreieck manuell zu einem Netz hinzufügen
-
-
+
+
CmdMeshBoundingBox
- Mesh
- Netz
+ Mesh
+ Netz
- Boundings info...
- Abmessungen...
+ Boundings info...
+ Abmessungen...
- Shows the boundings of the selected mesh
- Anzeigen der Abmessungen des gewählten Netzes
+ Shows the boundings of the selected mesh
+ Anzeigen der Abmessungen des gewählten Netzes
-
-
+
+
CmdMeshBuildRegularSolid
- Mesh
- Netz
+ Mesh
+ Netz
- Regular solid...
- Regelgeometrie...
+ Regular solid...
+ Regelgeometrie...
- Builds a regular solid
- Erstellen einer Regelgeometrie
+ Builds a regular solid
+ Erstellen einer Regelgeometrie
-
-
+
+
CmdMeshDemolding
- Interactive demolding direction
- Interaktive Entformrichtung
+ Interactive demolding direction
+ Interaktive Entformrichtung
- Mesh
- Netz
+ Mesh
+ Netz
-
-
+
+
CmdMeshDifference
- Mesh
- Netz
+ Mesh
+ Netz
- Difference
- Differenz
+ Difference
+ Differenz
-
-
+
+
CmdMeshEvaluateFacet
- Mesh
- Netz
+ Mesh
+ Netz
- Face info
- Dreiecksinformation
+ Face info
+ Dreiecksinformation
- Information about face
- Information über Dreieck
+ Information about face
+ Information über Dreieck
-
-
+
+
CmdMeshEvaluateSolid
- Mesh
- Netz
+ Mesh
+ Netz
- Check solid mesh
- Netz auf Solid überprüfen
+ Check solid mesh
+ Netz auf Solid überprüfen
- Checks whether the mesh is a solid
- Überprüft, ob das Netz ein Solid ist
+ Checks whether the mesh is a solid
+ Überprüft, ob das Netz ein Solid ist
-
-
+
+
CmdMeshEvaluation
- Mesh
- Netz
+ Mesh
+ Netz
- Opens a dialog to analyze and repair a mesh
- Öffnet einen Dialog zum Analysieren und Reparieren eines Netzes
+ Opens a dialog to analyze and repair a mesh
+ Öffnet einen Dialog zum Analysieren und Reparieren eines Netzes
- Evaluate && Repair mesh...
- Netz auswerten && reparieren...
+ Evaluate && Repair mesh...
+ Netz auswerten && reparieren...
-
-
+
+
CmdMeshExMakeMesh
- Mesh
- Netz
+ Mesh
+ Netz
- Make a Box
- Würfel erstellen
+ Make a Box
+ Würfel erstellen
-
-
+
+
CmdMeshExMakeTool
- Mesh
- Netz
+ Mesh
+ Netz
- Make a Tool
- Werkzeug erstellen
+ Make a Tool
+ Werkzeug erstellen
-
-
+
+
CmdMeshExMakeUnion
- Mesh
- Netz
+ Mesh
+ Netz
- Make Union
- Verschneiden
+ Make Union
+ Verschneiden
-
-
+
+
CmdMeshExport
- Mesh
- Netz
+ Mesh
+ Netz
- Export mesh...
- Netz exportieren...
+ Export mesh...
+ Netz exportieren...
- Exports a mesh to file
- Netz in eine Datei exportieren
+ Exports a mesh to file
+ Netz in eine Datei exportieren
-
-
+
+
CmdMeshFillInteractiveHole
- Mesh
- Netz
+ Mesh
+ Netz
- Close hole
- Loch schließen
+ Close hole
+ Loch schließen
- Close holes interactively
- Loch interaktiv schließen
+ Close holes interactively
+ Loch interaktiv schließen
-
-
+
+
CmdMeshFillupHoles
- Mesh
- Netz
+ Mesh
+ Netz
- Fill holes...
- Löcher schließen...
+ Fill holes...
+ Löcher schließen...
- Fill holes of the mesh
- Schließt Löcher in dem Netz
+ Fill holes of the mesh
+ Schließt Löcher in dem Netz
-
-
+
+
CmdMeshFlipNormals
- Mesh
- Netz
+ Mesh
+ Netz
- Flip normals
- Normalen umdrehen
+ Flip normals
+ Normalen umdrehen
- Flips the normals of the mesh
- Dreht die Dreiecksnormalen des Netzes um
+ Flips the normals of the mesh
+ Dreht die Dreiecksnormalen des Netzes um
-
-
+
+
CmdMeshFromGeometry
- Mesh
- Netz
+ Mesh
+ Netz
- Create mesh from geometry...
- Erzeuge Netz aus Geometrie...
+ Create mesh from geometry...
+ Erzeuge Netz aus Geometrie...
- Create mesh from the selected geometry
- Erzeuge Netz aus selektierter Geometrie
+ Create mesh from the selected geometry
+ Erzeuge Netz aus selektierter Geometrie
-
-
+
+
CmdMeshHarmonizeNormals
- Mesh
- Netz
+ Mesh
+ Netz
- Harmonize normals
- Normalen ausrichten
+ Harmonize normals
+ Normalen ausrichten
- Harmonizes the normals of the mesh
- Richtet die Normalen des Netzes aus
+ Harmonizes the normals of the mesh
+ Richtet die Normalen des Netzes aus
-
-
+
+
CmdMeshImport
- Mesh
- Netz
+ Mesh
+ Netz
- Import mesh...
- Netz importieren...
+ Import mesh...
+ Netz importieren...
- Imports a mesh from file
- Importiert Netz aus einer Datei
+ Imports a mesh from file
+ Importiert Netz aus einer Datei
-
-
+
+
CmdMeshIntersection
- Mesh
- Netz
+ Mesh
+ Netz
- Intersection
- Schnitt
+ Intersection
+ Schnitt
-
-
+
+
CmdMeshPolyCut
- Mesh
- Netz
+ Mesh
+ Netz
- Cut mesh
- Netz schneiden
+ Cut mesh
+ Netz schneiden
- Cuts a mesh with a picked polygon
- Schneidet ein Netz mit einem ausgewählten Polygon
+ Cuts a mesh with a picked polygon
+ Schneidet ein Netz mit einem ausgewählten Polygon
-
-
+
+
CmdMeshPolySegm
- Mesh
- Netz
+ Mesh
+ Netz
- Make segment
- Segment erzeugen
+ Make segment
+ Segment erzeugen
- Creates a mesh segment
- Erzeuge Netz-Segment
+ Creates a mesh segment
+ Erzeuge Netz-Segment
-
-
+
+
CmdMeshPolySelect
- Mesh
- Netz
+ Mesh
+ Netz
- Select mesh
- Netz auswählen
+ Select mesh
+ Netz auswählen
- Select an area of the mesh
- Wähle einen Bereich des Netzes aus
+ Select an area of the mesh
+ Wähle einen Bereich des Netzes aus
-
-
+
+
CmdMeshPolySplit
- Mesh
- Netz
+ Mesh
+ Netz
- Split mesh
- Netz auftrennen
+ Split mesh
+ Netz auftrennen
- Splits a mesh into two meshes
- Netz in zwei Teile trennen
+ Splits a mesh into two meshes
+ Netz in zwei Teile trennen
-
-
+
+
CmdMeshRemoveCompByHand
- Mesh
- Netz
+ Mesh
+ Netz
- Remove components by hand...
- Komponente von Hand entfernen...
+ Remove components by hand...
+ Komponente von Hand entfernen...
- Mark a component to remove it from the mesh
- Markiere Komponente um von Hand zu entfernen
+ Mark a component to remove it from the mesh
+ Markiere Komponente um von Hand zu entfernen
-
-
+
+
CmdMeshRemoveComponents
- Mesh
- Netz
+ Mesh
+ Netz
- Remove components...
- Komponenten entfernen...
+ Remove components...
+ Komponenten entfernen...
- Remove topologic independent components from the mesh
- Entfernt topologisch unabhängige Komponenten aus dem Netz
+ Remove topologic independent components from the mesh
+ Entfernt topologisch unabhängige Komponenten aus dem Netz
-
-
+
+
CmdMeshSmoothing
- Mesh
- Netz
+ Mesh
+ Netz
- Smooth...
- Glätten...
+ Smooth...
+ Glätten...
- Smooth the selected meshes
- Selektierte Netze glätten
+ Smooth the selected meshes
+ Selektierte Netze glätten
-
-
+
+
CmdMeshToolMesh
- Mesh
- Netz
+ Mesh
+ Netz
- Segment by tool mesh
- Segmentieren
+ Segment by tool mesh
+ Segmentieren
- Creates a segment from a given tool mesh
- Segment mit Hilfe eines gegebenen Hilfsnetzes erstellen
+ Creates a segment from a given tool mesh
+ Segment mit Hilfe eines gegebenen Hilfsnetzes erstellen
-
-
+
+
CmdMeshTransform
- Mesh
- Netz
+ Mesh
+ Netz
- Transform mesh
- Netz transformieren
+ Transform mesh
+ Netz transformieren
- Rotate or move a mesh
- Dreht oder verschiebt ein Netz
+ Rotate or move a mesh
+ Dreht oder verschiebt ein Netz
-
-
+
+
CmdMeshUnion
- Mesh
- Netz
+ Mesh
+ Netz
- Union
- Vereinigung
+ Union
+ Vereinigung
-
-
+
+
CmdMeshVertexCurvature
- Mesh
- Netz
+ Mesh
+ Netz
- Calculates the curvature of the vertices of a mesh
- Berechnet die Krümmungen in den Vertexen eines Netzes
+ Calculates the curvature of the vertices of a mesh
+ Berechnet die Krümmungen in den Vertexen eines Netzes
- Curvature plot
- Krümmungsplot
+ Curvature plot
+ Krümmungsplot
-
-
+
+
CmdMeshVertexCurvatureInfo
- Mesh
- Netz
+ Mesh
+ Netz
- Curvature info
- Krümmungsinformation
+ Curvature info
+ Krümmungsinformation
- Information about curvature
- Informationen über Krümmung
+ Information about curvature
+ Informationen über Krümmung
-
-
+
+
MeshGui::DlgEvaluateMesh
- &Help
- &Hilfe
+ &Help
+ &Hilfe
- F1
- F1
+ F1
+ F1
- &Close
- Schl&ießen
+ &Close
+ Schl&ießen
- Alt+C
- Alt+I
+ Alt+C
+ Alt+S
- Mesh information
- Informationen zum Netz
+ Mesh information
+ Informationen zum Netz
- No information
- Keine Informationen
+ No information
+ Keine Informationen
- Number of points:
- Anzahl Punkte:
+ Number of points:
+ Anzahl Punkte:
- Number of edges:
- Anzahl Kanten:
+ Number of edges:
+ Anzahl Kanten:
- Refresh
- Erneut laden
+ Refresh
+ Erneut laden
- Analyze
- Analysieren
+ Analyze
+ Analysieren
- Repair
- Reparieren
+ Repair
+ Reparieren
- Orientation
- Orientierung
+ Orientation
+ Orientierung
- Degenerated faces
- Entartete Facetten
+ Degenerated faces
+ Entartete Facetten
- Face indices
- Facettenindexe
+ Face indices
+ Facettenindexe
- Number of faces:
- Anzahl Facetten:
+ Number of faces:
+ Anzahl Facetten:
- Duplicated faces
- Doppelte Dreiecke
+ Duplicated faces
+ Doppelte Dreiecke
- Duplicated points
- Doppelte Punkte
+ Duplicated points
+ Doppelte Punkte
- Non-manifolds
- Nichtmannigfaltigkeiten
+ Non-manifolds
+ Nichtmannigfaltigkeiten
- Self-intersections
- Selbstdurchdringungen
+ Self-intersections
+ Selbstdurchdringungen
- All above tests together
- Alle Tests zusammen
+ All above tests together
+ Alle Tests zusammen
- Repetitive repair
- Reparatur wiederholen
+ Repetitive repair
+ Reparatur wiederholen
- Evaluate & Repair Mesh
- Netz auswerten & reparieren
+ Evaluate & Repair Mesh
+ Netz auswerten & reparieren
- Folds on surface
- Oberflächenfalten
+ Folds on surface
+ Oberflächenfalten
-
-
+
+
MeshGui::DlgEvaluateMeshImp
- No information
- Keine Informationen
+ No information
+ Keine Informationen
- Invalid neighbour indices
- Ungültige Nachbarindexe
+ Invalid neighbour indices
+ Ungültige Nachbarindexe
- Invalid face indices
- Ungültige Facettenindexe
+ Invalid face indices
+ Ungültige Facettenindexe
- Invalid point indices
- Ungültige Punktindexe
+ Invalid point indices
+ Ungültige Punktindexe
- Multiple point indices
- Mehrfache Punktindexe
+ Multiple point indices
+ Mehrfache Punktindexe
- Non-manifolds
- Nichtmannigfaltigkeiten
+ Non-manifolds
+ Nichtmannigfaltigkeiten
- Cannot remove non-manifolds
- Nichtmannigfaltigkeiten können nicht entfernt werden
+ Cannot remove non-manifolds
+ Nichtmannigfaltigkeiten können nicht entfernt werden
- No selection
- Keine Auswahl
+ No selection
+ Keine Auswahl
- No flipped normals
- Keine verdrehten Normalen
+ No flipped normals
+ Keine verdrehten Normalen
- %1 flipped normals
- %1 verdrehte Normalen
+ %1 flipped normals
+ %1 verdrehte Normalen
- No non-manifolds
- Keine Nichtmannigfaltigkeiten
+ No non-manifolds
+ Keine Nichtmannigfaltigkeiten
- %1 non-manifolds
- %1 Nichtmannigfaltigkeiten
+ %1 non-manifolds
+ %1 Nichtmannigfaltigkeiten
- No invalid indices
- Keine ungültige Indexe
+ No invalid indices
+ Keine ungültige Indexe
- No degenerations
- Keine Entartungen
+ No degenerations
+ Keine Entartungen
- %1 degenerated faces
- %1 entartete Facetten
+ %1 degenerated faces
+ %1 entartete Facetten
- No duplicated faces
- Keine doppelten Facetten
+ No duplicated faces
+ Keine doppelten Facetten
- %1 duplicated faces
- %1 doppelte Facetten
+ %1 duplicated faces
+ %1 doppelte Facetten
- No duplicated points
- Keine doppelten Punkte
+ No duplicated points
+ Keine doppelten Punkte
- Duplicated points
- Doppelte Punkte
+ Duplicated points
+ Doppelte Punkte
- Orientation
- Orientierung
+ Orientation
+ Orientierung
- Indices
- Indexe
+ Indices
+ Indexe
- Degenerations
- Degenerierungen
+ Degenerations
+ Degenerierungen
- Duplicated faces
- Doppelte Dreiecke
+ Duplicated faces
+ Doppelte Dreiecke
- No self-intersections
- Keine Selbstdurchdringungen
+ No self-intersections
+ Keine Selbstdurchdringungen
- Self-intersections
- Selbstdurchdringungen
+ Self-intersections
+ Selbstdurchdringungen
- Mesh repair
- Netz reparieren
+ Mesh repair
+ Netz reparieren
- Flipped normals found
- Verdrehte Normalen gefunden
+ Flipped normals found
+ Verdrehte Normalen gefunden
- Check failed due to folds on the surface.
+ Check failed due to folds on the surface.
Please run the command to repair folds first
- Überprüfung wegen Falten in der Oberfläche fehlgeschlagen.
+ Überprüfung wegen Falten in der Oberfläche fehlgeschlagen.
Bitte starten Sie vorher den Befehl zum Reparieren von Falten
- No folds on surface
- Keine Oberflächenfalten
+ No folds on surface
+ Keine Oberflächenfalten
- %1 folds on surface
- %1 Oberflächenfalten
+ %1 folds on surface
+ %1 Oberflächenfalten
- Folds
- Falten
+ Folds
+ Falten
-
-
+
+
MeshGui::DlgRegularSolid
- Regular Solid
- Regelgeometrie
+ Regular Solid
+ Regelgeometrie
- &Create
- &Erstellen
+ &Create
+ &Erstellen
- Alt+C
- Alt+S
+ Alt+C
+ Alt+S
- Cl&ose
- Schl&ießen
+ Cl&ose
+ Schl&ießen
- Alt+O
- Alt+I
+ Alt+O
+ Alt+I
- Solid:
- Körper:
+ Solid:
+ Körper:
- Cube
- Würfel
+ Cube
+ Würfel
- Cylinder
- Zylinder
+ Cylinder
+ Zylinder
- Cone
- Kegel
+ Cone
+ Kegel
- Sphere
- Kugel
+ Sphere
+ Kugel
- Ellipsoid
- Ellipsoid
+ Ellipsoid
+ Ellipsoid
- Torus
- Torus
+ Torus
+ Torus
- Height:
- Höhe:
+ Height:
+ Höhe:
- Length:
- Länge:
+ Length:
+ Länge:
- Width:
- Breite:
+ Width:
+ Breite:
- Radius:
- Radius:
+ Radius:
+ Radius:
- Closed
- Geschlossen
+ Closed
+ Geschlossen
- Sampling:
- Abtastung:
+ Sampling:
+ Abtastung:
- Edge length:
- Kantenlänge:
+ Edge length:
+ Kantenlänge:
- Radius 1:
- Radius 1:
+ Radius 1:
+ Radius 1:
- Radius 2:
- Radius 2:
+ Radius 2:
+ Radius 2:
-
-
+
+
MeshGui::DlgRegularSolidImp
- Create %1
- Erstelle %1
+ Create %1
+ Erstelle %1
- No active document
- Kein aktives Dokument
+ No active document
+ Kein aktives Dokument
-
-
+
+
MeshGui::DlgSettingsMeshView
- Mesh view
- Netz
+ Mesh view
+ Netz
- Two-side rendering
- Doppelseitiges Rendern
+ Two-side rendering
+ Doppelseitiges Rendern
- Backface color
- Untergrundfarbe
+ Backface color
+ Untergrundfarbe
- Smoothing
- Glättung
+ Smoothing
+ Glättung
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Das ist der kleinste Winkel zwischen zwei Dreiecken zur Berechenung beider Normalen für das Flat-Shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Falls der Winkel zweier benachbarter dreiecke kleiner als der Knitterwinkel ist, werden die Dreiecke um die gemeinsame Kante geglättet gerendert.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Das ist der kleinste Winkel zwischen zwei Dreiecken zur Berechenung beider Normalen für das Flat-Shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Falls der Winkel zweier benachbarter dreiecke kleiner als der Knitterwinkel ist, werden die Dreiecke um die gemeinsame Kante geglättet gerendert.</p></body></html>
- Crease angle
- Knitterwinkel
+ Crease angle
+ Knitterwinkel
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiert das Aussehen von Oberflächen.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Bei Flat-Shading werden die Flächennormalen nicht pro Vertex gesetzt, was zu unnatürlichem Aussehen führen kann, während Phong-Shading zu glatterem Aussehen führt. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Falls diese Option gesetzt ist, wird Phong-Shading verwendet, andernfalls wird Flat-Shading verwendet.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiert das Aussehen von Oberflächen.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Bei Flat-Shading werden die Flächennormalen nicht pro Vertex gesetzt, was zu unnatürlichem Aussehen führen kann, während Phong-Shading zu glatterem Aussehen führt. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Falls diese Option gesetzt ist, wird Phong-Shading verwendet, andernfalls wird Flat-Shading verwendet.</p></body></html>
- Define normal per vertex
- Definiere Normale pro Vertex
-
-
- °
- °
+ Define normal per vertex
+ Definiere Normale pro Vertex
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hinweis</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Die Angabe der Normalen per Vertex wird auch <span style=" font-style:italic;">Phong shading</span> genannt,</p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">während die Angabe der Normalen pro Fläche </span>Flat shading<span style=" font-style:normal;"> gennant wird.</span></p></body></html>
+ °
+ °
- Default appearance for new meshes
- Standardmäßiges Erscheinungsbild für neue Netze
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hinweis</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Die Angabe der Normalen per Vertex wird auch <span style=" font-style:italic;">Phong shading</span> genannt,</p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">während die Angabe der Normalen pro Fläche </span>Flat shading<span style=" font-style:normal;"> gennant wird.</span></p></body></html>
- Default line color
- Standard-Kantenfarbe
+ Default appearance for new meshes
+ Standardmäßiges Erscheinungsbild für neue Netze
- Mesh transparency
- Transparenz des Netzes
+ Default line color
+ Standard-Kantenfarbe
- Default mesh color
- Standard-Flächenfarbe
+ Mesh transparency
+ Transparenz des Netzes
- Show bounding-box for highlighted or selected meshes
- Bounding-Box für gehighlightete oder selekierte Netze anzeigen
+ Default mesh color
+ Standard-Flächenfarbe
- Line transparency
- Transparenz der Kanten
+ Show bounding-box for highlighted or selected meshes
+ Bounding-Box für gehighlightete oder selekierte Netze anzeigen
-
-
+
+ Line transparency
+ Transparenz der Kanten
+
+
+
MeshGui::DlgSmoothing
- Smoothing
- Glättung
+ Smoothing
+ Glättung
- Method
- Methode
+ Method
+ Methode
- Taubin
- Taubin
+ Taubin
+ Taubin
- Laplace
- Laplace
+ Laplace
+ Laplace
- Parameter
- Parameter
+ Parameter
+ Parameter
- Iterations:
- Iterationen:
+ Iterations:
+ Iterationen:
- Lambda:
- Lambda:
+ Lambda:
+ Lambda:
- Mu:
- Mu:
+ Mu:
+ Mu:
-
-
+
+
MeshGui::MeshFaceAddition
- Add triangle
- Dreieck hinzufügen
+ Add triangle
+ Dreieck hinzufügen
- Flip normal
- Normalen umdrehen
+ Flip normal
+ Normalen umdrehen
- Clear
- Löschen
+ Clear
+ Löschen
- Finish
- Fertig
+ Finish
+ Fertig
-
-
+
+
MeshGui::RemoveComponents
- Remove components
- Komponenten entfernen
+ Remove components
+ Komponenten entfernen
- Select
- Auswählen
+ Select
+ Auswählen
- Select whole component
- Ganze Komponente auswählen
+ Select whole component
+ Ganze Komponente auswählen
- Pick triangle
- Dreieck aufnehmen
+ Pick triangle
+ Dreieck aufnehmen
- < faces than
- < Dreiecke als
+ < faces than
+ < Dreiecke als
- Region
- Bereich
+ Region
+ Bereich
- Components
- Komponenten
+ Components
+ Komponenten
- All
- Alles
+ All
+ Alles
- Deselect
- Auswahl aufheben
+ Deselect
+ Auswahl aufheben
- Deselect whole component
- Ganze Komponente abwählen
+ Deselect whole component
+ Ganze Komponente abwählen
- > faces than
- > Dreiecke als
+ > faces than
+ > Dreiecke als
- Region options
- Einstellungen
+ Region options
+ Einstellungen
- Respect only triangles with normals facing screen
- Nur Dreiecke mit Normalen beachten, die zum Bildschirm zeigen
+ Respect only triangles with normals facing screen
+ Nur Dreiecke mit Normalen beachten, die zum Bildschirm zeigen
- Respect only visible triangles
- Nur sichtbare Dreiecke berücksichtigen
+ Respect only visible triangles
+ Nur sichtbare Dreiecke berücksichtigen
-
-
+
+
MeshGui::TaskRemoveComponents
- Delete
- Löschen
+ Delete
+ Löschen
- Invert
- Umkehren
+ Invert
+ Umkehren
-
-
+
+
QDockWidget
- Evaluate & Repair Mesh
- Netz auswerten & reparieren
+ Evaluate & Repair Mesh
+ Netz auswerten & reparieren
-
-
+
+
QObject
- Import mesh
- Netz importieren
+ Import mesh
+ Netz importieren
- Export mesh
- Netz exportieren
+ Export mesh
+ Netz exportieren
- Solid Mesh
- Fester Körper
+ Solid Mesh
+ Fester Körper
- Boundings
- Abmessungen
+ Boundings
+ Abmessungen
- Fill holes
- Löcher schließen
+ Fill holes
+ Löcher schließen
- Fill holes with maximum number of edges:
- Löcher schließen mit maximaler Anzahl Kanten:
+ Fill holes with maximum number of edges:
+ Löcher schließen mit maximaler Anzahl Kanten:
- Binary STL (*.stl)
- Binäres STL (*.stl)
+ Binary STL (*.stl)
+ Binäres STL (*.stl)
- ASCII STL (*.ast)
- ASCII STL (*.ast)
+ ASCII STL (*.ast)
+ ASCII STL (*.ast)
- Binary Mesh (*.bms)
- Netz-Binärformat (*.bms)
+ Binary Mesh (*.bms)
+ Netz-Binärformat (*.bms)
- Alias Mesh (*.obj)
- Alias-Format (*.obj)
+ Alias Mesh (*.obj)
+ Alias-Format (*.obj)
- Inventor V2.1 ascii (*.iv)
- Inventor V2.1 ascii (*.iv)
+ Inventor V2.1 ascii (*.iv)
+ Inventor V2.1 ascii (*.iv)
- All Files (*.*)
- Alle Dateien (*.*)
+ All Files (*.*)
+ Alle Dateien (*.*)
- ASCII STL (*.stl)
- ASCII STL (*.stl)
+ ASCII STL (*.stl)
+ ASCII STL (*.stl)
- VRML V2.0 (*.wrl *.vrml)
- VRML V2.0 (*.wrl *.vrml)
+ VRML V2.0 (*.wrl *.vrml)
+ VRML V2.0 (*.wrl *.vrml)
- Compressed VRML 2.0 (*.wrz)
- Komprimiertes VRML 2.0 (*.wrz)
+ Compressed VRML 2.0 (*.wrz)
+ Komprimiertes VRML 2.0 (*.wrz)
- Nastran (*.nas *.bdf)
- Nastran (*.nas *.bdf)
+ Nastran (*.nas *.bdf)
+ Nastran (*.nas *.bdf)
- Python module def (*.py)
- Python-Modul (*.py)
+ Python module def (*.py)
+ Python-Modul (*.py)
- Meshing Tolerance
- Toleranz
+ Meshing Tolerance
+ Toleranz
- Enter tolerance for meshing geometry:
- Toleranz zum Erzeugen von Dreiecksnetz eingeben:
+ Enter tolerance for meshing geometry:
+ Toleranz zum Erzeugen von Dreiecksnetz eingeben:
- The mesh '%1' is a solid.
- Das Netz '%1' ist ein Solid.
+ The mesh '%1' is a solid.
+ Das Netz '%1' ist ein Solid.
- The mesh '%1' is not a solid.
- Das Netz '%1' ist kein Solid.
+ The mesh '%1' is not a solid.
+ Das Netz '%1' ist kein Solid.
- Min=<%1,%2,%3>
+ Min=<%1,%2,%3>
Max=<%4,%5,%6>
- Min=<%1,%2,%3>
+ Min=<%1,%2,%3>
Max=<%4,%5,%6>
- [Points: %1, Edges: %2 Faces: %3]
- [Punkte: %1, Kanten: %2 Dreiecke: %3]
+ [Points: %1, Edges: %2 Faces: %3]
+ [Punkte: %1, Kanten: %2 Dreiecke: %3]
- Leave info mode
- Info-Modus verlassen
+ Leave info mode
+ Info-Modus verlassen
- Index: %1
- Index: %1
+ Index: %1
+ Index: %1
- Leave hole-filling mode
- Löcher-Schließen-Modus verlassen
+ Leave hole-filling mode
+ Löcher-Schließen-Modus verlassen
- Leave removal mode
- Entfernen-Modus verlassen
+ Leave removal mode
+ Entfernen-Modus verlassen
- All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
- Alle Mesh Formate (*.stl *.ast *.bms *.obj *.ply)
+ All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+ Alle Mesh Formate (*.stl *.ast *.bms *.obj *.ply)
- Stanford Polygon (*.ply)
- Stanford Polygon (*.ply)
+ Stanford Polygon (*.ply)
+ Stanford Polygon (*.ply)
- Object File Format (*.off)
- Object File Format (*.off)
+ Object File Format (*.off)
+ Object File Format (*.off)
- Standford Polygon (*.ply)
- Standford Polygon (*.ply)
+ Standford Polygon (*.ply)
+ Standford Polygon (*.ply)
- Delete selected faces
- Selektierte Dreiecke löschen
+ Delete selected faces
+ Selektierte Dreiecke löschen
- Clear selected faces
- Auswahl aufheben
+ Clear selected faces
+ Auswahl aufheben
- Annotation
- Anmerkung
+ Annotation
+ Anmerkung
-
-
+
+
Workbench
- Analyze
- Analysieren
+ Analyze
+ Analysieren
- Boolean
- Bool'sche Operationen
+ Boolean
+ Bool'sche Operationen
- &Meshes
- &Netze
+ &Meshes
+ &Netze
- Mesh tools
- Netz-Werkzeuge
+ Mesh tools
+ Netz-Werkzeuge
-
+
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.qm
index 9398c9c87b..8820d1c44d 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.ts
index 158a18954a..0faf3afc90 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es.ts
@@ -4,17 +4,14 @@
CmdMeshAddFacet
-
Mesh
Malla
-
Add triangle
Añadir triángulo
-
Add triangle manually to a mesh
Añadir triángulo manualmente a malla
@@ -22,17 +19,14 @@
CmdMeshBoundingBox
-
Mesh
Malla
-
Boundings info...
Información de límites...
-
Shows the boundings of the selected mesh
Muestra los límites de la malla seleccionada
@@ -40,17 +34,14 @@
CmdMeshBuildRegularSolid
-
Mesh
Malla
-
Regular solid...
Sólido regular...
-
Builds a regular solid
Crea un sólido regular
@@ -58,12 +49,10 @@
CmdMeshDemolding
-
Interactive demolding direction
Dirección de desmoldeo interactiva
-
Mesh
Malla
@@ -71,12 +60,10 @@
CmdMeshDifference
-
Mesh
Malla
-
Difference
Diferencia
@@ -84,17 +71,14 @@
CmdMeshEvaluateFacet
-
Mesh
Malla
-
Face info
Información de la cara
-
Information about face
Información de la cara
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Malla
-
Check solid mesh
Comprobar la malla del sólido
-
Checks whether the mesh is a solid
Comprueba si la malla es un sólido
@@ -120,22 +101,14 @@
CmdMeshEvaluation
-
Mesh
Malla
-
- Evaluate mesh...
- Evaluar malla...
-
-
-
Opens a dialog to analyze and repair a mesh
Abre un letrero de diálogo para analizar y reparar una malla
-
Evaluate && Repair mesh...
Evaluar y reparar malla...
@@ -143,12 +116,10 @@
CmdMeshExMakeMesh
-
Mesh
Malla
-
Make a Box
Hacer un cuadro
@@ -156,12 +127,10 @@
CmdMeshExMakeTool
-
Mesh
Malla
-
Make a Tool
Crea una herramienta
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Malla
-
Make Union
Crear unión
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Malla
-
Export mesh...
Esportar malla...
-
Exports a mesh to file
Esporta la malla a un archivo
@@ -200,17 +164,14 @@
CmdMeshFillInteractiveHole
-
Mesh
Malla
-
Close hole
Tapa agujero
-
Close holes interactively
Tapa un agujero interactivamente
@@ -218,107 +179,29 @@
CmdMeshFillupHoles
-
Mesh
Malla
-
Fill holes...
Rellenar agujeros...
-
Fill holes of the mesh
Rellenar agujeros de la malla
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Malla
-
-
-
- Remove degenerated faces
- Quitar caras degeneradas
-
-
-
- Remove degenerated faces from the mesh
- Quita caras degeneradas de la malla
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Malla
-
-
-
- Remove duplicated faces
- Quitar caras duplicadas
-
-
-
- Remove duplicated faces from the mesh
- Quita caras duplicadas de la malla
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Malla
-
-
-
- Remove duplicated points
- Quitar puntos duplicados
-
-
-
- Remove duplicated points from the mesh
- Quita puntos duplicados de la malla
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Malla
-
-
-
- Fix indices
- Corregir índices
-
-
-
- Fixes invalid indices in the mesh structure
- Corrige índices inválidos en la estructura de la malla
-
-
CmdMeshFlipNormals
-
Mesh
Malla
-
Flip normals
Invertir normales
-
Flips the normals of the mesh
Invierte la normal de la malla
@@ -326,17 +209,14 @@
CmdMeshFromGeometry
-
Mesh
Malla
-
Create mesh from geometry...
Crea una malla a partir de la geometría...
-
Create mesh from the selected geometry
Crea una malla a partir de la geometría seleccionada
@@ -344,17 +224,14 @@
CmdMeshHarmonizeNormals
-
Mesh
Malla
-
Harmonize normals
Armonizar normales
-
Harmonizes the normals of the mesh
Armonizar las normales de la malla
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Malla
-
Import mesh...
Importar malla...
-
Imports a mesh from file
Importa una malla de un archivo
@@ -380,12 +254,10 @@
CmdMeshIntersection
-
Mesh
Malla
-
Intersection
Intersección
@@ -393,17 +265,14 @@
CmdMeshPolyCut
-
Mesh
Malla
-
Cut mesh
Cortar malla
-
Cuts a mesh with a picked polygon
Corta una malla con un poligono designado
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Malla
-
Make segment
Hacer segmento
-
Creates a mesh segment
Crea un segmento de la malla
@@ -429,17 +295,14 @@
CmdMeshPolySelect
-
Mesh
Malla
-
Select mesh
Seleccionar malla
-
Select an area of the mesh
Seleccionar un área de la malla
@@ -447,17 +310,14 @@
CmdMeshPolySplit
-
Mesh
Malla
-
Split mesh
Dividir malla
-
Splits a mesh into two meshes
Divide la malla en dos
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-
Mesh
Malla
-
Remove components by hand...
Eliminar componentes a mano...
-
Mark a component to remove it from the mesh
Marcar un componente para eliminarlo de la malla
@@ -483,35 +340,29 @@
CmdMeshRemoveComponents
-
Mesh
Malla
-
Remove components...
Eliminar componentes...
-
- Remove topologic independant components from the mesh
- Elimina componentes topológicamente independientes de la malla
+ Remove topologic independent components from the mesh
+ Eliminar componentes topológicos independientes de la malla
CmdMeshSmoothing
-
Mesh
Malla
-
Smooth...
Suavizar...
-
Smooth the selected meshes
Suaviza las mallas seleccionadas
@@ -519,17 +370,14 @@
CmdMeshToolMesh
-
Mesh
Malla
-
Segment by tool mesh
Segmento de la herramienta de malla
-
Creates a segment from a given tool mesh
Crea un segmento desde una herramienta de malla dada
@@ -537,17 +385,14 @@
CmdMeshTransform
-
Mesh
Malla
-
Transform mesh
Trasformar malla
-
Rotate or move a mesh
Rotar o mover malla
@@ -555,12 +400,10 @@
CmdMeshUnion
-
Mesh
Malla
-
Union
Unión
@@ -568,17 +411,14 @@
CmdMeshVertexCurvature
-
Mesh
Malla
-
Calculates the curvature of the vertices of a mesh
Calcula la curvatura de los vértices de una malla
-
Curvature plot
Traza la curvatura
@@ -586,148 +426,109 @@
CmdMeshVertexCurvatureInfo
-
Mesh
Malla
-
Curvature info
Información de la curvatura
-
Information about curvature
Información de la curvatura
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Evaluar malla
-
-
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Evaluar malla
-
-
-
&Help
&Ayuda
-
F1
F1
-
&Close
&Cerrar
-
Alt+C
Alt+C
-
Mesh information
Información de la malla
-
No information
Ninguna información
-
Number of points:
Número de puntos:
-
Number of edges:
Número de bordes:
-
Refresh
Actualizar
-
Analyze
Analizar
-
Repair
Reparar
-
Orientation
Orientación
-
Degenerated faces
Caras degeneradas
-
Face indices
Índices de cara
-
Number of faces:
Número de caras:
-
Duplicated faces
Caras duplicadas
-
Duplicated points
Puntos duplicados
-
Non-manifolds
No multiplicidad
-
Self-intersections
Autointersecciones
-
All above tests together
Todo sobre los test
-
Repetitive repair
Reparación repetitiva
-
Evaluate & Repair Mesh
Evaluar y reparar malla
-
Folds on surface
Pliegues en superficie
@@ -735,158 +536,127 @@
MeshGui::DlgEvaluateMeshImp
-
No information
Ninguna información
-
Invalid neighbour indices
Índices vecinos inválidos
-
Invalid face indices
índices de cara inválidos
-
Invalid point indices
Índices de puntos inválidos
-
Multiple point indices
índices de punto múltiples
-
Non-manifolds
No multiplicidad
-
Cannot remove non-manifolds
No es posible quitar la no multiplicidad
-
No selection
Ninguna selección
-
No flipped normals
Ninguna normal invertida
-
%1 flipped normals
%1 normales invertidas
-
No non-manifolds
Ninguna no multiplicidad
-
%1 non-manifolds
%1 no multiplicidad
-
No invalid indices
Ningún índice inválido
-
No degenerations
ninguna degeneración
-
%1 degenerated faces
%1 caras degeneradas
-
No duplicated faces
Ninguna cara duplicada
-
%1 duplicated faces
%1 caras duplicadas
-
No duplicated points
Ningún punto duplicado
-
Duplicated points
Puntos duplicados
-
Orientation
Orientación
-
Indices
Índices
-
Degenerations
Degeneraciones
-
Duplicated faces
Caras duplicadas
-
No self-intersections
Ninguna autointersección
-
Self-intersections
Autointersecciones
-
Mesh repair
Reparación de malla
-
Flipped normals found
Normales invertidas encontradas
-
Check failed due to folds on the surface.
Please run the command to repair folds first
La comprobación falló debido a pliegues en la superficie. Vuelva a ejecutar el comando para reparar los pliegues primero
-
No folds on surface
No hay pliegues en superficie
-
%1 folds on surface
%1 pliegues en superficie
-
Folds
Pliegues
@@ -894,107 +664,86 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolid
-
Regular Solid
Sólido regular
-
&Create
&Crear
-
Alt+C
Alt+C
-
Cl&ose
&Cerrar
-
Alt+O
ALT+O
-
Solid:
Sólido:
-
Cube
Cubo
-
Cylinder
Cilindro
-
Cone
Cono
-
Sphere
Esféra
-
Ellipsoid
Elipsoide
-
Torus
Toro
-
Height:
Altura:
-
Length:
Longitud:
-
Width:
Ancho:
-
Radius:
Radio:
-
Closed
Cerrado
-
Sampling:
Muestreo:
-
Edge length:
Longitud de borde:
-
Radius 1:
Radio 1:
-
Radius 2:
Radio 2:
@@ -1002,12 +751,10 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolidImp
-
Create %1
Crear %1
-
No active document
Ningún documento activo
@@ -1015,92 +762,66 @@ Please run the command to repair folds first
MeshGui::DlgSettingsMeshView
-
Mesh view
Vista de malla
-
- Appearance
- Apariencia
-
-
-
- Face color
- Color de cara
-
-
-
Two-side rendering
Renderizado a dos caras
-
Backface color
Color de la cara posterior
-
Smoothing
Suavizado
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Este bes el menor ángulo entre dos caras donde las normales son calculadas para hacer un sombreado plano.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Si el ángulo entre las normales de dos caras vecinas es menor que el ángulo de pliegue, las caras serán suavizadas por su borde común.</p></body></html>
-
Crease angle
Ángulo de pliegue
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Sombreado plano/Sombreado Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Define la apariencia de las superficies.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Con sombreado plano las normales de las superficies no están definidas por vértice lo que lleva a una apariencia no real para superficies curvas mientras que usando el sombreado Phong se consigue una apariencia más suave. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Si esta opción está definida se utiliza el sombreado Phong, si no está activada se utiliza el sombreado plano.</p></body></html>
-
Define normal per vertex
Definir la normal por vértice
-
°
°
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiendo las normales por vértice también se llama <span style=" font-style:italic;">Sombreado Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">mientras definiendo las normales por cara se llama </span>Sombreado plano<span style=" font-style:normal;">.</span></p></body></html>
-
Default appearance for new meshes
Apariencia predeterminada para nuevas mallas
-
Default line color
Color de línea predeterminado
-
Mesh transparency
Transparencia de malla
-
Default mesh color
Color de malla predeterminado
-
Show bounding-box for highlighted or selected meshes
Mostrar cuadro delimitador para mallas resaltadas o seleccionadas
-
Line transparency
Transparencia de línea
@@ -1108,73 +829,53 @@ Please run the command to repair folds first
MeshGui::DlgSmoothing
-
Smoothing
Suavizado
-
Method
Método
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Parámetro
-
Iterations:
Iteraciones:
-
Lambda:
Lambda:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Evaluar y reparar malla
-
-
MeshGui::MeshFaceAddition
-
Add triangle
Añadir triángulo
-
Flip normal
Invertir normal
-
Clear
Borrar
-
Finish
Finalizar
@@ -1182,77 +883,58 @@ Please run the command to repair folds first
MeshGui::RemoveComponents
-
Remove components
Eliminar componentes
-
Select
Seleccionar
-
Select whole component
Seleccionar componente entero
-
Pick triangle
Elija triángulo
-
< faces than
< nº de caras que
-
Region
Región
-
Components
Componentes
-
All
Todo
-
Deselect
Deseleccionar
-
Deselect whole component
Deseleccionar componente entero
-
> faces than
> nº caras que
-
Region options
Opciones de región
-
- Respect only front triangles
- Únicamente respecto de trángulos frontales
-
-
-
Respect only triangles with normals facing screen
Únicamente respecto a triángulos con las normales frente a pantalla
-
Respect only visible triangles
ünicamente respecto a triángulos visibles
@@ -1260,230 +942,158 @@ Please run the command to repair folds first
MeshGui::TaskRemoveComponents
-
Delete
Eliminar
-
Invert
Invertir
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analizar
-
-
-
- Boolean
- Booleano
-
-
-
- &Meshes
- &Malla
-
-
-
- Mesh tools
- Herramientas de malla
-
-
-
- Mesh test suite
- Suite de test de malla
+ Evaluate & Repair Mesh
+ Evaluar y reparar malla
QObject
-
Import mesh
Importar malla
-
Export mesh
Esportar malla
-
Solid Mesh
Mallado sólido
-
Boundings
Límites
-
Fill holes
Rellenar agujeros
-
Fill holes with maximum number of edges:
Rellena los agujeros con número máximo de bordes:
-
- Remove components
- Eliminar componentes
-
-
-
- Removes components up to a maximum number of triangles:
- Elimina componentes hasta un máximo de triángulos:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- Todos los archivos de malla (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
STL binario (*.stl)
-
ASCII STL (*.ast)
STL ASCII(*.ast)
-
Binary Mesh (*.bms)
Malla-Binario (*.bms)
-
Alias Mesh (*.obj)
Alias malla (*.obj)
-
Inventor V2.1 ascii (*.iv)
Inventor V2.1 ascii(*.iv)
-
All Files (*.*)
Todos los archivos (*.*)
-
ASCII STL (*.stl)
ASCII STL (*.stl)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0(*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
VRML 2.0 Comprimido (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
Definición de Modulo Python (*.py)
-
Meshing Tolerance
Tolerancia de mallado
-
Enter tolerance for meshing geometry:
Introduzca la tolerancia para la geometría de mallado:
-
The mesh '%1' is a solid.
La malla '%1' es un sólido.
-
The mesh '%1' is not a solid.
La malla '%1' no es un sólido.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
Mín=<%1,%2,%3> Máx=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
[Puntos: %1, Bordes: %2 Caras: %3]
-
Leave info mode
Permitir modo info
-
Index: %1
Índice: %1
-
Leave hole-filling mode
Permitir modo de rellenado de agujeros
-
Leave removal mode
Permitir modo de eliminación
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
Todos los archivos de malla (*.stl *.ast *.bms *.obj *.ply)
-
Stanford Polygon (*.ply)
Standford Polygon(*.ply)
-
Object File Format (*.off)
Object File Format(*.off)
-
Standford Polygon (*.ply)
Standford Polygon(*.ply)
-
Delete selected faces
Eliminar caras seleccionadas
-
Clear selected faces
Borrar caras seleccionadas
-
Annotation
Anotación
@@ -1491,29 +1101,20 @@ Max=<%4,%5,%6>
Workbench
-
Analyze
Analizar
-
Boolean
Booleano
-
&Meshes
&Malla
-
Mesh tools
Herramientas de malla
-
-
- Mesh test suite
- Suite de test de malla
-
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts
index dfbf45c257..e8101ab509 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts
@@ -1,1522 +1,1594 @@
-
-
+
+
CmdMeshAddFacet
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Add triangle
- Add triangle
+
+ Add triangle
+ Add triangle
-
- Add triangle manually to a mesh
- Add triangle manually to a mesh
+
+
+ Add triangle manually to a mesh
+ Add triangle manually to a mesh
-
-
+
+
CmdMeshBoundingBox
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Boundings info...
- Boundings info...
+
+ Boundings info...
+ Boundings info...
-
- Shows the boundings of the selected mesh
- Shows the boundings of the selected mesh
+
+
+ Shows the boundings of the selected mesh
+ Shows the boundings of the selected mesh
-
-
+
+
CmdMeshBuildRegularSolid
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Regular solid...
- Regular solid...
+
+ Regular solid...
+ Regular solid...
-
- Builds a regular solid
- Builds a regular solid
+
+
+ Builds a regular solid
+ Builds a regular solid
-
-
+
+
CmdMeshDemolding
-
- Interactive demolding direction
- Interactive demolding direction
+
+ Interactive demolding direction
+ Interactive demolding direction
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
-
+
+
CmdMeshDifference
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Difference
- Difference
+
+ Difference
+ Difference
-
-
+
+
CmdMeshEvaluateFacet
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Face info
- Face info
+
+ Face info
+ Face info
-
- Information about face
- Information about face
+
+
+ Information about face
+ Information about face
-
-
+
+
CmdMeshEvaluateSolid
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Check solid mesh
- Check solid mesh
+
+ Check solid mesh
+ Check solid mesh
-
- Checks whether the mesh is a solid
- Checks whether the mesh is a solid
+
+
+ Checks whether the mesh is a solid
+ Checks whether the mesh is a solid
-
-
+
+
CmdMeshEvaluation
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Evaluate mesh...
- Evaluate mesh...
+ Evaluate mesh...
+ Evaluate mesh...
-
- Opens a dialog to analyze and repair a mesh
- Opens a dialog to analyze and repair a mesh
+
+
+ Opens a dialog to analyze and repair a mesh
+ Opens a dialog to analyze and repair a mesh
-
- Evaluate && Repair mesh...
- Evaluate && Repair mesh...
+
+ Evaluate && Repair mesh...
+ Evaluate && Repair mesh...
-
-
+
+
CmdMeshExMakeMesh
-
- Mesh
- Mesh
+ Mesh
+ Mesh
-
- Make a Box
- Make a Box
+ Make a Box
+ Make a Box
-
-
+
+
CmdMeshExMakeTool
-
- Mesh
- Mesh
+ Mesh
+ Mesh
-
- Make a Tool
- Make a Tool
+ Make a Tool
+ Make a Tool
-
-
+
+
CmdMeshExMakeUnion
-
- Mesh
- Mesh
+ Mesh
+ Mesh
-
- Make Union
- Make Union
+ Make Union
+ Make Union
-
-
+
+
CmdMeshExport
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Export mesh...
- Export mesh...
+
+ Export mesh...
+ Export mesh...
-
- Exports a mesh to file
- Exports a mesh to file
+
+
+ Exports a mesh to file
+ Exports a mesh to file
-
-
+
+
CmdMeshFillInteractiveHole
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Close hole
- Close hole
+
+ Close hole
+ Close hole
-
- Close holes interactively
- Close holes interactively
+
+
+ Close holes interactively
+ Close holes interactively
-
-
+
+
CmdMeshFillupHoles
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Fill holes...
- Fill holes...
+
+ Fill holes...
+ Fill holes...
-
- Fill holes of the mesh
- Fill holes of the mesh
+
+
+ Fill holes of the mesh
+ Fill holes of the mesh
-
-
+
+
CmdMeshFixDegenerations
-
- Mesh
- Mesh
+ Mesh
+ Mesh
-
- Remove degenerated faces
- Remove degenerated faces
+ Remove degenerated faces
+ Remove degenerated faces
-
- Remove degenerated faces from the mesh
- Remove degenerated faces from the mesh
+ Remove degenerated faces from the mesh
+ Remove degenerated faces from the mesh
-
-
+
+
CmdMeshFixDuplicateFaces
-
- Mesh
- Mesh
+ Mesh
+ Mesh
-
- Remove duplicated faces
- Remove duplicated faces
+ Remove duplicated faces
+ Remove duplicated faces
-
- Remove duplicated faces from the mesh
- Remove duplicated faces from the mesh
+ Remove duplicated faces from the mesh
+ Remove duplicated faces from the mesh
-
-
+
+
CmdMeshFixDuplicatePoints
-
- Mesh
- Mesh
+ Mesh
+ Mesh
-
- Remove duplicated points
- Remove duplicated points
+ Remove duplicated points
+ Remove duplicated points
-
- Remove duplicated points from the mesh
- Remove duplicated points from the mesh
+ Remove duplicated points from the mesh
+ Remove duplicated points from the mesh
-
-
+
+
CmdMeshFixIndices
-
- Mesh
- Mesh
+ Mesh
+ Mesh
-
- Fix indices
- Fix indices
+ Fix indices
+ Fix indices
-
- Fixes invalid indices in the mesh structure
- Fixes invalid indices in the mesh structure
+ Fixes invalid indices in the mesh structure
+ Fixes invalid indices in the mesh structure
-
-
+
+
CmdMeshFlipNormals
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Flip normals
- Flip normals
+
+ Flip normals
+ Flip normals
-
- Flips the normals of the mesh
- Flips the normals of the mesh
+
+
+ Flips the normals of the mesh
+ Flips the normals of the mesh
-
-
+
+
CmdMeshFromGeometry
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Create mesh from geometry...
- Create mesh from geometry...
+
+ Create mesh from geometry...
+ Create mesh from geometry...
-
- Create mesh from the selected geometry
- Create mesh from the selected geometry
+
+
+ Create mesh from the selected geometry
+ Create mesh from the selected geometry
-
-
+
+
CmdMeshHarmonizeNormals
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Harmonize normals
- Harmonize normals
+
+ Harmonize normals
+ Harmonize normals
-
- Harmonizes the normals of the mesh
- Harmonizes the normals of the mesh
+
+
+ Harmonizes the normals of the mesh
+ Harmonizes the normals of the mesh
-
-
+
+
CmdMeshImport
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Import mesh...
- Import mesh...
+
+ Import mesh...
+ Import mesh...
-
- Imports a mesh from file
- Imports a mesh from file
+
+
+ Imports a mesh from file
+ Imports a mesh from file
-
-
+
+
CmdMeshIntersection
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Intersection
- Intersection
+
+ Intersection
+ Intersection
-
-
+
+
CmdMeshPolyCut
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Cut mesh
- Cut mesh
+
+ Cut mesh
+ Cut mesh
-
- Cuts a mesh with a picked polygon
- Cuts a mesh with a picked polygon
+
+
+ Cuts a mesh with a picked polygon
+ Cuts a mesh with a picked polygon
-
-
+
+
CmdMeshPolySegm
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Make segment
- Make segment
+
+ Make segment
+ Make segment
-
- Creates a mesh segment
- Creates a mesh segment
+
+
+ Creates a mesh segment
+ Creates a mesh segment
-
-
+
+
CmdMeshPolySelect
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Select mesh
- Select mesh
+
+ Select mesh
+ Select mesh
-
- Select an area of the mesh
- Select an area of the mesh
+
+
+ Select an area of the mesh
+ Select an area of the mesh
-
-
+
+
CmdMeshPolySplit
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Split mesh
- Split mesh
+
+ Split mesh
+ Split mesh
-
- Splits a mesh into two meshes
- Splits a mesh into two meshes
+
+
+ Splits a mesh into two meshes
+ Splits a mesh into two meshes
-
-
+
+
CmdMeshRemoveCompByHand
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Remove components by hand...
- Remove components by hand...
+
+ Remove components by hand...
+ Remove components by hand...
-
- Mark a component to remove it from the mesh
- Mark a component to remove it from the mesh
+
+
+ Mark a component to remove it from the mesh
+ Mark a component to remove it from the mesh
-
-
+
+
CmdMeshRemoveComponents
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Remove components...
- Remove components...
+
+ Remove components...
+ Remove components...
-
- Remove topologic independant components from the mesh
- Remove topologic independant components from the mesh
+
+
+ Remove topologic independent components from the mesh
+
-
-
+
+ Remove topologic independant components from the mesh
+ Remove topologic independant components from the mesh
+
+
+
CmdMeshSmoothing
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Smooth...
- Smooth...
+
+ Smooth...
+ Smooth...
-
- Smooth the selected meshes
- Smooth the selected meshes
+
+
+ Smooth the selected meshes
+ Smooth the selected meshes
-
-
+
+
CmdMeshToolMesh
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Segment by tool mesh
- Segment by tool mesh
+
+ Segment by tool mesh
+ Segment by tool mesh
-
- Creates a segment from a given tool mesh
- Creates a segment from a given tool mesh
+
+
+ Creates a segment from a given tool mesh
+ Creates a segment from a given tool mesh
-
-
+
+
CmdMeshTransform
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Transform mesh
- Transform mesh
+
+ Transform mesh
+ Transform mesh
-
- Rotate or move a mesh
- Rotate or move a mesh
+
+
+ Rotate or move a mesh
+ Rotate or move a mesh
-
-
+
+
CmdMeshUnion
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Union
- Union
+
+ Union
+ Union
-
-
+
+
CmdMeshVertexCurvature
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Calculates the curvature of the vertices of a mesh
- Calculates the curvature of the vertices of a mesh
+
+
+ Calculates the curvature of the vertices of a mesh
+ Calculates the curvature of the vertices of a mesh
-
- Curvature plot
- Curvature plot
+
+ Curvature plot
+ Curvature plot
-
-
+
+
CmdMeshVertexCurvatureInfo
-
- Mesh
- Mesh
+
+ Mesh
+ Mesh
-
- Curvature info
- Curvature info
+
+ Curvature info
+ Curvature info
-
- Information about curvature
- Information about curvature
+
+
+ Information about curvature
+ Information about curvature
-
-
+
+
DockEvaluateMeshImp
-
- Evaluate Mesh
- Evaluate Mesh
+ Evaluate Mesh
+ Evaluate Mesh
-
-
+
+
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Evaluate Mesh
+ Evaluate Mesh
+ Evaluate Mesh
-
- &Help
- &Help
+
+ &Help
+ &Help
-
- F1
- F1
+
+ F1
+ F1
-
- &Close
- &Close
+
+ &Close
+ &Close
-
- Alt+C
- Alt+C
+
+ Alt+C
+ Alt+C
-
- Mesh information
- Mesh information
+
+ Mesh information
+ Mesh information
-
- No information
- No information
+
+
+
+
+
+
+
+
+
+
+
+ No information
+ No information
-
- Number of points:
- Number of points:
+
+ Number of points:
+ Number of points:
-
- Number of edges:
- Number of edges:
+
+ Number of edges:
+ Number of edges:
-
- Refresh
- Refresh
+
+ Refresh
+ Refresh
-
- Analyze
- Analyze
+
+
+
+
+
+
+
+
+
+ Analyze
+ Analyze
-
- Repair
- Repair
+
+
+
+
+
+
+
+
+
+ Repair
+ Repair
-
- Orientation
- Orientation
+
+ Orientation
+ Orientation
-
- Degenerated faces
- Degenerated faces
+
+ Degenerated faces
+ Degenerated faces
-
- Face indices
- Face indices
+
+ Face indices
+ Face indices
-
- Number of faces:
- Number of faces:
+
+ Number of faces:
+ Number of faces:
-
- Duplicated faces
- Duplicated faces
+
+ Duplicated faces
+ Duplicated faces
-
- Duplicated points
- Duplicated points
+
+ Duplicated points
+ Duplicated points
-
- Non-manifolds
- Non-manifolds
+
+ Non-manifolds
+ Non-manifolds
-
- Self-intersections
- Self-intersections
+
+ Self-intersections
+ Self-intersections
-
- All above tests together
- All above tests together
+
+ All above tests together
+ All above tests together
-
- Repetitive repair
- Repetitive repair
+
+ Repetitive repair
+ Repetitive repair
-
- Evaluate & Repair Mesh
- Evaluate & Repair Mesh
+
+ Evaluate & Repair Mesh
+ Evaluate & Repair Mesh
-
- Folds on surface
- Folds on surface
+
+ Folds on surface
+ Folds on surface
-
-
+
+
MeshGui::DlgEvaluateMeshImp
-
- No information
- No information
+
+
+
+
+
+
+
+
+
+
+
+ No information
+ No information
-
- Invalid neighbour indices
- Invalid neighbour indices
+
+ Invalid neighbour indices
+ Invalid neighbour indices
-
- Invalid face indices
- Invalid face indices
+
+ Invalid face indices
+ Invalid face indices
-
- Invalid point indices
- Invalid point indices
+
+ Invalid point indices
+ Invalid point indices
-
- Multiple point indices
- Multiple point indices
+
+ Multiple point indices
+ Multiple point indices
-
- Non-manifolds
- Non-manifolds
+
+
+ Non-manifolds
+ Non-manifolds
-
- Cannot remove non-manifolds
- Cannot remove non-manifolds
+
+ Cannot remove non-manifolds
+ Cannot remove non-manifolds
-
- No selection
- No selection
+
+
+ No selection
+ No selection
-
- No flipped normals
- No flipped normals
+
+ No flipped normals
+ No flipped normals
-
- %1 flipped normals
- %1 flipped normals
+
+ %1 flipped normals
+ %1 flipped normals
-
- No non-manifolds
- No non-manifolds
+
+ No non-manifolds
+ No non-manifolds
-
- %1 non-manifolds
- %1 non-manifolds
+
+ %1 non-manifolds
+ %1 non-manifolds
-
- No invalid indices
- No invalid indices
+
+ No invalid indices
+ No invalid indices
-
- No degenerations
- No degenerations
+
+ No degenerations
+ No degenerations
-
- %1 degenerated faces
- %1 degenerated faces
+
+ %1 degenerated faces
+ %1 degenerated faces
-
- No duplicated faces
- No duplicated faces
+
+ No duplicated faces
+ No duplicated faces
-
- %1 duplicated faces
- %1 duplicated faces
+
+ %1 duplicated faces
+ %1 duplicated faces
-
- No duplicated points
- No duplicated points
+
+ No duplicated points
+ No duplicated points
-
- Duplicated points
- Duplicated points
+
+
+ Duplicated points
+ Duplicated points
-
- Orientation
- Orientation
+
+
+ Orientation
+ Orientation
-
- Indices
- Indices
+
+ Indices
+ Indices
-
- Degenerations
- Degenerations
+
+ Degenerations
+ Degenerations
-
- Duplicated faces
- Duplicated faces
+
+ Duplicated faces
+ Duplicated faces
-
- No self-intersections
- No self-intersections
+
+ No self-intersections
+ No self-intersections
-
- Self-intersections
- Self-intersections
+
+
+ Self-intersections
+ Self-intersections
-
- Mesh repair
- Mesh repair
+
+
+ Mesh repair
+ Mesh repair
-
- Flipped normals found
- Flipped normals found
+
+ Flipped normals found
+ Flipped normals found
-
- Check failed due to folds on the surface.
+
+ Check failed due to folds on the surface.
Please run the command to repair folds first
- Check failed due to folds on the surface.
+ Check failed due to folds on the surface.
Please run the command to repair folds first
-
- No folds on surface
- No folds on surface
+
+ No folds on surface
+ No folds on surface
-
- %1 folds on surface
- %1 folds on surface
+
+ %1 folds on surface
+ %1 folds on surface
-
- Folds
- Folds
+
+ Folds
+ Folds
-
-
+
+
MeshGui::DlgRegularSolid
-
- Regular Solid
- Regular Solid
+
+ Regular Solid
+ Regular Solid
-
- &Create
- &Create
+
+ &Create
+ &Create
-
- Alt+C
- Alt+C
+
+ Alt+C
+ Alt+C
-
- Cl&ose
- Cl&ose
+
+ Cl&ose
+ Cl&ose
-
- Alt+O
- Alt+O
+
+ Alt+O
+ Alt+O
-
- Solid:
- Solid:
+
+ Solid:
+ Solid:
-
- Cube
- Cube
+
+ Cube
+ Cube
-
- Cylinder
- Cylinder
+
+ Cylinder
+ Cylinder
-
- Cone
- Cone
+
+ Cone
+ Cone
-
- Sphere
- Sphere
+
+ Sphere
+ Sphere
-
- Ellipsoid
- Ellipsoid
+
+ Ellipsoid
+ Ellipsoid
-
- Torus
- Torus
+
+ Torus
+ Torus
-
- Height:
- Height:
+
+ Height:
+ Height:
-
- Length:
- Length:
+
+
+
+ Length:
+ Length:
-
- Width:
- Width:
+
+ Width:
+ Width:
-
- Radius:
- Radius:
+
+
+ Radius:
+ Radius:
-
- Closed
- Closed
+
+
+ Closed
+ Closed
-
- Sampling:
- Sampling:
+
+
+
+
+
+ Sampling:
+ Sampling:
-
- Edge length:
- Edge length:
+
+
+ Edge length:
+ Edge length:
-
- Radius 1:
- Radius 1:
+
+
+
+ Radius 1:
+ Radius 1:
-
- Radius 2:
- Radius 2:
+
+
+
+ Radius 2:
+ Radius 2:
-
-
+
+
MeshGui::DlgRegularSolidImp
-
- Create %1
- Create %1
+
+
+
+ Create %1
+ Create %1
-
- No active document
- No active document
+
+ No active document
+ No active document
-
-
+
+
MeshGui::DlgSettingsMeshView
-
- Mesh view
- Mesh view
+
+ Mesh view
+ Mesh view
-
- Appearance
- Appearance
+ Appearance
+ Appearance
-
- Face color
- Face color
+ Face color
+ Face color
-
- Two-side rendering
- Two-side rendering
+
+ Two-side rendering
+ Two-side rendering
-
- Backface color
- Backface color
+
+ Backface color
+ Backface color
-
- Smoothing
- Smoothing
+
+ Smoothing
+ Smoothing
-
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
-
- Crease angle
- Crease angle
+
+ Crease angle
+ Crease angle
-
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
-
- Define normal per vertex
- Define normal per vertex
+
+ Define normal per vertex
+ Define normal per vertex
+
+
+
+ °
+ °
-
- °
- °
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
-
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+
+ Default appearance for new meshes
+ Default appearance for new meshes
-
- Default appearance for new meshes
- Default appearance for new meshes
+
+ Default line color
+ Default line color
-
- Default line color
- Default line color
+
+ Mesh transparency
+ Mesh transparency
-
- Mesh transparency
- Mesh transparency
+
+ Default mesh color
+ Default mesh color
-
- Default mesh color
- Default mesh color
+
+ Show bounding-box for highlighted or selected meshes
+ Show bounding-box for highlighted or selected meshes
-
- Show bounding-box for highlighted or selected meshes
- Show bounding-box for highlighted or selected meshes
+
+ Line transparency
+ Line transparency
-
-
- Line transparency
- Line transparency
-
-
-
+
+
MeshGui::DlgSmoothing
-
- Smoothing
- Smoothing
+
+ Smoothing
+ Smoothing
-
- Method
- Method
+
+ Method
+ Method
-
- Taubin
- Taubin
+
+ Taubin
+ Taubin
-
- Laplace
- Laplace
+
+ Laplace
+ Laplace
-
- Parameter
- Parameter
+
+ Parameter
+ Parameter
-
- Iterations:
- Iterations:
+
+ Iterations:
+ Iterations:
-
- Lambda:
- Lambda:
+
+ Lambda:
+ Lambda:
-
- Mu:
- Mu:
+
+ Mu:
+ Mu:
-
-
+
+
MeshGui::DockEvaluateMeshImp
-
- Evaluate & Repair Mesh
- Evaluate & Repair Mesh
+ Evaluate & Repair Mesh
+ Evaluate & Repair Mesh
-
-
+
+
MeshGui::MeshFaceAddition
-
- Add triangle
- Add triangle
+
+ Add triangle
+ Add triangle
-
- Flip normal
- Flip normal
+
+ Flip normal
+ Flip normal
-
- Clear
- Clear
+
+ Clear
+ Clear
-
- Finish
- Finish
+
+ Finish
+ Finish
-
-
+
+
MeshGui::RemoveComponents
-
- Remove components
- Remove components
+
+ Remove components
+ Remove components
-
- Select
- Select
+
+ Select
+ Select
-
- Select whole component
- Select whole component
+
+ Select whole component
+ Select whole component
-
- Pick triangle
- Pick triangle
+
+
+ Pick triangle
+ Pick triangle
-
- < faces than
- < faces than
+
+ < faces than
+ < faces than
-
- Region
- Region
+
+
+ Region
+ Region
-
- Components
- Components
+
+
+ Components
+ Components
-
- All
- All
+
+
+ All
+ All
-
- Deselect
- Deselect
+
+ Deselect
+ Deselect
-
- Deselect whole component
- Deselect whole component
+
+ Deselect whole component
+ Deselect whole component
-
- > faces than
- > faces than
+
+ > faces than
+ > faces than
-
- Region options
- Region options
+
+ Region options
+ Region options
-
- Respect only front triangles
- Respect only front triangles
+ Respect only front triangles
+ Respect only front triangles
-
- Respect only triangles with normals facing screen
- Respect only triangles with normals facing screen
+
+ Respect only triangles with normals facing screen
+ Respect only triangles with normals facing screen
-
- Respect only visible triangles
- Respect only visible triangles
+
+ Respect only visible triangles
+ Respect only visible triangles
-
-
+
+
MeshGui::TaskRemoveComponents
-
- Delete
- Delete
+
+
+ Delete
+ Delete
-
- Invert
- Invert
+
+
+ Invert
+ Invert
-
-
+
+
MeshGui::Workbench
-
- Analyze
- Analyze
+ Analyze
+ Analyze
-
- Boolean
- Boolean
+ Boolean
+ Boolean
-
- &Meshes
- &Meshes
+ &Meshes
+ &Meshes
-
- Mesh tools
- Mesh tools
+ Mesh tools
+ Mesh tools
-
- Mesh test suite
- Mesh test suite
+ Mesh test suite
+ Mesh test suite
-
-
+
+
+ QDockWidget
+
+
+ Evaluate & Repair Mesh
+ Evaluate & Repair Mesh
+
+
+
QObject
-
- Import mesh
- Import mesh
+
+ Import mesh
+ Import mesh
-
- Export mesh
- Export mesh
+
+ Export mesh
+ Export mesh
-
- Solid Mesh
- Solid Mesh
+
+ Solid Mesh
+ Solid Mesh
-
- Boundings
- Boundings
+
+ Boundings
+ Boundings
-
- Fill holes
- Fill holes
+
+ Fill holes
+ Fill holes
-
- Fill holes with maximum number of edges:
- Fill holes with maximum number of edges:
+
+ Fill holes with maximum number of edges:
+ Fill holes with maximum number of edges:
-
- Remove components
- Remove components
+ Remove components
+ Remove components
-
- Removes components up to a maximum number of triangles:
- Removes components up to a maximum number of triangles:
+ Removes components up to a maximum number of triangles:
+ Removes components up to a maximum number of triangles:
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- All Mesh Files (*.stl *.ast *.bms *.obj)
+ All Mesh Files (*.stl *.ast *.bms *.obj)
+ All Mesh Files (*.stl *.ast *.bms *.obj)
-
- Binary STL (*.stl)
- Binary STL (*.stl)
+
+
+ Binary STL (*.stl)
+ Binary STL (*.stl)
-
- ASCII STL (*.ast)
- ASCII STL (*.ast)
+
+
+ ASCII STL (*.ast)
+ ASCII STL (*.ast)
-
- Binary Mesh (*.bms)
- Binary Mesh (*.bms)
+
+
+ Binary Mesh (*.bms)
+ Binary Mesh (*.bms)
-
- Alias Mesh (*.obj)
- Alias Mesh (*.obj)
+
+
+ Alias Mesh (*.obj)
+ Alias Mesh (*.obj)
-
- Inventor V2.1 ascii (*.iv)
- Inventor V2.1 ascii (*.iv)
+
+
+ Inventor V2.1 ascii (*.iv)
+ Inventor V2.1 ascii (*.iv)
-
- All Files (*.*)
- All Files (*.*)
+
+
+ All Files (*.*)
+ All Files (*.*)
-
- ASCII STL (*.stl)
- ASCII STL (*.stl)
+
+ ASCII STL (*.stl)
+ ASCII STL (*.stl)
-
- VRML V2.0 (*.wrl *.vrml)
- VRML V2.0 (*.wrl *.vrml)
+
+ VRML V2.0 (*.wrl *.vrml)
+ VRML V2.0 (*.wrl *.vrml)
-
- Compressed VRML 2.0 (*.wrz)
- Compressed VRML 2.0 (*.wrz)
+
+ Compressed VRML 2.0 (*.wrz)
+ Compressed VRML 2.0 (*.wrz)
-
- Nastran (*.nas *.bdf)
- Nastran (*.nas *.bdf)
+
+ Nastran (*.nas *.bdf)
+ Nastran (*.nas *.bdf)
-
- Python module def (*.py)
- Python module def (*.py)
+
+ Python module def (*.py)
+ Python module def (*.py)
-
- Meshing Tolerance
- Meshing Tolerance
+
+ Meshing Tolerance
+ Meshing Tolerance
-
- Enter tolerance for meshing geometry:
- Enter tolerance for meshing geometry:
+
+ Enter tolerance for meshing geometry:
+ Enter tolerance for meshing geometry:
-
- The mesh '%1' is a solid.
- The mesh '%1' is a solid.
+
+ The mesh '%1' is a solid.
+ The mesh '%1' is a solid.
-
- The mesh '%1' is not a solid.
- The mesh '%1' is not a solid.
+
+ The mesh '%1' is not a solid.
+ The mesh '%1' is not a solid.
-
- Min=<%1,%2,%3>
+
+ Min=<%1,%2,%3>
Max=<%4,%5,%6>
- Min=<%1,%2,%3>
+ Min=<%1,%2,%3>
Max=<%4,%5,%6>
-
- [Points: %1, Edges: %2 Faces: %3]
- [Points: %1, Edges: %2 Faces: %3]
+
+ [Points: %1, Edges: %2 Faces: %3]
+ [Points: %1, Edges: %2 Faces: %3]
-
- Leave info mode
- Leave info mode
+
+
+ Leave info mode
+ Leave info mode
-
- Index: %1
- Index: %1
+
+ Index: %1
+ Index: %1
-
- Leave hole-filling mode
- Leave hole-filling mode
+
+ Leave hole-filling mode
+ Leave hole-filling mode
-
- Leave removal mode
- Leave removal mode
+
+ Leave removal mode
+ Leave removal mode
-
- All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
- All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+
+ All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+ All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
-
- Stanford Polygon (*.ply)
- Stanford Polygon (*.ply)
+
+ Stanford Polygon (*.ply)
+ Stanford Polygon (*.ply)
-
- Object File Format (*.off)
- Object File Format (*.off)
+
+ Object File Format (*.off)
+ Object File Format (*.off)
-
- Standford Polygon (*.ply)
- Standford Polygon (*.ply)
+
+ Standford Polygon (*.ply)
+ Standford Polygon (*.ply)
-
- Delete selected faces
- Delete selected faces
+
+ Delete selected faces
+ Delete selected faces
-
- Clear selected faces
- Clear selected faces
+
+ Clear selected faces
+ Clear selected faces
-
- Annotation
- Annotation
+
+ Annotation
+ Annotation
-
-
+
+
Workbench
-
- Analyze
- Analyze
+
+ Analyze
+ Analyze
-
- Boolean
- Boolean
+
+ Boolean
+ Boolean
-
- &Meshes
- &Meshes
+
+ &Meshes
+ &Meshes
-
- Mesh tools
- Mesh tools
+
+ Mesh tools
+ Mesh tools
-
- Mesh test suite
- Mesh test suite
+ Mesh test suite
+ Mesh test suite
-
+
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm
index dd85289446..e556e1c9e1 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts
index b4810ee900..9f52b365db 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts
@@ -4,17 +4,14 @@
CmdMeshAddFacet
-
Mesh
Maillage
-
Add triangle
Ajouter un triangle
-
Add triangle manually to a mesh
Ajouter manuellement un triangle à une maille
@@ -22,48 +19,40 @@
CmdMeshBoundingBox
-
Mesh
Maillage
-
Boundings info...
Dimensions extérieures...
-
Shows the boundings of the selected mesh
- Affiche les dimensions englobantes du mailage sélectionné
+ Affiche les dimensions englobantes du maillage sélectionné
CmdMeshBuildRegularSolid
-
Mesh
Maillage
-
Regular solid...
- Solide standard...
+ Solide régulier...
-
Builds a regular solid
- Construire un solide standard
+ Construire un solide régulier
CmdMeshDemolding
-
Interactive demolding direction
Direction de démoulage interactive
-
Mesh
Maillage
@@ -71,12 +60,10 @@
CmdMeshDifference
-
Mesh
Maillage
-
Difference
Différence
@@ -84,17 +71,14 @@
CmdMeshEvaluateFacet
-
Mesh
Maillage
-
Face info
Infos sur la face
-
Information about face
Informations sur la face
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Maillage
-
Check solid mesh
Vérifier le maillage solide
-
Checks whether the mesh is a solid
Vérifie si le maillage est un solide
@@ -120,35 +101,25 @@
CmdMeshEvaluation
-
Mesh
Maillage
-
- Evaluate mesh...
- Évaluer le maillage...
-
-
-
Opens a dialog to analyze and repair a mesh
Ouvre une fenêtre permettant d'analyser et de réparer un maillage
-
Evaluate && Repair mesh...
- Évaluer et réparer une maille...
+ Évaluer et réparer un maillage...
CmdMeshExMakeMesh
-
Mesh
Maillage
-
Make a Box
Créer un cube
@@ -156,12 +127,10 @@
CmdMeshExMakeTool
-
Mesh
Maillage
-
Make a Tool
Créer un outil
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Maillage
-
Make Union
Union
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Maillage
-
Export mesh...
Exporter le maillage...
-
Exports a mesh to file
Exporte le maillage dans un fichier
@@ -200,17 +164,14 @@
CmdMeshFillInteractiveHole
-
Mesh
Maillage
-
Close hole
Boucher un trou
-
Close holes interactively
Bouche un trou de manière interactive
@@ -218,107 +179,29 @@
CmdMeshFillupHoles
-
Mesh
Maillage
-
Fill holes...
Remplir les trous...
-
Fill holes of the mesh
- Bouche un trou de manière interactive
-
-
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Maillage
-
-
-
- Remove degenerated faces
- Supprimer les faces dégénérées
-
-
-
- Remove degenerated faces from the mesh
- Supprime les faces dégénérées du maillage
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Maillage
-
-
-
- Remove duplicated faces
- Supprimer les doublons de faces
-
-
-
- Remove duplicated faces from the mesh
- Supprime les doublons de faces du maillage
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Maillage
-
-
-
- Remove duplicated points
- Supprimer les doublons de points
-
-
-
- Remove duplicated points from the mesh
- Supprime les doublons de points du maillage
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Maillage
-
-
-
- Fix indices
- Corriger les indices
-
-
-
- Fixes invalid indices in the mesh structure
- Corrige les indices invalides dans la structure du maillage
+ Remplit un trou de manière interactive
CmdMeshFlipNormals
-
Mesh
Maillage
-
Flip normals
Inverser les normales
-
Flips the normals of the mesh
Inverse les normales du maillage
@@ -326,35 +209,29 @@
CmdMeshFromGeometry
-
Mesh
Maillage
-
Create mesh from geometry...
Créer un maillage depuis une géométrie...
-
Create mesh from the selected geometry
- Crée un maillage à partir de la géométrie sélectionée
+ Crée un maillage à partir de la géométrie sélectionnée
CmdMeshHarmonizeNormals
-
Mesh
Maillage
-
Harmonize normals
Harmoniser les normales
-
Harmonizes the normals of the mesh
Harmonise les normales du maillage
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Maillage
-
Import mesh...
Importer un maillage...
-
Imports a mesh from file
Importe un maillage depuis un fichier
@@ -380,12 +254,10 @@
CmdMeshIntersection
-
Mesh
Maillage
-
Intersection
Intersection
@@ -393,17 +265,14 @@
CmdMeshPolyCut
-
Mesh
Maillage
-
Cut mesh
Couper le maillage
-
Cuts a mesh with a picked polygon
Coupe un maillage à l'aide du polygone sélectionné
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Maillage
-
Make segment
Créer un segment
-
Creates a mesh segment
Crée un segment de maillage
@@ -429,35 +295,29 @@
CmdMeshPolySelect
-
Mesh
Maillage
-
Select mesh
- Sélectionnez une maille
+ Sélectionnez un maillage
-
Select an area of the mesh
- Sélectionnez une zone de la maille
+ Sélectionnez une zone du maillage
CmdMeshPolySplit
-
Mesh
Maillage
-
Split mesh
Diviser un maillage
-
Splits a mesh into two meshes
Divise un maillage en deux
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-
Mesh
Maillage
-
Remove components by hand...
Supprimer manuellement des composants...
-
Mark a component to remove it from the mesh
Marque un composant pour le supprimer du maillage
@@ -483,35 +340,29 @@
CmdMeshRemoveComponents
-
Mesh
Maillage
-
Remove components...
Supprimer des composants...
-
- Remove topologic independant components from the mesh
- Supprime des composants topologiquement indépendants du maillage
+ Remove topologic independent components from the mesh
+ Supprimer les composants de topologie indépendants du maillage
CmdMeshSmoothing
-
Mesh
Maillage
-
Smooth...
Lisser...
-
Smooth the selected meshes
Lisse les maillages sélectionnés
@@ -519,35 +370,29 @@
CmdMeshToolMesh
-
Mesh
Maillage
-
Segment by tool mesh
Segment à partir d'un maillage
-
Creates a segment from a given tool mesh
- Crée un segment à l'aide d'un maillage outil
+ Crée un segment à l'aide d'un outil de maillage
CmdMeshTransform
-
Mesh
Maillage
-
Transform mesh
Transformer le maillage
-
Rotate or move a mesh
Rotation ou déplacement du maillage
@@ -555,12 +400,10 @@
CmdMeshUnion
-
Mesh
Maillage
-
Union
Union
@@ -568,166 +411,124 @@
CmdMeshVertexCurvature
-
Mesh
Maillage
-
Calculates the curvature of the vertices of a mesh
- Calcule la courbure des vertex du maillage
+ Calcule la courbure des sommets du maillage
-
Curvature plot
- Tracer la courbure
+ Tracé de courbure
CmdMeshVertexCurvatureInfo
-
Mesh
Maillage
-
Curvature info
Infos de courbure
-
Information about curvature
Informations sur la courbure
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Évaluer le maillage
-
-
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Évaluer le maillage
-
-
-
&Help
&Aide
-
F1
F1
-
&Close
&Fermer
-
Alt+C
Alt+C
-
Mesh information
Informations sur le maillage
-
No information
Aucune information
-
Number of points:
- Nombre de points:
+ Nombre de points :
-
Number of edges:
- Nombre de contours:
+ Nombre de contours :
-
Refresh
- Rafraichir
+ Actualiser
-
Analyze
Analyser
-
Repair
Réparer
-
Orientation
Orientation
-
Degenerated faces
Faces dégénérées
-
Face indices
- indices des faces
+ Indices des faces
-
Number of faces:
- Nombre de faces:
+ Nombre de faces :
-
Duplicated faces
- Doublons de faces
+ Faces dupliquées
-
Duplicated points
- Doublons de points
+ Points dupliqués
-
Non-manifolds
- Non-variétés
+ Non-manifolds
-
Self-intersections
Collisions internes
-
All above tests together
Tous les tests ensemble
-
Repetitive repair
Réparation répétitive
-
Evaluate & Repair Mesh
- Évaluer et réparer une maille
+ Évaluer et réparer un maillage
-
Folds on surface
Plis sur la surface
@@ -735,158 +536,127 @@
MeshGui::DlgEvaluateMeshImp
-
No information
Aucune information
-
Invalid neighbour indices
Indices voisins invalides
-
Invalid face indices
Indices de face invalides
-
Invalid point indices
Indices de point invalides
-
Multiple point indices
Indices de point multiples
-
Non-manifolds
- Non-variétés
+ Non-manifolds
-
Cannot remove non-manifolds
- Impossible de supprimer les non-variétés
+ Impossible de supprimer les non-manifolds
-
No selection
Aucune sélection
-
No flipped normals
Aucune normale inversée
-
%1 flipped normals
%1 normales inversées
-
No non-manifolds
- Aucune non-variété
+ Aucun non-manifold
-
%1 non-manifolds
- %1 non-variétés
+ %1 non-manifolds
-
No invalid indices
Aucun indice invalide
-
No degenerations
Aucune dégénération
-
%1 degenerated faces
%1 faces dégénérées
-
No duplicated faces
- Aucun doublon de faces
+ Aucune face dupliquée
-
%1 duplicated faces
- %1 doublons de faces
+ %1 faces dupliquées
-
No duplicated points
- Aucun doublon de points
+ Aucun point dupliqué
-
Duplicated points
- Doublons de points
+ Points dupliqués
-
Orientation
Orientation
-
Indices
Indices
-
Degenerations
Dégénérations
-
Duplicated faces
- Doublons de faces
+ Faces dupliquées
-
No self-intersections
Aucune collision interne
-
Self-intersections
Collisions internes
-
Mesh repair
Réparer le maillage
-
Flipped normals found
- Normales inversées trouvés
+ Normales inversées trouvées
-
Check failed due to folds on the surface.
Please run the command to repair folds first
Vérification échouée en raison de plis sur la surface. Exécutez d'abord la commande "réparer les plis"
-
No folds on surface
Aucun pli sur la surface
-
%1 folds on surface
%1 plis sur la surface
-
Folds
Plis
@@ -894,120 +664,97 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolid
-
Regular Solid
- Solide standard
+ Solide régulier
-
&Create
&Créer
-
Alt+C
Alt+C
-
Cl&ose
&Fermer
-
Alt+O
Alt+F
-
Solid:
- Solide:
+ Solide :
-
Cube
Cube
-
Cylinder
Cylindre
-
Cone
Cône
-
Sphere
Sphère
-
Ellipsoid
Ellipsoïde
-
Torus
Tore
-
Height:
- Hauteur:
+ Hauteur :
-
Length:
- Longueur:
+ Longueur :
-
Width:
- Largeur:
+ Largeur :
-
Radius:
- Rayon:
+ Rayon :
-
Closed
Fermé
-
Sampling:
- Numérisation:
+ Numérisation :
-
Edge length:
- Longueur du contour:
+ Longueur du contour :
-
Radius 1:
- Rayon 1:
+ Rayon 1 :
-
Radius 2:
- Rayon 2:
+ Rayon 2 :
MeshGui::DlgRegularSolidImp
-
Create %1
Créer %1
-
No active document
Aucun document actif
@@ -1015,92 +762,66 @@ Please run the command to repair folds first
MeshGui::DlgSettingsMeshView
-
Mesh view
Vue du maillage
-
- Appearance
- Apparence
-
-
-
- Face color
- Couleur de la face
-
-
-
Two-side rendering
Rendu biface
-
Backface color
Couleur de la face arrière
-
Smoothing
Lissage
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Il s'agit du plus petit angle entre deux faces dont les normales sont calculées pour un ombrage plat.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Si l'angle entre les normales de deux faces voisines est plus petit que l'angle de pliage, les faces seront traitées en ombrage lissé autour de leur contour commun.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Il s'agit du plus petit angle entre deux faces dont les normales sont calculées pour un ombrage plat.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Si l'angle entre les normales de deux faces voisines est plus petit que l'angle de pliage, les faces seront traitées en ombrage lissé autour de leur arête commune.</p></body></html>
-
Crease angle
Angle de pliage
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Ombrage plat/Ombrage Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Définit l'apparence des surfaces</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Avec l'ombrage plat, les normales des surfaces ne sont pas définies par vertex, ce qui entraine une apparence irréelle des surfaces courbes, alors que l'ombrage Phong produit une apparence plus lisse. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Si cette option est activée, l'ombrage Phong sera utilisé, sinon l'ombrage plat sera utilisé.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Ombrage plat/Ombrage Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Définit l'apparence des surfaces</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Avec l'ombrage plat, les normales des surfaces ne sont pas définies par vertex, ce qui entraîne une apparence irréelle des surfaces courbes, alors que l'ombrage Phong produit une apparence plus lisse. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Si cette option est activée, l'ombrage Phong sera utilisé, sinon l'ombrage plat sera utilisé.</p></body></html>
-
Define normal per vertex
Définir les normales par vertex
-
°
°
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Définir les normales par vertex est aussi appelé <span style=" font-style:italic;">ombrage Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">alors que définir les normales par face est appelé</span>ombrage plat<span style=" font-style:normal;">.</span></p></body></html>
-
Default appearance for new meshes
- Apparence par défaut pour les nouvelles mailles
+ Apparence par défaut pour les nouveaux maillages
-
Default line color
Couleur de ligne par défaut
-
Mesh transparency
- Transparence des mailles
+ Transparence des maillages
-
Default mesh color
- Couleur par défaut des mailles
+ Couleur par défaut des maillages
-
Show bounding-box for highlighted or selected meshes
- Afficher le volume capable de mailles en surbrillance ou sélectionnées
+ Afficher le volume capable des mailles en surbrillance ou sélectionnées
-
Line transparency
Transparence de ligne
@@ -1108,73 +829,53 @@ Please run the command to repair folds first
MeshGui::DlgSmoothing
-
Smoothing
Lissage
-
Method
Méthode
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Paramètre
-
Iterations:
- Itérations:
+ Itérations :
-
Lambda:
- Lambda:
+ Lambda :
-
Mu:
- Mu:
-
-
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Évaluer et réparer une maille
+ Mu :
MeshGui::MeshFaceAddition
-
Add triangle
Ajouter un triangle
-
Flip normal
Inverser les normales
-
Clear
Effacer
-
Finish
Terminer
@@ -1182,77 +883,58 @@ Please run the command to repair folds first
MeshGui::RemoveComponents
-
Remove components
Supprimer des composants
-
Select
Sélectionner
-
Select whole component
Sélectionner le composant entier
-
Pick triangle
Choisissez un triangle
-
< faces than
< de faces que
-
Region
Région
-
Components
Composants
-
All
Tous
-
Deselect
- Désélectionner
+ Dé-sélectionner
-
Deselect whole component
- Désélectionner le composant entier
+ Dé-sélectionner le composant entier
-
> faces than
> de faces que
-
Region options
Options de région
-
- Respect only front triangles
- Respecter uniquement les triangles avants
-
-
-
Respect only triangles with normals facing screen
Respecter seulement les triangles dont les normales font face à écran
-
Respect only visible triangles
Respecter uniquement les triangles visibles
@@ -1260,168 +942,108 @@ Please run the command to repair folds first
MeshGui::TaskRemoveComponents
-
Delete
Supprimer
-
Invert
Inverser
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analyser
-
-
-
- Boolean
- Opération booléenne
-
-
-
- &Meshes
- &Maillages
-
-
-
- Mesh tools
- Outils de maillage
-
-
-
- Mesh test suite
- Suite de test de maillage
+ Evaluate & Repair Mesh
+ Évaluer et réparer un maillage
QObject
-
Import mesh
Importer un maillage
-
Export mesh
Exporter un maillage
-
Solid Mesh
Maillage solide
-
Boundings
Limites englobantes
-
Fill holes
Remplir les trous
-
Fill holes with maximum number of edges:
- Remplir les trous avec un nombre maximum de contours:
+ Remplir les trous avec un nombre maximum de contours :
-
- Remove components
- Supprimer des composants
-
-
-
- Removes components up to a maximum number of triangles:
- Supprime les composants jusqu'à un nombre maximum de triangles:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- Tous les types de maillages (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
STL binaire (*.stl)
-
ASCII STL (*.ast)
STL ASCII (*.ast)
-
Binary Mesh (*.bms)
Maillage binaire (*.bms)
-
Alias Mesh (*.obj)
- Maillage alias (*.obj)
+ Maillage Alias (*.obj)
-
Inventor V2.1 ascii (*.iv)
- Inventor V2.1 ascii (*.iv)
+ ASCII Inventor V2.1 (*.iv)
-
All Files (*.*)
Tous les fichiers (*.*)
-
ASCII STL (*.stl)
STL ASCII (*.stl)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
VRML 2.0 compressé (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
Module Python(*.py)
-
Meshing Tolerance
Tolérance de maillage
-
Enter tolerance for meshing geometry:
- Entrer la tolérance pour la géométrie maillée:
+ Saisir la tolérance pour la géométrie maillée :
-
The mesh '%1' is a solid.
Le maillage '%1' est un solide.
-
The mesh '%1' is not a solid.
Le maillage '%1' n'est pas un solide.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
@@ -1430,62 +1052,50 @@ Max=<%4,%5,%6>
Max=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
[Points: %1, Contours: %2 Faces: %3]
-
Leave info mode
Quitter le mode d'information
-
Index: %1
- Index: %1
+ Index : %1
-
Leave hole-filling mode
Quitter le mode de remplissage des trous
-
Leave removal mode
Quitter le mode de suppression
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
Tous les fichiers de maillage (*.stl *.ast *.bms *.obj *.ply)
-
Stanford Polygon (*.ply)
Polygone de Stanford (*.ply)
-
Object File Format (*.off)
Object File Format (*.off)
-
Standford Polygon (*.ply)
Standford Polygon (*.ply)
-
Delete selected faces
Supprimer les faces sélectionnées
-
Clear selected faces
- Déselectionner les faces sélectionnées
+ Dé-sélectionner les faces sélectionnées
-
Annotation
Annotation
@@ -1493,29 +1103,20 @@ Max=<%4,%5,%6>
Workbench
-
Analyze
Analyser
-
Boolean
Opération booléenne
-
&Meshes
&Maillages
-
Mesh tools
Outils de maillage
-
-
- Mesh test suite
- Suite de test de maillage
-
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm
index 73415dc040..0a1efb190c 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts
index 1a583823b0..2c1ee10841 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts
@@ -4,17 +4,14 @@
CmdMeshAddFacet
-
Mesh
Mreža
-
Add triangle
Dodaj trokut
-
Add triangle manually to a mesh
Ručno dodaj trokut mreži
@@ -22,17 +19,14 @@
CmdMeshBoundingBox
-
Mesh
Mreža
-
Boundings info...
Informacije o granicama...
-
Shows the boundings of the selected mesh
Prikazuje granicu odabrane mreže
@@ -40,17 +34,14 @@
CmdMeshBuildRegularSolid
-
Mesh
Mreža
-
Regular solid...
Obično tijelo...
-
Builds a regular solid
Kreira obično tijelo
@@ -58,12 +49,10 @@
CmdMeshDemolding
-
Interactive demolding direction
Smjer interaktivnog oblikovanja
-
Mesh
Mreža
@@ -71,12 +60,10 @@
CmdMeshDifference
-
Mesh
Mreža
-
Difference
Razlika
@@ -84,17 +71,14 @@
CmdMeshEvaluateFacet
-
Mesh
Mreža
-
Face info
Informacije površine
-
Information about face
Informacije o površini
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Mreža
-
Check solid mesh
Provjerite tijelo MESH-a
-
Checks whether the mesh is a solid
Provjerava je li MESH tijelo
@@ -120,22 +101,14 @@
CmdMeshEvaluation
-
Mesh
Mreža
-
- Evaluate mesh...
- Ocijeni MESH...
-
-
-
Opens a dialog to analyze and repair a mesh
Otvara dijalog za analizu i popravak MESH-a
-
Evaluate && Repair mesh...
Procijeni i Pop&ravi MESH...
@@ -143,12 +116,10 @@
CmdMeshExMakeMesh
-
Mesh
Mreža
-
Make a Box
Napravi kvadar
@@ -156,12 +127,10 @@
CmdMeshExMakeTool
-
Mesh
Mreža
-
Make a Tool
Napravi Alat
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Mreža
-
Make Union
Napravi uniju
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Mreža
-
Export mesh...
Izvoz MESH-a...
-
Exports a mesh to file
Izvoz MESH-a u datoteku
@@ -200,17 +164,14 @@
CmdMeshFillInteractiveHole
-
Mesh
Mreža
-
Close hole
Zatvori rupe
-
Close holes interactively
Zatvori rupe interaktivno
@@ -218,107 +179,29 @@
CmdMeshFillupHoles
-
Mesh
Mreža
-
Fill holes...
Ispuni rupe...
-
Fill holes of the mesh
Ispuni rupe MESH-a
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Mreža
-
-
-
- Remove degenerated faces
- Ukloni degenerirane površine
-
-
-
- Remove degenerated faces from the mesh
- Uklonite degenerirane površine iz MESH-a
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Mreža
-
-
-
- Remove duplicated faces
- Ukloni dvostruke površine
-
-
-
- Remove duplicated faces from the mesh
- Uklonite dvostruke površine iz MESH-a
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Mreža
-
-
-
- Remove duplicated points
- Ukloni dvostruke točke
-
-
-
- Remove duplicated points from the mesh
- Ukloanja dvostruke točke iz mreže
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Mreža
-
-
-
- Fix indices
- Popravljanje indeksa
-
-
-
- Fixes invalid indices in the mesh structure
- Popravlja nevažeći indekse MESH strukture
-
-
CmdMeshFlipNormals
-
Mesh
Mreža
-
Flip normals
Zrcali normale
-
Flips the normals of the mesh
Zrcali normale MESH-a
@@ -326,17 +209,14 @@
CmdMeshFromGeometry
-
Mesh
Mreža
-
Create mesh from geometry...
Stvaranje MESH iz geometrije ...
-
Create mesh from the selected geometry
Stvori MESH od odabranih objekata
@@ -344,17 +224,14 @@
CmdMeshHarmonizeNormals
-
Mesh
Mreža
-
Harmonize normals
Uskladi normale
-
Harmonizes the normals of the mesh
Usklađuje normale MESH-a
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Mreža
-
Import mesh...
Uvezi MESH...
-
Imports a mesh from file
Uvoz MESH-a iz datoteke
@@ -380,12 +254,10 @@
CmdMeshIntersection
-
Mesh
Mreža
-
Intersection
Presjek
@@ -393,17 +265,14 @@
CmdMeshPolyCut
-
Mesh
Mreža
-
Cut mesh
Izreži MESH
-
Cuts a mesh with a picked polygon
Presjeca MESH sa odabranim poligonom
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Mreža
-
Make segment
Stvori segment
-
Creates a mesh segment
Stvara segment MESH-a
@@ -429,17 +295,14 @@
CmdMeshPolySelect
-
Mesh
Mreža
-
Select mesh
Odaberi MESH
-
Select an area of the mesh
Odaberite područje MESH-a
@@ -447,17 +310,14 @@
CmdMeshPolySplit
-
Mesh
Mreža
-
Split mesh
Podjeli MESH
-
Splits a mesh into two meshes
Podijeli MESH na dva dijela
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-
Mesh
Mreža
-
Remove components by hand...
Ukloniti komponente ručno...
-
Mark a component to remove it from the mesh
Označi komponenta koju želite uklonili iz MESH-a
@@ -483,35 +340,29 @@
CmdMeshRemoveComponents
-
Mesh
Mreža
-
Remove components...
Ukloniti komponente...
-
- Remove topologic independant components from the mesh
- Izvadite neovisne komponente iz MESH-a
+ Remove topologic independent components from the mesh
+ Izvadite komponente neovisne o topologiji iz MESH-a
CmdMeshSmoothing
-
Mesh
Mreža
-
Smooth...
Izgladi...
-
Smooth the selected meshes
Izgladi odabrani MESH
@@ -519,17 +370,14 @@
CmdMeshToolMesh
-
Mesh
Mreža
-
Segment by tool mesh
Segmentiraj pomoću MESH-a
-
Creates a segment from a given tool mesh
Stvara segment iz danog alata MESH-a
@@ -537,17 +385,14 @@
CmdMeshTransform
-
Mesh
Mreža
-
Transform mesh
Transformacija MESH-a
-
Rotate or move a mesh
Zakretanje ili premještanje MESH-a
@@ -555,12 +400,10 @@
CmdMeshUnion
-
Mesh
Mreža
-
Union
Unija
@@ -568,17 +411,14 @@
CmdMeshVertexCurvature
-
Mesh
Mreža
-
Calculates the curvature of the vertices of a mesh
Izračunava zakrivljenost vrhova mreže
-
Curvature plot
Iscrtavanje krivina
@@ -586,148 +426,109 @@
CmdMeshVertexCurvatureInfo
-
Mesh
Mreža
-
Curvature info
Informacije krivina
-
Information about curvature
Informacije o zakrivljenosti
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Ocijenite MMESH
-
-
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Ocijenite MMESH
-
-
-
&Help
&Pomoć
-
F1
F1
-
&Close
&Zatvori
-
Alt+C
Alt+C
-
Mesh information
Informacije MESH-a
-
No information
Nema informacija
-
Number of points:
Broj vrhova:
-
Number of edges:
Broj rubova:
-
Refresh
Osvježi
-
Analyze
Analiziraj
-
Repair
Popravak
-
Orientation
Orijentacija
-
Degenerated faces
Degenerirane površine
-
Face indices
Indeksi površina
-
Number of faces:
Broj površina:
-
Duplicated faces
Dvostruke površine
-
Duplicated points
Dvostruki vrhovi
-
Non-manifolds
Jednostruki
-
Self-intersections
Preklapanja
-
All above tests together
Sve gore testovi zajedno
-
Repetitive repair
Ponavljajući popravak
-
Evaluate & Repair Mesh
Procijeni & Popravi MESH
-
Folds on surface
Nabori na površini
@@ -735,159 +536,128 @@
MeshGui::DlgEvaluateMeshImp
-
No information
Nema informacija
-
Invalid neighbour indices
Nevažeći susjedni indeksi
-
Invalid face indices
Nevaljani indeksi površina
-
Invalid point indices
Nevažeća točka indeksa
-
Multiple point indices
Višestruki indeksi točaka
-
Non-manifolds
Jednostruki
-
Cannot remove non-manifolds
Ne mogu ukloniti jednostruke
-
No selection
Nema odabira
-
No flipped normals
Nema zrcaljenih normala
-
%1 flipped normals
%1 zrcaljenih normala
-
No non-manifolds
Nema jednostrukih
-
%1 non-manifolds
%1 jednostrukih
-
No invalid indices
Nema nevažećih indeksa
-
No degenerations
Nema degeneracija
-
%1 degenerated faces
%1 degeneriranih površina
-
No duplicated faces
Nema dvostrukih površina
-
%1 duplicated faces
%1 dvostrukih površina
-
No duplicated points
Nema dvostrukih točaka
-
Duplicated points
Dvostruki vrhovi
-
Orientation
Orijentacija
-
Indices
Indeksi
-
Degenerations
Degeneracije
-
Duplicated faces
Dvostruke površine
-
No self-intersections
Nema prekalpanja
-
Self-intersections
Preklapanja
-
Mesh repair
Popravi MESH
-
Flipped normals found
Pronađene zrcaljene normale
-
Check failed due to folds on the surface.
Please run the command to repair folds first
Provjera nije uspjela zbog nabora na površini.
Molimo pokrenite naredbu za popravak nabora
-
No folds on surface
Bez nabora na površini
-
%1 folds on surface
%1 nabori na površini
-
Folds
Sklapanje
@@ -895,107 +665,86 @@ Molimo pokrenite naredbu za popravak nabora
MeshGui::DlgRegularSolid
-
Regular Solid
Obično tijelo
-
&Create
&Izradi
-
Alt+C
Alt+C
-
Cl&ose
Za&tvori
-
Alt+O
Alt+O
-
Solid:
Čvrsto tijelo:
-
Cube
Kocka
-
Cylinder
Valjak
-
Cone
Stožac
-
Sphere
Kugla
-
Ellipsoid
Elipsoid
-
Torus
Zavojnica
-
Height:
Duljina:
-
Length:
Duljina:
-
Width:
Širina:
-
Radius:
Polumjer:
-
Closed
Zatvoreno
-
Sampling:
Uzorkovanje:
-
Edge length:
Duljina ruba:
-
Radius 1:
Polumjer 1:
-
Radius 2:
Polumjer 2:
@@ -1003,12 +752,10 @@ Molimo pokrenite naredbu za popravak nabora
MeshGui::DlgRegularSolidImp
-
Create %1
Napravi %1
-
No active document
Nema aktivnog dokumenta
@@ -1016,92 +763,66 @@ Molimo pokrenite naredbu za popravak nabora
MeshGui::DlgSettingsMeshView
-
Mesh view
Pregled MESH-a
-
- Appearance
- Izgled
-
-
-
- Face color
- Boja površine
-
-
-
Two-side rendering
Dvostrano renderiranje
-
Backface color
Boja stražnje površine
-
Smoothing
Izglađivanje
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> To je najmanji kut između dva lica gdje se normale izračunavaju za napraviti ravno sjenčanje. </p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Ako je kut između normale na dvije susjedne lica je manji od pregib kut, lica će biti smoothshaded oko njihove zajedničke ruba. </p></body></html>
-
Crease angle
Nabor kuta
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Sa ravnim sjenčanjem normale površina nisu definiane po točkama što vodi do neprirodnog izgleda zakrivljenih površina, dok upotreba Phong sjenčanja vodi do boljeg izgleda. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
-
Define normal per vertex
Definiraj normalu po vrhu
-
°
°
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Savjet</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Definiranje normale na vrh je također pozvao <span style=" font-style:italic;">Phong sjenčanje</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">pri definiranju normale po licu se zove</span> Stan <span style=" font-style:normal;">sjenčanje.</span> </p></body></html>
-
Default appearance for new meshes
Inicijalni izgled za nove MESH-eve
-
Default line color
Zadana boja linije
-
Mesh transparency
Transparentnost MESH-a
-
Default mesh color
Zadana boja MESH-a
-
Show bounding-box for highlighted or selected meshes
Pokaži graničnu kutiju za istaknute ili odabrane mreže
-
Line transparency
Transparentnost linije
@@ -1109,73 +830,53 @@ Molimo pokrenite naredbu za popravak nabora
MeshGui::DlgSmoothing
-
Smoothing
Izglađivanje
-
Method
Metoda
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Parametar
-
Iterations:
Iteracije:
-
Lambda:
Lambda:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Procijeni & Popravi MESH
-
-
MeshGui::MeshFaceAddition
-
Add triangle
Dodaj trokut
-
Flip normal
Okreni normalu
-
Clear
Brisanje
-
Finish
Završiti
@@ -1183,77 +884,58 @@ Molimo pokrenite naredbu za popravak nabora
MeshGui::RemoveComponents
-
Remove components
Ukloniti komponente
-
Select
Odaberite
-
Select whole component
Odznači cijelu komponentu
-
Pick triangle
Odaberite trokut
-
< faces than
< lica od
-
Region
Regija
-
Components
Komponente
-
All
Sve
-
Deselect
Odznači
-
Deselect whole component
Odznači cijelu komponentu
-
> faces than
> lica od
-
Region options
Opcije regija
-
- Respect only front triangles
- Poštovanje samo prednjih trokuta
-
-
-
Respect only triangles with normals facing screen
Poštovanje samo trokuta s normalama prema zaslonu
-
Respect only visible triangles
Poštovanje jedino vidljivih trokuta
@@ -1261,168 +943,108 @@ Molimo pokrenite naredbu za popravak nabora
MeshGui::TaskRemoveComponents
-
Delete
Izbriši
-
Invert
Invertiraj
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analiziraj
-
-
-
- Boolean
- Boolean
-
-
-
- &Meshes
- &MESH-evi
-
-
-
- Mesh tools
- Alati mreže
-
-
-
- Mesh test suite
- soba za test MESH-a
+ Evaluate & Repair Mesh
+ Procijeni & Popravi MESH
QObject
-
Import mesh
Uvezi mrežu
-
Export mesh
Izvezi mrežu
-
Solid Mesh
Čvrsta mreža
-
Boundings
Granice
-
Fill holes
Ispuni rupe
-
Fill holes with maximum number of edges:
Ispunite rupe s maksimalnim brojem rubova:
-
- Remove components
- Ukloniti komponente
-
-
-
- Removes components up to a maximum number of triangles:
- Uklanja komponente s većim brojem trokuta:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- Sve datoteke mreže(*. STL *. AST *. BMS *. obj)
-
-
-
Binary STL (*.stl)
Binarni STL (*.STL)
-
ASCII STL (*.ast)
ASCII STL (*.AST)
-
Binary Mesh (*.bms)
Binarni MESH (*.BMS)
-
Alias Mesh (*.obj)
Alias MESH (*.obj)
-
Inventor V2.1 ascii (*.iv)
Izumitelj V2.1 ASCII (*.iv)
-
All Files (*.*)
Sve datoteke (*.*)
-
ASCII STL (*.stl)
ASCII STL (*.STL)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
Komprimirani VRML 2.0 (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.NAS *.BDF)
-
Python module def (*.py)
Python modul (*.py)
-
Meshing Tolerance
Tolerancija MESH-a
-
Enter tolerance for meshing geometry:
Unesite toleranciju geometrije MESH-a:
-
The mesh '%1' is a solid.
MESH '%1' je tijelo.
-
The mesh '%1' is not a solid.
MESH '%1' nije tijelo.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
@@ -1431,62 +1053,50 @@ Max=<%4,%5,%6>
Max=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
[Vrhovi: %1, Rubovi: %2 Površine: %3]
-
Leave info mode
Zatvori info način rada
-
Index: %1
Indeks: %1
-
Leave hole-filling mode
Zatvori način rada za popunjavanje otvora
-
Leave removal mode
Zatvori način rada za uklanjanje
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
Sve datoteke mreže (*.stl *.ast *.bms *.obj *.ply)
-
Stanford Polygon (*.ply)
Stanford Poligon (*.ply)
-
Object File Format (*.off)
Object File Format (*.off)
-
Standford Polygon (*.ply)
Standford Poligon (*. ply)
-
Delete selected faces
Izbriši odabrane površine
-
Clear selected faces
Izbriši odabrane površine
-
Annotation
Anotacija
@@ -1494,29 +1104,20 @@ Max=<%4,%5,%6>
Workbench
-
Analyze
Analiziraj
-
Boolean
Boolean
-
&Meshes
&MESH-evi
-
Mesh tools
Alati mreže
-
-
- Mesh test suite
- soba za test MESH-a
-
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm
new file mode 100644
index 0000000000..3d86fb4a5c
Binary files /dev/null and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts
new file mode 100644
index 0000000000..40fadd4e6e
--- /dev/null
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts
@@ -0,0 +1,1123 @@
+
+
+
+
+ CmdMeshAddFacet
+
+ Mesh
+ Mesh
+
+
+ Add triangle
+ Háromszöget adjon hozzá
+
+
+ Add triangle manually to a mesh
+ Addjon háromszöget kézzel a hálóhoz
+
+
+
+ CmdMeshBoundingBox
+
+ Mesh
+ Mesh
+
+
+ Boundings info...
+ Határolók információi...
+
+
+ Shows the boundings of the selected mesh
+ Megmutatja a kiválasztott háló határvoalait
+
+
+
+ CmdMeshBuildRegularSolid
+
+ Mesh
+ Mesh
+
+
+ Regular solid...
+ Szabályos szilárd test...
+
+
+ Builds a regular solid
+ Szabályos szilárd testet épít
+
+
+
+ CmdMeshDemolding
+
+ Interactive demolding direction
+ Interaktív formárambontás iránya
+
+
+ Mesh
+ Mesh
+
+
+
+ CmdMeshDifference
+
+ Mesh
+ Mesh
+
+
+ Difference
+ Különbség
+
+
+
+ CmdMeshEvaluateFacet
+
+ Mesh
+ Mesh
+
+
+ Face info
+ Felület infó
+
+
+ Information about face
+ Információ a felületről
+
+
+
+ CmdMeshEvaluateSolid
+
+ Mesh
+ Mesh
+
+
+ Check solid mesh
+ Szilárd háló ellenőrzése
+
+
+ Checks whether the mesh is a solid
+ Ellenőrzi, ha a háló egy szilárd testet ad ki
+
+
+
+ CmdMeshEvaluation
+
+ Mesh
+ Mesh
+
+
+ Opens a dialog to analyze and repair a mesh
+ Megnyit egy párbeszédablakot, a háló elemezzéséehez és javításához
+
+
+ Evaluate && Repair mesh...
+ Háló értékelése & javítása...
+
+
+
+ CmdMeshExMakeMesh
+
+ Mesh
+ Mesh
+
+
+ Make a Box
+ Make a Box
+
+
+
+ CmdMeshExMakeTool
+
+ Mesh
+ Mesh
+
+
+ Make a Tool
+ Make a Tool
+
+
+
+ CmdMeshExMakeUnion
+
+ Mesh
+ Mesh
+
+
+ Make Union
+ Make Union
+
+
+
+ CmdMeshExport
+
+ Mesh
+ Mesh
+
+
+ Export mesh...
+ Háló exportálása...
+
+
+ Exports a mesh to file
+ Fájlba exportálja a hálót
+
+
+
+ CmdMeshFillInteractiveHole
+
+ Mesh
+ Mesh
+
+
+ Close hole
+ Lyukat bezárja
+
+
+ Close holes interactively
+ Interaktívan bezárja a lyukakat
+
+
+
+ CmdMeshFillupHoles
+
+ Mesh
+ Mesh
+
+
+ Fill holes...
+ Lyukak kitöltése...
+
+
+ Fill holes of the mesh
+ A hálón lévő lyukak kitöltése
+
+
+
+ CmdMeshFlipNormals
+
+ Mesh
+ Mesh
+
+
+ Flip normals
+ Normál tükrözés
+
+
+ Flips the normals of the mesh
+ A háló normál tükrözése
+
+
+
+ CmdMeshFromGeometry
+
+ Mesh
+ Mesh
+
+
+ Create mesh from geometry...
+ Háló létrehozása a geometriából...
+
+
+ Create mesh from the selected geometry
+ Háló létrehozása a kijelölt geometriából
+
+
+
+ CmdMeshHarmonizeNormals
+
+ Mesh
+ Mesh
+
+
+ Harmonize normals
+ Normálisok összehangolása
+
+
+ Harmonizes the normals of the mesh
+ A hálón lévő normálisok összehangolása
+
+
+
+ CmdMeshImport
+
+ Mesh
+ Mesh
+
+
+ Import mesh...
+ Háló importálása...
+
+
+ Imports a mesh from file
+ A háló importálása fájlból
+
+
+
+ CmdMeshIntersection
+
+ Mesh
+ Mesh
+
+
+ Intersection
+ Metszet
+
+
+
+ CmdMeshPolyCut
+
+ Mesh
+ Mesh
+
+
+ Cut mesh
+ Háló vágása
+
+
+ Cuts a mesh with a picked polygon
+ Háló kivágása a kiválasztott sokszög rácsvonallal
+
+
+
+ CmdMeshPolySegm
+
+ Mesh
+ Mesh
+
+
+ Make segment
+ Szegmens létrehozása
+
+
+ Creates a mesh segment
+ A háló szegmens létrehozása
+
+
+
+ CmdMeshPolySelect
+
+ Mesh
+ Mesh
+
+
+ Select mesh
+ Háló kijelölése
+
+
+ Select an area of the mesh
+ Jelöljön egy területet a hálón
+
+
+
+ CmdMeshPolySplit
+
+ Mesh
+ Mesh
+
+
+ Split mesh
+ Háló osztása
+
+
+ Splits a mesh into two meshes
+ Háló osztása két részre
+
+
+
+ CmdMeshRemoveCompByHand
+
+ Mesh
+ Mesh
+
+
+ Remove components by hand...
+ Távolítsa el kézzel az összetevőket...
+
+
+ Mark a component to remove it from the mesh
+ Egy összetevő megjelölése a hálóból való eltávolításához
+
+
+
+ CmdMeshRemoveComponents
+
+ Mesh
+ Mesh
+
+
+ Remove components...
+ Összetevők eltávolítása...
+
+
+ Remove topologic independent components from the mesh
+ Vegye ki a topológiailag független részegységeket a hálóból
+
+
+
+ CmdMeshSmoothing
+
+ Mesh
+ Mesh
+
+
+ Smooth...
+ Simítás
+
+
+ Smooth the selected meshes
+ Kiválasztott háló simítása
+
+
+
+ CmdMeshToolMesh
+
+ Mesh
+ Mesh
+
+
+ Segment by tool mesh
+ Metszet a háló eszközből
+
+
+ Creates a segment from a given tool mesh
+ A megadott háló eszközből készít egy metszetet
+
+
+
+ CmdMeshTransform
+
+ Mesh
+ Mesh
+
+
+ Transform mesh
+ Háló átalakítás
+
+
+ Rotate or move a mesh
+ Háló forgatása vagy mozgatása
+
+
+
+ CmdMeshUnion
+
+ Mesh
+ Mesh
+
+
+ Union
+ Egyesítés
+
+
+
+ CmdMeshVertexCurvature
+
+ Mesh
+ Mesh
+
+
+ Calculates the curvature of the vertices of a mesh
+ Kiszámítja egy háló csúcspont görbületét
+
+
+ Curvature plot
+ Görbület terv
+
+
+
+ CmdMeshVertexCurvatureInfo
+
+ Mesh
+ Mesh
+
+
+ Curvature info
+ Görbület információ
+
+
+ Information about curvature
+ Görbület információk
+
+
+
+ MeshGui::DlgEvaluateMesh
+
+ &Help
+ &Súgó
+
+
+ F1
+ F1
+
+
+ &Close
+ &Bezárás
+
+
+ Alt+C
+ Alt+C
+
+
+ Mesh information
+ Háló információ
+
+
+ No information
+ Nincs információ
+
+
+ Number of points:
+ Pontok száma:
+
+
+ Number of edges:
+ Élek száma:
+
+
+ Refresh
+ Frissítés
+
+
+ Analyze
+ Elemzése
+
+
+ Repair
+ Javítás
+
+
+ Orientation
+ Tájolás
+
+
+ Degenerated faces
+ Elváltoztatott felület
+
+
+ Face indices
+ Felületi jelzőszám
+
+
+ Number of faces:
+ Felületek száma:
+
+
+ Duplicated faces
+ Felületek megduplázása
+
+
+ Duplicated points
+ Pontok megkettőzése
+
+
+ Non-manifolds
+ Nem szthatók
+
+
+ Self-intersections
+ Saját csomópontok
+
+
+ All above tests together
+ Minden fenti vizsgálat együtt
+
+
+ Repetitive repair
+ Ismétlődő javítás
+
+
+ Evaluate & Repair Mesh
+ Háló értékelése & javítása
+
+
+ Folds on surface
+ Felszíní hajlítás
+
+
+
+ MeshGui::DlgEvaluateMeshImp
+
+ No information
+ Nincs információ
+
+
+ Invalid neighbour indices
+ Érvénytelen szomszédos indexek
+
+
+ Invalid face indices
+ Érvénytelen felület indexek
+
+
+ Invalid point indices
+ Érvénytelen pont indexek
+
+
+ Multiple point indices
+ Több pontos indexek
+
+
+ Non-manifolds
+ Nem szthatók
+
+
+ Cannot remove non-manifolds
+ Nem lehet eltávolítani a nem-szétágazottakat
+
+
+ No selection
+ Nincs kijelölés
+
+
+ No flipped normals
+ Nincsenek tükrözött normálisok
+
+
+ %1 flipped normals
+ %1 tükrözött normalisok
+
+
+ No non-manifolds
+ Nincsenek nem-szétágazottak
+
+
+ %1 non-manifolds
+ %1 nem-szétágazott
+
+
+ No invalid indices
+ Nincsenek érvénytelen indexek
+
+
+ No degenerations
+ Nincs elváltozás
+
+
+ %1 degenerated faces
+ %1 elváltozott felület
+
+
+ No duplicated faces
+ Nincsenek duplikált felületek
+
+
+ %1 duplicated faces
+ %1 duplikált felület
+
+
+ No duplicated points
+ Nincsenek duplikált pontok
+
+
+ Duplicated points
+ Pontok megkettőzése
+
+
+ Orientation
+ Tájolás
+
+
+ Indices
+ Indexek
+
+
+ Degenerations
+ Elváltozás
+
+
+ Duplicated faces
+ Felületek megduplázása
+
+
+ No self-intersections
+ Nem belső-csomópontok
+
+
+ Self-intersections
+ Saját csomópontok
+
+
+ Mesh repair
+ Háló javítása
+
+
+ Flipped normals found
+ Tükrözött normalist talált
+
+
+ Check failed due to folds on the surface.
+Please run the command to repair folds first
+ A felület hajlításának ellenőrzése nem sikerült.
+Kérjük először futtassa a hajlítás javítása parancsot
+
+
+ No folds on surface
+ Nem hajítható felület
+
+
+ %1 folds on surface
+ %1 felület hajlítása
+
+
+ Folds
+ Hajlítás
+
+
+
+ MeshGui::DlgRegularSolid
+
+ Regular Solid
+ Szabályos szilárd test
+
+
+ &Create
+ &Létrehozás
+
+
+ Alt+C
+ Alt+C
+
+
+ Cl&ose
+ Bezár
+
+
+ Alt+O
+ Alt+O
+
+
+ Solid:
+ Szilárd test:
+
+
+ Cube
+ Kocka
+
+
+ Cylinder
+ Henger
+
+
+ Cone
+ Kúp
+
+
+ Sphere
+ Gömb
+
+
+ Ellipsoid
+ Ellipszoid
+
+
+ Torus
+ Tórusz
+
+
+ Height:
+ Magasság:
+
+
+ Length:
+ Hossz:
+
+
+ Width:
+ Szélesség:
+
+
+ Radius:
+ Sugár:
+
+
+ Closed
+ Zárva
+
+
+ Sampling:
+ Mintavétel:
+
+
+ Edge length:
+ Él hossz:
+
+
+ Radius 1:
+ Sugár 1:
+
+
+ Radius 2:
+ Sugár 2:
+
+
+
+ MeshGui::DlgRegularSolidImp
+
+ Create %1
+ Létrehozás %1
+
+
+ No active document
+ Nincs aktív dokumentum
+
+
+
+ MeshGui::DlgSettingsMeshView
+
+ Mesh view
+ Háló nézet
+
+
+ Two-side rendering
+ Két oldali renderelés
+
+
+ Backface color
+ Hátsó lap szín
+
+
+ Smoothing
+ Simítás
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Ha a két felület között bezárt szög kisebb mint a gyűrődési szög, akkor a közös élen található felületek simák maradnak.</p></body></html>
+
+
+ Crease angle
+ Gyűrődési szög
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">A lapos árnyékolással a felületi normák nem vertexként definiáltak, így az ívelt felületek írreálisan jelenik meg, azonban Pong árnyékolásnál simábban jelennek meg. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+
+
+ Define normal per vertex
+ Normál vertex meghatározás
+
+
+ °
+ °
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">A normálisok vertexként való megjelenítését úgy is nevezik, hogy<span style=" font-style:italic;">Phong árnyékolás</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+
+
+ Default appearance for new meshes
+ Új háló alapértelmezett megjelenítése
+
+
+ Default line color
+ Alapértelmezett vonalszín
+
+
+ Mesh transparency
+ Háló átlátszóság
+
+
+ Default mesh color
+ Alapértelmezett Rácsvonal szín
+
+
+ Show bounding-box for highlighted or selected meshes
+ Határolókeretben mutatja a kiemelt vagy kiválasztott hálókat
+
+
+ Line transparency
+ Vonal átlátszóság
+
+
+
+ MeshGui::DlgSmoothing
+
+ Smoothing
+ Simítás
+
+
+ Method
+ Módszer
+
+
+ Taubin
+ Taubin
+
+
+ Laplace
+ Laplace
+
+
+ Parameter
+ Paraméter
+
+
+ Iterations:
+ Lépésszám:
+
+
+ Lambda:
+ Lambda:
+
+
+ Mu:
+ Mu:
+
+
+
+ MeshGui::MeshFaceAddition
+
+ Add triangle
+ Háromszöget adjon hozzá
+
+
+ Flip normal
+ Normál tükrözés
+
+
+ Clear
+ Tiszta
+
+
+ Finish
+ Befejezés
+
+
+
+ MeshGui::RemoveComponents
+
+ Remove components
+ Összetevők eltávolítása
+
+
+ Select
+ Kijelölés
+
+
+ Select whole component
+ Összetevő kiválasztása
+
+
+ Pick triangle
+ Háromszög választása
+
+
+ < faces than
+ <nézd mint
+
+
+ Region
+ Régió
+
+
+ Components
+ Összetevők
+
+
+ All
+ Minden
+
+
+ Deselect
+ Kijelölés megszüntetése
+
+
+ Deselect whole component
+ Kijelölés megszüntetése az egész alkatrészen
+
+
+ > faces than
+ >nézd mint
+
+
+ Region options
+ Területi beállítások
+
+
+ Respect only triangles with normals facing screen
+ Csak a normál felülettel kijelzett háromszögeket részesíti előnybern
+
+
+ Respect only visible triangles
+ Csak a látható háromszögek figyelembevétele
+
+
+
+ MeshGui::TaskRemoveComponents
+
+ Delete
+ Töröl
+
+
+ Invert
+ Invertálás
+
+
+
+ QDockWidget
+
+ Evaluate & Repair Mesh
+ Háló értékelése & javítása
+
+
+
+ QObject
+
+ Import mesh
+ Háló importálása
+
+
+ Export mesh
+ Háló exportálása
+
+
+ Solid Mesh
+ Szilárde test háló
+
+
+ Boundings
+ Csatlakozások
+
+
+ Fill holes
+ Lyukak kitöltése
+
+
+ Fill holes with maximum number of edges:
+ Töltse ki a lyukakat maximális számú élekkel:
+
+
+ Binary STL (*.stl)
+ Bináris STL (*.stl)
+
+
+ ASCII STL (*.ast)
+ ASCII STL (*.ast)
+
+
+ Binary Mesh (*.bms)
+ Bináris háló (*.bms)
+
+
+ Alias Mesh (*.obj)
+ Alias háló (*.obj)
+
+
+ Inventor V2.1 ascii (*.iv)
+ Inventor V2.1 ascii (*.iv)
+
+
+ All Files (*.*)
+ Minden fájl (*. *)
+
+
+ ASCII STL (*.stl)
+ ASCII STL (*.stl)
+
+
+ VRML V2.0 (*.wrl *.vrml)
+ VRML 2.0 (*.wrl *.vrml)
+
+
+ Compressed VRML 2.0 (*.wrz)
+ Tömörített VRML 2.0 (*.wrz)
+
+
+ Nastran (*.nas *.bdf)
+ Nastran (*.nas *.bdf)
+
+
+ Python module def (*.py)
+ Python modul def (*.py)
+
+
+ Meshing Tolerance
+ Hálózás tűrése
+
+
+ Enter tolerance for meshing geometry:
+ Adja meg a tűrést az erővonal geometriájának:
+
+
+ The mesh '%1' is a solid.
+ A(z)'%1' háló egy szilárd test.
+
+
+ The mesh '%1' is not a solid.
+ A(z)'%1' háló nem szilárd test.
+
+
+ Min=<%1,%2,%3>
+
+Max=<%4,%5,%6>
+ Min=<%1,%2,%3>
+
+Max=<%4,%5,%6>
+
+
+ [Points: %1, Edges: %2 Faces: %3]
+ [Pontok: %1, Élek: %2 Felületek: %3]
+
+
+ Leave info mode
+ Hagyja az info módot
+
+
+ Index: %1
+ Index: %1
+
+
+ Leave hole-filling mode
+ Hagyja lyuk betöltő üzemmódban
+
+
+ Leave removal mode
+ Hagyja eltávolítása módban
+
+
+ All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+ Minden háló Fájl (*.stl *.ast *.bms *.obj *.ply)
+
+
+ Stanford Polygon (*.ply)
+ Standford Polygon (*.ply)
+
+
+ Object File Format (*.off)
+ Objektum formátum (*.off)
+
+
+ Standford Polygon (*.ply)
+ Standford Polygon (*.ply)
+
+
+ Delete selected faces
+ Törli a kijelölt felületeket
+
+
+ Clear selected faces
+ Kijelölt felületek törlése
+
+
+ Annotation
+ Jegyzet
+
+
+
+ Workbench
+
+ Analyze
+ Elemzése
+
+
+ Boolean
+ Logikai érték
+
+
+ &Meshes
+ &Behálóz
+
+
+ Mesh tools
+ Háló eszközök
+
+
+
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm
index 4dafdb0bf7..6162dd263a 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts
index 24ecb0a8d9..5d145f07d5 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts
@@ -4,17 +4,14 @@
CmdMeshAddFacet
-
Mesh
Mesh
-
Add triangle
Aggiungi triangolo
-
Add triangle manually to a mesh
Aggiunge manualmente un triangolo alla mesh
@@ -22,17 +19,14 @@
CmdMeshBoundingBox
-
Mesh
Mesh
-
Boundings info...
Dettagli sulle connessioni...
-
Shows the boundings of the selected mesh
Mostra le connessioni della mesh selezionata
@@ -40,17 +34,14 @@
CmdMeshBuildRegularSolid
-
Mesh
Mesh
-
Regular solid...
Solido regolare...
-
Builds a regular solid
Costruisce un solido regolare
@@ -58,12 +49,10 @@
CmdMeshDemolding
-
Interactive demolding direction
Direzione di demodellazione interattiva
-
Mesh
Mesh
@@ -71,12 +60,10 @@
CmdMeshDifference
-
Mesh
Mesh
-
Difference
Differenza
@@ -84,17 +71,14 @@
CmdMeshEvaluateFacet
-
Mesh
Mesh
-
Face info
Dettagli faccia
-
Information about face
Informazioni sulla faccia
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Mesh
-
Check solid mesh
Controlla la mesh del solido
-
Checks whether the mesh is a solid
Controlla se la mesh è un solido
@@ -120,22 +101,14 @@
CmdMeshEvaluation
-
Mesh
Mesh
-
- Evaluate mesh...
- Analizza la mesh...
-
-
-
Opens a dialog to analyze and repair a mesh
Apre una finestra di dialogo per analizzare e riparare una mesh
-
Evaluate && Repair mesh...
Analizza && Ripara la mesh...
@@ -143,12 +116,10 @@
CmdMeshExMakeMesh
-
Mesh
Mesh
-
Make a Box
Crea un prisma
@@ -156,12 +127,10 @@
CmdMeshExMakeTool
-
Mesh
Mesh
-
Make a Tool
Crea uno strumento
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Mesh
-
Make Union
Crea un'unione
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Mesh
-
Export mesh...
Esporta mesh...
-
Exports a mesh to file
Esporta la mesh in un file
@@ -200,17 +164,14 @@
CmdMeshFillInteractiveHole
-
Mesh
Mesh
-
Close hole
Chiudi il foro
-
Close holes interactively
Chiudi i fori in modo interattivo
@@ -218,107 +179,29 @@
CmdMeshFillupHoles
-
Mesh
Mesh
-
Fill holes...
Riempi i fori...
-
Fill holes of the mesh
Riempi i fori della mesh
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Mesh
-
-
-
- Remove degenerated faces
- Rimuovi le facce degenerate
-
-
-
- Remove degenerated faces from the mesh
- Rimuovi le facce degenerate dalla mesh
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated faces
- Rimuovi le facce duplicate
-
-
-
- Remove duplicated faces from the mesh
- Rimuovi le facce duplicate dalla mesh
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated points
- Rimuovi i punti duplicati
-
-
-
- Remove duplicated points from the mesh
- Rimuovi i punti duplicati dalla mesh
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Mesh
-
-
-
- Fix indices
- Ripara gli indici
-
-
-
- Fixes invalid indices in the mesh structure
- Ripara gli indici non validi nella struttura della mesh
-
-
CmdMeshFlipNormals
-
Mesh
Mesh
-
Flip normals
Inverti le normali
-
Flips the normals of the mesh
Inverte le normali della mesh
@@ -326,17 +209,14 @@
CmdMeshFromGeometry
-
Mesh
Mesh
-
Create mesh from geometry...
Crea una mesh da una geometria...
-
Create mesh from the selected geometry
Crea una mesh dalla geometria selezionata
@@ -344,17 +224,14 @@
CmdMeshHarmonizeNormals
-
Mesh
Mesh
-
Harmonize normals
Armonizza le normali
-
Harmonizes the normals of the mesh
Armonizza le normali della mesh
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Mesh
-
Import mesh...
Importa mesh...
-
Imports a mesh from file
Importa una mesh da file
@@ -380,12 +254,10 @@
CmdMeshIntersection
-
Mesh
Mesh
-
Intersection
Intersezione
@@ -393,17 +265,14 @@
CmdMeshPolyCut
-
Mesh
Mesh
-
Cut mesh
Taglia la mesh
-
Cuts a mesh with a picked polygon
Taglia la mesh con un poligono
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Mesh
-
Make segment
Crea un segmento
-
Creates a mesh segment
Crea un segmento di mesh
@@ -429,17 +295,14 @@
CmdMeshPolySelect
-
Mesh
Mesh
-
Select mesh
Seleziona mesh
-
Select an area of the mesh
Seleziona un'area della mesh
@@ -447,17 +310,14 @@
CmdMeshPolySplit
-
Mesh
Mesh
-
Split mesh
Dividi la mesh
-
Splits a mesh into two meshes
Divide la mesh in due mesh
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-
Mesh
Mesh
-
Remove components by hand...
Rimuovi componenti a mano...
-
Mark a component to remove it from the mesh
Segna un componente per rimuoverlo dalla mesh
@@ -483,35 +340,29 @@
CmdMeshRemoveComponents
-
Mesh
Mesh
-
Remove components...
Rimuovi componente...
-
- Remove topologic independant components from the mesh
- Rimuovi componenti topologici indipendenti dalla mesh
+ Remove topologic independent components from the mesh
+ Rimuove i componenti topologici indipendenti dalla mesh
CmdMeshSmoothing
-
Mesh
Mesh
-
Smooth...
Leviga...
-
Smooth the selected meshes
Leviga le mesh selezionate
@@ -519,17 +370,14 @@
CmdMeshToolMesh
-
Mesh
Mesh
-
Segment by tool mesh
Segmento da strumento di mesh
-
Creates a segment from a given tool mesh
Crea un segmento da uno strumento di mesh dato
@@ -537,17 +385,14 @@
CmdMeshTransform
-
Mesh
Mesh
-
Transform mesh
Trasforma la mesh
-
Rotate or move a mesh
Ruota o muove una mesh
@@ -555,12 +400,10 @@
CmdMeshUnion
-
Mesh
Mesh
-
Union
Unione
@@ -568,17 +411,14 @@
CmdMeshVertexCurvature
-
Mesh
Mesh
-
Calculates the curvature of the vertices of a mesh
Calcola la curvatura dei vertici di una mesh
-
Curvature plot
Colora curvatura
@@ -586,148 +426,109 @@
CmdMeshVertexCurvatureInfo
-
Mesh
Mesh
-
Curvature info
Dettagli curvatura
-
Information about curvature
Informazioni sulla curvatura
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Analizza mesh
-
-
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Analizza mesh
-
-
-
&Help
&Aiuto
-
F1
F1
-
&Close
&Chiudi
-
Alt+C
Alt+C
-
Mesh information
Informazioni sulla mesh
-
No information
Nessuna informazione
-
Number of points:
Numero di punti:
-
Number of edges:
Numero di spigoli:
-
Refresh
Aggiorna
-
Analyze
Analizza
-
Repair
Ripara
-
Orientation
Orientamento
-
Degenerated faces
Facce degenerate
-
Face indices
Indici faccia
-
Number of faces:
Numero di facce:
-
Duplicated faces
Facce duplicate
-
Duplicated points
Punti duplicati
-
Non-manifolds
Non molteplici
-
Self-intersections
Auto-intersezioni
-
All above tests together
Tutti i test insieme
-
Repetitive repair
Riparazione ripetitiva
-
Evaluate & Repair Mesh
Analizza & Ripara la mesh
-
Folds on surface
Pieghe sulla superficie
@@ -735,158 +536,127 @@
MeshGui::DlgEvaluateMeshImp
-
No information
Nessuna informazione
-
Invalid neighbour indices
Indici vicini non validi
-
Invalid face indices
Indici faccia non validi
-
Invalid point indices
Indici punto non validi
-
Multiple point indices
Indici punto multipli
-
Non-manifolds
Non molteplici
-
Cannot remove non-manifolds
non è possibile rimuovere i non molteplici
-
No selection
Nessuna selezione
-
No flipped normals
Nessuna normale invertita
-
%1 flipped normals
%1 normali invertite
-
No non-manifolds
Nessun non molteplici
-
%1 non-manifolds
%1 non molteplici
-
No invalid indices
Nessun indice non valido
-
No degenerations
Nessuna degenerazione
-
%1 degenerated faces
%1 facce degenerate
-
No duplicated faces
Nessuna faccia duplicata
-
%1 duplicated faces
%1 facce duplicate
-
No duplicated points
Nessun punto duplicato
-
Duplicated points
Punti duplicati
-
Orientation
Orientamento
-
Indices
Indici
-
Degenerations
Degenerazioni
-
Duplicated faces
Facce duplicate
-
No self-intersections
Nessuna auto-intersezione
-
Self-intersections
Auto-intersezioni
-
Mesh repair
Ripara la mesh
-
Flipped normals found
Trovate normali invertite
-
Check failed due to folds on the surface.
Please run the command to repair folds first
Controllo non riuscito a causa di pieghe sulla superficie. Eseguire il comando per riparare pieghe prima
-
No folds on surface
Nessuna piega sulla superficie
-
%1 folds on surface
%1 pieghe sulla superficie
-
Folds
Pieghe
@@ -894,107 +664,86 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolid
-
Regular Solid
Solido regolare
-
&Create
&Crea
-
Alt+C
Alt+C
-
Cl&ose
Ch&iudi
-
Alt+O
Alt+O
-
Solid:
Solido:
-
Cube
Cubo
-
Cylinder
Cilindro
-
Cone
Cono
-
Sphere
Sfera
-
Ellipsoid
Ellissoide
-
Torus
Toro
-
Height:
Altezza:
-
Length:
Lunghezza:
-
Width:
Larghezza:
-
Radius:
Raggio:
-
Closed
Chiuso
-
Sampling:
Campionatura:
-
Edge length:
Lunghezza spigolo:
-
Radius 1:
Raggio 1:
-
Radius 2:
Raggio 2:
@@ -1002,12 +751,10 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolidImp
-
Create %1
Crea %1
-
No active document
Nessun documento attivo
@@ -1015,92 +762,66 @@ Please run the command to repair folds first
MeshGui::DlgSettingsMeshView
-
Mesh view
Visualizzazione Mesh
-
- Appearance
- Aspetto
-
-
-
- Face color
- Colore della faccia
-
-
-
Two-side rendering
Render di entrambi i lati
-
Backface color
Colore della faccia posteriore
-
Smoothing
Leviga
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> Questo è il più piccolo angolo tra due facce nel caso in cui le normali sono calcolate per ottenere un’ombreggiatura di tipo flat. </p><p style="margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> Se l'angolo tra le normali di due facce vicine è minore dell'angolo di piega, le facce saranno levigate in prossimità del loro spigolo comune.</p></body></html>
-
Crease angle
Angolo di piega
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Ombreggiatura Flat/Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definisce l’aspetto delle superfici.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Con l’ombreggiatura flat le normali alla superficie non sono definite per vertice il che conduce ad un aspetto non reale per le superfici curve mentre l’ombreggiatura di Phong porta ad un aspetto più liscio. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Se questa opzione è selezionata sarà utilizzata l’ombreggiatura di Phong , altrimenti sarà utilizzata l’ombreggiatura flat.</p></body></html>
-
Define normal per vertex
Definisci le normali per vertice
-
°
°
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Suggerimento</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definire le normali per vertice è chiamato anche <span style=" font-style:italic;"> ombreggiatura di Phong </span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;"> mentre definire le normali per faccia è chiamato anche </span> ombreggiatura Flat<span style=" font-style:normal;">.</span></p></body></html>
-
Default appearance for new meshes
Aspetto predefinito per le nuove mesh
-
Default line color
Colore predefinito della linea
-
Mesh transparency
Trasparenza della mesh
-
Default mesh color
Colore predefinito della mesh
-
Show bounding-box for highlighted or selected meshes
Mostra riquadro per le mesh evidenziate o selezionate
-
Line transparency
Trasparenza della linea
@@ -1108,73 +829,53 @@ Please run the command to repair folds first
MeshGui::DlgSmoothing
-
Smoothing
Leviga
-
Method
Metodo
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Parametro
-
Iterations:
Iterazioni:
-
Lambda:
Lambda:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Analizza & Ripara la mesh
-
-
MeshGui::MeshFaceAddition
-
Add triangle
Aggiungi triangolo
-
Flip normal
Inverti la normale
-
Clear
Cancella
-
Finish
Termina
@@ -1182,77 +883,58 @@ Please run the command to repair folds first
MeshGui::RemoveComponents
-
Remove components
Rimuovi componenti
-
Select
Seleziona
-
Select whole component
Seleziona l'intero componente
-
Pick triangle
Scegli il triangolo
-
< faces than
Facce minori di
-
Region
Regione
-
Components
Componenti
-
All
Tutti
-
Deselect
Deseleziona
-
Deselect whole component
Deseleziona l'intero componente
-
> faces than
Facce maggiori di
-
Region options
Opzioni regione
-
- Respect only front triangles
- Rispetta solo i triangoli anteriori
-
-
-
Respect only triangles with normals facing screen
Rispetta solo i triangoli con le normali in direzione dello schermo
-
Respect only visible triangles
Rispetta solo i triangoli visibili
@@ -1260,168 +942,108 @@ Please run the command to repair folds first
MeshGui::TaskRemoveComponents
-
Delete
Elimina
-
Invert
Inverti
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analizza
-
-
-
- Boolean
- Operazione booleana
-
-
-
- &Meshes
- &Mesh
-
-
-
- Mesh tools
- Strumenti Mesh
-
-
-
- Mesh test suite
- Ambiente di test mesh
+ Evaluate & Repair Mesh
+ Analizza & Ripara la mesh
QObject
-
Import mesh
Importa mesh
-
Export mesh
Esporta mesh
-
Solid Mesh
Mesh solida
-
Boundings
Connessioni
-
Fill holes
Riempi i fori
-
Fill holes with maximum number of edges:
Riempi i fori con il numero massimo di spigoli:
-
- Remove components
- Rimuovi componenti
-
-
-
- Removes components up to a maximum number of triangles:
- Rimuovi componenti fino ad un numero massimo di triangoli:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- Tutti i file mesh (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
STL binario (*.stl)
-
ASCII STL (*.ast)
STL ASCII (*.ast)
-
Binary Mesh (*.bms)
Mesh Binario (*.bms)
-
Alias Mesh (*.obj)
Alias mesh (*.obj)
-
Inventor V2.1 ascii (*.iv)
Inventor V2.1 ascii (*.iv)
-
All Files (*.*)
Tutti i file (*.*)
-
ASCII STL (*.stl)
STL ASCII (*.ast)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
VRML 2.0 compresso (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
Modulo Python (*.py)
-
Meshing Tolerance
Tolleranza Mesh
-
Enter tolerance for meshing geometry:
Inserisci la tolleranza per la geometria della mesh
-
The mesh '%1' is a solid.
La mesh '%1' è un solido.
-
The mesh '%1' is not a solid.
La mesh '%1' non è un solido.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
@@ -1430,62 +1052,50 @@ Max=<%4,%5,%6>
Max=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
[Punti: %1, Spigoli: %2 Facce: %3]
-
Leave info mode
Permetti modo info
-
Index: %1
Indice: %1
-
Leave hole-filling mode
Permetti modo riempimento fori
-
Leave removal mode
permetti modo rimozione
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
Tutti i file mesh (*.stl *.ast *.BMS *.obj *.ply)
-
Stanford Polygon (*.ply)
Poligono di Stanford (*.ply)
-
Object File Format (*.off)
Formato file oggetto (*.off)
-
Standford Polygon (*.ply)
Poligono di Standford (*.ply)
-
Delete selected faces
Elimina le facce selezionate
-
Clear selected faces
Cancella le facce selezionate
-
Annotation
Annotazione
@@ -1493,29 +1103,20 @@ Max=<%4,%5,%6>
Workbench
-
Analyze
Analizza
-
Boolean
Operazione booleana
-
&Meshes
&Mesh
-
Mesh tools
Strumenti Mesh
-
-
- Mesh test suite
- Ambiente di test mesh
-
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm
new file mode 100644
index 0000000000..6c7b0812a3
Binary files /dev/null and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts
new file mode 100644
index 0000000000..73ae9e97fc
--- /dev/null
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts
@@ -0,0 +1,1122 @@
+
+
+
+
+ CmdMeshAddFacet
+
+ Mesh
+ Mesh
+
+
+ Add triangle
+ 三角形を追加
+
+
+ Add triangle manually to a mesh
+ Add triangle manually to a mesh
+
+
+
+ CmdMeshBoundingBox
+
+ Mesh
+ Mesh
+
+
+ Boundings info...
+ Boundings info...
+
+
+ Shows the boundings of the selected mesh
+ Shows the boundings of the selected mesh
+
+
+
+ CmdMeshBuildRegularSolid
+
+ Mesh
+ Mesh
+
+
+ Regular solid...
+ Regular solid...
+
+
+ Builds a regular solid
+ Builds a regular solid
+
+
+
+ CmdMeshDemolding
+
+ Interactive demolding direction
+ Interactive demolding direction
+
+
+ Mesh
+ Mesh
+
+
+
+ CmdMeshDifference
+
+ Mesh
+ Mesh
+
+
+ Difference
+ Difference
+
+
+
+ CmdMeshEvaluateFacet
+
+ Mesh
+ Mesh
+
+
+ Face info
+ 面の情報
+
+
+ Information about face
+ Information about face
+
+
+
+ CmdMeshEvaluateSolid
+
+ Mesh
+ Mesh
+
+
+ Check solid mesh
+ Check solid mesh
+
+
+ Checks whether the mesh is a solid
+ Checks whether the mesh is a solid
+
+
+
+ CmdMeshEvaluation
+
+ Mesh
+ Mesh
+
+
+ Opens a dialog to analyze and repair a mesh
+ Opens a dialog to analyze and repair a mesh
+
+
+ Evaluate && Repair mesh...
+ Evaluate && Repair mesh...
+
+
+
+ CmdMeshExMakeMesh
+
+ Mesh
+ Mesh
+
+
+ Make a Box
+ Make a Box
+
+
+
+ CmdMeshExMakeTool
+
+ Mesh
+ Mesh
+
+
+ Make a Tool
+ Make a Tool
+
+
+
+ CmdMeshExMakeUnion
+
+ Mesh
+ Mesh
+
+
+ Make Union
+ Make Union
+
+
+
+ CmdMeshExport
+
+ Mesh
+ Mesh
+
+
+ Export mesh...
+ Export mesh...
+
+
+ Exports a mesh to file
+ メッシュをファイルにエクスポート
+
+
+
+ CmdMeshFillInteractiveHole
+
+ Mesh
+ Mesh
+
+
+ Close hole
+ Close hole
+
+
+ Close holes interactively
+ 対話形式で穴を閉じる
+
+
+
+ CmdMeshFillupHoles
+
+ Mesh
+ Mesh
+
+
+ Fill holes...
+ 穴を閉じる...
+
+
+ Fill holes of the mesh
+ メッシュの穴を閉じる
+
+
+
+ CmdMeshFlipNormals
+
+ Mesh
+ Mesh
+
+
+ Flip normals
+ 法線を反転
+
+
+ Flips the normals of the mesh
+ Flips the normals of the mesh
+
+
+
+ CmdMeshFromGeometry
+
+ Mesh
+ Mesh
+
+
+ Create mesh from geometry...
+ Create mesh from geometry...
+
+
+ Create mesh from the selected geometry
+ Create mesh from the selected geometry
+
+
+
+ CmdMeshHarmonizeNormals
+
+ Mesh
+ Mesh
+
+
+ Harmonize normals
+ Harmonize normals
+
+
+ Harmonizes the normals of the mesh
+ Harmonizes the normals of the mesh
+
+
+
+ CmdMeshImport
+
+ Mesh
+ Mesh
+
+
+ Import mesh...
+ Import mesh...
+
+
+ Imports a mesh from file
+ Imports a mesh from file
+
+
+
+ CmdMeshIntersection
+
+ Mesh
+ Mesh
+
+
+ Intersection
+ Intersection
+
+
+
+ CmdMeshPolyCut
+
+ Mesh
+ Mesh
+
+
+ Cut mesh
+ Cut mesh
+
+
+ Cuts a mesh with a picked polygon
+ Cuts a mesh with a picked polygon
+
+
+
+ CmdMeshPolySegm
+
+ Mesh
+ Mesh
+
+
+ Make segment
+ Make segment
+
+
+ Creates a mesh segment
+ Creates a mesh segment
+
+
+
+ CmdMeshPolySelect
+
+ Mesh
+ Mesh
+
+
+ Select mesh
+ Select mesh
+
+
+ Select an area of the mesh
+ Select an area of the mesh
+
+
+
+ CmdMeshPolySplit
+
+ Mesh
+ Mesh
+
+
+ Split mesh
+ Split mesh
+
+
+ Splits a mesh into two meshes
+ Splits a mesh into two meshes
+
+
+
+ CmdMeshRemoveCompByHand
+
+ Mesh
+ Mesh
+
+
+ Remove components by hand...
+ Remove components by hand...
+
+
+ Mark a component to remove it from the mesh
+ Mark a component to remove it from the mesh
+
+
+
+ CmdMeshRemoveComponents
+
+ Mesh
+ Mesh
+
+
+ Remove components...
+ Remove components...
+
+
+ Remove topologic independent components from the mesh
+ Remove topologic independent components from the mesh
+
+
+
+ CmdMeshSmoothing
+
+ Mesh
+ Mesh
+
+
+ Smooth...
+ Smooth...
+
+
+ Smooth the selected meshes
+ Smooth the selected meshes
+
+
+
+ CmdMeshToolMesh
+
+ Mesh
+ Mesh
+
+
+ Segment by tool mesh
+ Segment by tool mesh
+
+
+ Creates a segment from a given tool mesh
+ Creates a segment from a given tool mesh
+
+
+
+ CmdMeshTransform
+
+ Mesh
+ Mesh
+
+
+ Transform mesh
+ メッシュに変換します。
+
+
+ Rotate or move a mesh
+ Rotate or move a mesh
+
+
+
+ CmdMeshUnion
+
+ Mesh
+ Mesh
+
+
+ Union
+ Union
+
+
+
+ CmdMeshVertexCurvature
+
+ Mesh
+ Mesh
+
+
+ Calculates the curvature of the vertices of a mesh
+ メッシュの頂点の曲率を計算
+
+
+ Curvature plot
+ Curvature plot
+
+
+
+ CmdMeshVertexCurvatureInfo
+
+ Mesh
+ Mesh
+
+
+ Curvature info
+ Curvature info
+
+
+ Information about curvature
+ Information about curvature
+
+
+
+ MeshGui::DlgEvaluateMesh
+
+ &Help
+ ヘルプ (&H)
+
+
+ F1
+ F1
+
+
+ &Close
+ 閉じる (&C)
+
+
+ Alt+C
+ Alt+C
+
+
+ Mesh information
+ Mesh information
+
+
+ No information
+ No information
+
+
+ Number of points:
+ Number of points:
+
+
+ Number of edges:
+ エッジの数:
+
+
+ Refresh
+ 更新
+
+
+ Analyze
+ Analyze
+
+
+ Repair
+ Repair
+
+
+ Orientation
+ 向き
+
+
+ Degenerated faces
+ Degenerated faces
+
+
+ Face indices
+ Face indices
+
+
+ Number of faces:
+ 面の数:
+
+
+ Duplicated faces
+ Duplicated faces
+
+
+ Duplicated points
+ Duplicated points
+
+
+ Non-manifolds
+ Non-manifolds
+
+
+ Self-intersections
+ Self-intersections
+
+
+ All above tests together
+ All above tests together
+
+
+ Repetitive repair
+ Repetitive repair
+
+
+ Evaluate & Repair Mesh
+ Evaluate & Repair Mesh
+
+
+ Folds on surface
+ Folds on surface
+
+
+
+ MeshGui::DlgEvaluateMeshImp
+
+ No information
+ No information
+
+
+ Invalid neighbour indices
+ Invalid neighbour indices
+
+
+ Invalid face indices
+ Invalid face indices
+
+
+ Invalid point indices
+ Invalid point indices
+
+
+ Multiple point indices
+ Multiple point indices
+
+
+ Non-manifolds
+ Non-manifolds
+
+
+ Cannot remove non-manifolds
+ Cannot remove non-manifolds
+
+
+ No selection
+ No selection
+
+
+ No flipped normals
+ No flipped normals
+
+
+ %1 flipped normals
+ %1 flipped normals
+
+
+ No non-manifolds
+ No non-manifolds
+
+
+ %1 non-manifolds
+ %1 non-manifolds
+
+
+ No invalid indices
+ No invalid indices
+
+
+ No degenerations
+ No degenerations
+
+
+ %1 degenerated faces
+ %1 degenerated faces
+
+
+ No duplicated faces
+ No duplicated faces
+
+
+ %1 duplicated faces
+ %1 の重複面
+
+
+ No duplicated points
+ No duplicated points
+
+
+ Duplicated points
+ Duplicated points
+
+
+ Orientation
+ 向き
+
+
+ Indices
+ Indices
+
+
+ Degenerations
+ Degenerations
+
+
+ Duplicated faces
+ Duplicated faces
+
+
+ No self-intersections
+ No self-intersections
+
+
+ Self-intersections
+ Self-intersections
+
+
+ Mesh repair
+ Mesh repair
+
+
+ Flipped normals found
+ Flipped normals found
+
+
+ Check failed due to folds on the surface.
+Please run the command to repair folds first
+ Check failed due to folds on the surface.
+Please run the command to repair folds first
+
+
+ No folds on surface
+ No folds on surface
+
+
+ %1 folds on surface
+ %1 folds on surface
+
+
+ Folds
+ Folds
+
+
+
+ MeshGui::DlgRegularSolid
+
+ Regular Solid
+ Regular Solid
+
+
+ &Create
+ &Create
+
+
+ Alt+C
+ Alt+C
+
+
+ Cl&ose
+ 閉じる(&O)
+
+
+ Alt+O
+ Alt+O
+
+
+ Solid:
+ Solid:
+
+
+ Cube
+ Cube
+
+
+ Cylinder
+ Cylinder
+
+
+ Cone
+ Cone
+
+
+ Sphere
+ Sphere
+
+
+ Ellipsoid
+ Ellipsoid
+
+
+ Torus
+ Torus
+
+
+ Height:
+ Height:
+
+
+ Length:
+ Length:
+
+
+ Width:
+ 幅:
+
+
+ Radius:
+ 半径:
+
+
+ Closed
+ Closed
+
+
+ Sampling:
+ Sampling:
+
+
+ Edge length:
+ エッジの長さ:
+
+
+ Radius 1:
+ 半径 1:
+
+
+ Radius 2:
+ 半径 2:
+
+
+
+ MeshGui::DlgRegularSolidImp
+
+ Create %1
+ Create %1
+
+
+ No active document
+ No active document
+
+
+
+ MeshGui::DlgSettingsMeshView
+
+ Mesh view
+ Mesh view
+
+
+ Two-side rendering
+ Two-side rendering
+
+
+ Backface color
+ Backface color
+
+
+ Smoothing
+ スムージング
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+
+
+ Crease angle
+ Crease angle
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+
+
+ Define normal per vertex
+ 頂点ごとに法線を定義します。
+
+
+ °
+ °
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">ヒント</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">頂点ごとに法線を定義する方法は<span style=" font-style:italic;">フォンシェーディング</span>と呼ばれています</p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">また、面ごとの法線を定義する方法は</span>フラットシェーディング<span style=" font-style:normal;">と呼ばれています。</span> </p></body></html>
+
+
+ Default appearance for new meshes
+ Default appearance for new meshes
+
+
+ Default line color
+ デフォルトの線の色
+
+
+ Mesh transparency
+ メッシュの透過性
+
+
+ Default mesh color
+ Default mesh color
+
+
+ Show bounding-box for highlighted or selected meshes
+ Show bounding-box for highlighted or selected meshes
+
+
+ Line transparency
+ 線の透過性
+
+
+
+ MeshGui::DlgSmoothing
+
+ Smoothing
+ スムージング
+
+
+ Method
+ メソッド
+
+
+ Taubin
+ Taubin
+
+
+ Laplace
+ Laplace
+
+
+ Parameter
+ パラメータ
+
+
+ Iterations:
+ Iterations:
+
+
+ Lambda:
+ Lambda:
+
+
+ Mu:
+ Mu:
+
+
+
+ MeshGui::MeshFaceAddition
+
+ Add triangle
+ 三角形を追加
+
+
+ Flip normal
+ 法線を逆向きに設定
+
+
+ Clear
+ クリア
+
+
+ Finish
+ 完了
+
+
+
+ MeshGui::RemoveComponents
+
+ Remove components
+ Remove components
+
+
+ Select
+ 選択
+
+
+ Select whole component
+ Select whole component
+
+
+ Pick triangle
+ Pick triangle
+
+
+ < faces than
+ < faces than
+
+
+ Region
+ 領域
+
+
+ Components
+ Components
+
+
+ All
+ すべて
+
+
+ Deselect
+ Deselect
+
+
+ Deselect whole component
+ Deselect whole component
+
+
+ > faces than
+ > faces than
+
+
+ Region options
+ 領域のオプション
+
+
+ Respect only triangles with normals facing screen
+ Respect only triangles with normals facing screen
+
+
+ Respect only visible triangles
+ Respect only visible triangles
+
+
+
+ MeshGui::TaskRemoveComponents
+
+ Delete
+ 削除
+
+
+ Invert
+ 反転
+
+
+
+ QDockWidget
+
+ Evaluate & Repair Mesh
+ Evaluate & Repair Mesh
+
+
+
+ QObject
+
+ Import mesh
+ Import mesh
+
+
+ Export mesh
+ Export mesh
+
+
+ Solid Mesh
+ Solid Mesh
+
+
+ Boundings
+ Boundings
+
+
+ Fill holes
+ 穴を埋める
+
+
+ Fill holes with maximum number of edges:
+ Fill holes with maximum number of edges:
+
+
+ Binary STL (*.stl)
+ Binary STL (*.stl)
+
+
+ ASCII STL (*.ast)
+ ASCII STL (*.ast)
+
+
+ Binary Mesh (*.bms)
+ Binary Mesh (*.bms)
+
+
+ Alias Mesh (*.obj)
+ Alias Mesh (*.obj)
+
+
+ Inventor V2.1 ascii (*.iv)
+ Inventor V2.1 ascii (*.iv)
+
+
+ All Files (*.*)
+ すべてのファイル (*.*)
+
+
+ ASCII STL (*.stl)
+ ASCII STL (*.stl)
+
+
+ VRML V2.0 (*.wrl *.vrml)
+ VRML V2.0 (*.wrl *.vrml)
+
+
+ Compressed VRML 2.0 (*.wrz)
+ Compressed VRML 2.0 (*.wrz)
+
+
+ Nastran (*.nas *.bdf)
+ Nastran (*.nas *.bdf)
+
+
+ Python module def (*.py)
+ PythonモジュールDEF(*.py)
+
+
+ Meshing Tolerance
+ Meshing Tolerance
+
+
+ Enter tolerance for meshing geometry:
+ Enter tolerance for meshing geometry:
+
+
+ The mesh '%1' is a solid.
+ '%1'はソリッドメッシュです。
+
+
+ The mesh '%1' is not a solid.
+ The mesh '%1' is not a solid.
+
+
+ Min=<%1,%2,%3>
+
+Max=<%4,%5,%6>
+ 最小=<%1,%2,%3>
+最大=<%4,%5,%6>
+
+
+ [Points: %1, Edges: %2 Faces: %3]
+ [Points: %1, Edges: %2 Faces: %3]
+
+
+ Leave info mode
+ Leave info mode
+
+
+ Index: %1
+ Index: %1
+
+
+ Leave hole-filling mode
+ Leave hole-filling mode
+
+
+ Leave removal mode
+ Leave removal mode
+
+
+ All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+ All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+
+
+ Stanford Polygon (*.ply)
+ Stanford Polygon (*.ply)
+
+
+ Object File Format (*.off)
+ Object File Format (*.off)
+
+
+ Standford Polygon (*.ply)
+ Standford Polygon (*.ply)
+
+
+ Delete selected faces
+ Delete selected faces
+
+
+ Clear selected faces
+ Clear selected faces
+
+
+ Annotation
+ Annotation
+
+
+
+ Workbench
+
+ Analyze
+ Analyze
+
+
+ Boolean
+ Boolean
+
+
+ &Meshes
+ メッシュ (&M)
+
+
+ Mesh tools
+ メッシュツール
+
+
+
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm
index 36852c608f..f0fee7f2d8 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts
index dfbf45c257..9082a4c746 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts
@@ -4,17 +4,14 @@
CmdMeshAddFacet
-
Mesh
Mesh
-
Add triangle
- Add triangle
+ Driehoek toevoegen
-
Add triangle manually to a mesh
Add triangle manually to a mesh
@@ -22,17 +19,14 @@
CmdMeshBoundingBox
-
Mesh
Mesh
-
Boundings info...
Boundings info...
-
Shows the boundings of the selected mesh
Shows the boundings of the selected mesh
@@ -40,17 +34,14 @@
CmdMeshBuildRegularSolid
-
Mesh
Mesh
-
Regular solid...
Regular solid...
-
Builds a regular solid
Builds a regular solid
@@ -58,12 +49,10 @@
CmdMeshDemolding
-
Interactive demolding direction
Interactive demolding direction
-
Mesh
Mesh
@@ -71,30 +60,25 @@
CmdMeshDifference
-
Mesh
Mesh
-
Difference
- Difference
+ Verschil
CmdMeshEvaluateFacet
-
Mesh
Mesh
-
Face info
- Face info
+ Vlak-info
-
Information about face
Information about face
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Mesh
-
Check solid mesh
Check solid mesh
-
Checks whether the mesh is a solid
Checks whether the mesh is a solid
@@ -120,22 +101,14 @@
CmdMeshEvaluation
-
Mesh
Mesh
-
- Evaluate mesh...
- Evaluate mesh...
-
-
-
Opens a dialog to analyze and repair a mesh
Opens a dialog to analyze and repair a mesh
-
Evaluate && Repair mesh...
Evaluate && Repair mesh...
@@ -143,12 +116,10 @@
CmdMeshExMakeMesh
-
Mesh
Mesh
-
Make a Box
Make a Box
@@ -156,12 +127,10 @@
CmdMeshExMakeTool
-
Mesh
Mesh
-
Make a Tool
Make a Tool
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Mesh
-
Make Union
Make Union
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Mesh
-
Export mesh...
Export mesh...
-
Exports a mesh to file
Exports a mesh to file
@@ -200,125 +164,44 @@
CmdMeshFillInteractiveHole
-
Mesh
Mesh
-
Close hole
- Close hole
+ Dicht gat
-
Close holes interactively
- Close holes interactively
+ Sluit gaten interactief
CmdMeshFillupHoles
-
Mesh
Mesh
-
Fill holes...
- Fill holes...
+ Vul gaten...
-
Fill holes of the mesh
Fill holes of the mesh
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Mesh
-
-
-
- Remove degenerated faces
- Remove degenerated faces
-
-
-
- Remove degenerated faces from the mesh
- Remove degenerated faces from the mesh
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated faces
- Remove duplicated faces
-
-
-
- Remove duplicated faces from the mesh
- Remove duplicated faces from the mesh
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated points
- Remove duplicated points
-
-
-
- Remove duplicated points from the mesh
- Remove duplicated points from the mesh
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Mesh
-
-
-
- Fix indices
- Fix indices
-
-
-
- Fixes invalid indices in the mesh structure
- Fixes invalid indices in the mesh structure
-
-
CmdMeshFlipNormals
-
Mesh
Mesh
-
Flip normals
- Flip normals
+ Loodlijnen spiegelen
-
Flips the normals of the mesh
Flips the normals of the mesh
@@ -326,17 +209,14 @@
CmdMeshFromGeometry
-
Mesh
Mesh
-
Create mesh from geometry...
Create mesh from geometry...
-
Create mesh from the selected geometry
Create mesh from the selected geometry
@@ -344,17 +224,14 @@
CmdMeshHarmonizeNormals
-
Mesh
Mesh
-
Harmonize normals
- Harmonize normals
+ Harmoniseer loodlijnen
-
Harmonizes the normals of the mesh
Harmonizes the normals of the mesh
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Mesh
-
Import mesh...
Import mesh...
-
Imports a mesh from file
Imports a mesh from file
@@ -380,30 +254,25 @@
CmdMeshIntersection
-
Mesh
Mesh
-
Intersection
- Intersection
+ Snijpunt
CmdMeshPolyCut
-
Mesh
Mesh
-
Cut mesh
Cut mesh
-
Cuts a mesh with a picked polygon
Cuts a mesh with a picked polygon
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Mesh
-
Make segment
- Make segment
+ Maak segment
-
Creates a mesh segment
Creates a mesh segment
@@ -429,17 +295,14 @@
CmdMeshPolySelect
-
Mesh
Mesh
-
Select mesh
Select mesh
-
Select an area of the mesh
Select an area of the mesh
@@ -447,17 +310,14 @@
CmdMeshPolySplit
-
Mesh
Mesh
-
Split mesh
Split mesh
-
Splits a mesh into two meshes
Splits a mesh into two meshes
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-
Mesh
Mesh
-
Remove components by hand...
- Remove components by hand...
+ Verwijder componenten met de hand...
-
Mark a component to remove it from the mesh
Mark a component to remove it from the mesh
@@ -483,35 +340,29 @@
CmdMeshRemoveComponents
-
Mesh
Mesh
-
Remove components...
- Remove components...
+ Verwijder componenten...
-
- Remove topologic independant components from the mesh
- Remove topologic independant components from the mesh
+ Remove topologic independent components from the mesh
+ Remove topologic independent components from the mesh
CmdMeshSmoothing
-
Mesh
Mesh
-
Smooth...
- Smooth...
+ Glad...
-
Smooth the selected meshes
Smooth the selected meshes
@@ -519,17 +370,14 @@
CmdMeshToolMesh
-
Mesh
Mesh
-
Segment by tool mesh
Segment by tool mesh
-
Creates a segment from a given tool mesh
Creates a segment from a given tool mesh
@@ -537,17 +385,14 @@
CmdMeshTransform
-
Mesh
Mesh
-
Transform mesh
Transform mesh
-
Rotate or move a mesh
Rotate or move a mesh
@@ -555,30 +400,25 @@
CmdMeshUnion
-
Mesh
Mesh
-
Union
- Union
+ Verbinden
CmdMeshVertexCurvature
-
Mesh
Mesh
-
Calculates the curvature of the vertices of a mesh
Calculates the curvature of the vertices of a mesh
-
Curvature plot
Curvature plot
@@ -586,148 +426,109 @@
CmdMeshVertexCurvatureInfo
-
Mesh
Mesh
-
Curvature info
- Curvature info
+ Kromming info
-
Information about curvature
- Information about curvature
-
-
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Evaluate Mesh
+ Informatie over kromming
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Evaluate Mesh
-
-
-
&Help
&Help
-
F1
F1
-
&Close
- &Close
+ &Sluiten
-
Alt+C
Alt+C
-
Mesh information
Mesh information
-
No information
- No information
+ Geen informatie
-
Number of points:
- Number of points:
+ Aantal punten:
-
Number of edges:
- Number of edges:
+ Aantal randen:
-
Refresh
- Refresh
+ Verversen
-
Analyze
- Analyze
+ Analyseren
-
Repair
- Repair
+ Reparatie
-
Orientation
- Orientation
+ Oriëntatie
-
Degenerated faces
Degenerated faces
-
Face indices
- Face indices
+ Vlakindexen
-
Number of faces:
- Number of faces:
+ Aantal vlakken:
-
Duplicated faces
- Duplicated faces
+ Dubbele vlakken
-
Duplicated points
- Duplicated points
+ dubbele punten
-
Non-manifolds
Non-manifolds
-
Self-intersections
- Self-intersections
+ Zelf-doorsnijdingen
-
All above tests together
- All above tests together
+ Alle bovenstaande tests samen
-
Repetitive repair
Repetitive repair
-
Evaluate & Repair Mesh
Evaluate & Repair Mesh
-
Folds on surface
Folds on surface
@@ -735,694 +536,516 @@
MeshGui::DlgEvaluateMeshImp
-
No information
- No information
+ Geen informatie
-
Invalid neighbour indices
Invalid neighbour indices
-
Invalid face indices
Invalid face indices
-
Invalid point indices
Invalid point indices
-
Multiple point indices
Multiple point indices
-
Non-manifolds
Non-manifolds
-
Cannot remove non-manifolds
Cannot remove non-manifolds
-
No selection
- No selection
+ Geen selectie
-
No flipped normals
No flipped normals
-
%1 flipped normals
%1 flipped normals
-
No non-manifolds
No non-manifolds
-
%1 non-manifolds
%1 non-manifolds
-
No invalid indices
- No invalid indices
+ Geen ongeldige indices
-
No degenerations
No degenerations
-
%1 degenerated faces
%1 degenerated faces
-
No duplicated faces
- No duplicated faces
+ Geen gedupliceerde vlakken
-
%1 duplicated faces
- %1 duplicated faces
+ %1 dubbele vlakken
+
-
No duplicated points
- No duplicated points
+ Geen dubbele punten
-
Duplicated points
- Duplicated points
+ dubbele punten
-
Orientation
- Orientation
+ Oriëntatie
-
Indices
- Indices
+ Indexen
-
Degenerations
Degenerations
-
Duplicated faces
- Duplicated faces
+ Dubbele vlakken
-
No self-intersections
No self-intersections
-
Self-intersections
- Self-intersections
+ Zelf-doorsnijdingen
-
Mesh repair
Mesh repair
-
Flipped normals found
- Flipped normals found
+ Gespiegelde normalen gevonden
-
Check failed due to folds on the surface.
Please run the command to repair folds first
Check failed due to folds on the surface.
Please run the command to repair folds first
-
No folds on surface
- No folds on surface
+ Geen plooien op het oppervlak
-
%1 folds on surface
- %1 folds on surface
+ 1% plooien op het oppervlak
-
Folds
- Folds
+ Plooien
MeshGui::DlgRegularSolid
-
Regular Solid
Regular Solid
-
&Create
- &Create
+ &Maken
-
Alt+C
Alt+C
-
Cl&ose
- Cl&ose
+ Sl&uiten
-
Alt+O
Alt+O
-
Solid:
Solid:
-
Cube
- Cube
+ Kubus
-
Cylinder
- Cylinder
+ Cilinder
-
Cone
- Cone
+ Kegel
-
Sphere
- Sphere
+ Bol
-
Ellipsoid
- Ellipsoid
+ Ellipsoïde
-
Torus
Torus
-
Height:
- Height:
+ Hoogte:
-
Length:
- Length:
+ Lengte:
-
Width:
- Width:
+ Breedte:
-
Radius:
- Radius:
+ Straal:
-
Closed
- Closed
+ Gesloten
-
Sampling:
Sampling:
-
Edge length:
- Edge length:
+ Randlengte:
-
Radius 1:
- Radius 1:
+ Straal 1:
-
Radius 2:
- Radius 2:
+ Straal 2:
MeshGui::DlgRegularSolidImp
-
Create %1
- Create %1
+ Maak %1
-
No active document
- No active document
+ Geen actief document
MeshGui::DlgSettingsMeshView
-
Mesh view
Mesh view
-
- Appearance
- Appearance
-
-
-
- Face color
- Face color
-
-
-
Two-side rendering
- Two-side rendering
+ Twee-zijdig rendering
-
Backface color
- Backface color
+ Achtervlak kleur
-
Smoothing
- Smoothing
+ Vloeiend maken
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
-
Crease angle
Crease angle
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
-
Define normal per vertex
- Define normal per vertex
+ Definieer normaal per vertex
-
°
- °
+ °
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Het definiëren van normalen per vertex heet ook wel<span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">terwijl het definieren van normalen per vlak wordt genoemd</span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
-
Default appearance for new meshes
- Default appearance for new meshes
+ Standaardweergave voor nieuwe rasters
-
Default line color
- Default line color
+ Standaardlijnkleur
-
Mesh transparency
- Mesh transparency
+ Raster-transparantie
-
Default mesh color
- Default mesh color
+ Standaard rasterkleur
-
Show bounding-box for highlighted or selected meshes
- Show bounding-box for highlighted or selected meshes
+ Toon omsluitende doos voor gemarkeerde of geselecteerde raster
-
Line transparency
- Line transparency
+ Lijn transparantie
MeshGui::DlgSmoothing
-
Smoothing
- Smoothing
+ Vloeiend maken
-
Method
- Method
+ Methode
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Parameter
-
Iterations:
- Iterations:
+ Iteraties:
-
Lambda:
Lambda:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Evaluate & Repair Mesh
-
-
MeshGui::MeshFaceAddition
-
Add triangle
- Add triangle
+ Driehoek toevoegen
-
Flip normal
- Flip normal
+ Normaal spiegelen
-
Clear
- Clear
+ Wissen
-
Finish
- Finish
+ Voltooien
MeshGui::RemoveComponents
-
Remove components
- Remove components
+ Verwijder componenten
-
Select
- Select
+ Selecteer
-
Select whole component
- Select whole component
+ Selecteer gehele component
-
Pick triangle
- Pick triangle
+ Kies driehoek
-
< faces than
- < faces than
+ < vlakken dan
-
Region
- Region
+ Sectie
-
Components
- Components
+ Onderdelen
-
All
- All
+ Alle
-
Deselect
- Deselect
+ Deselecteer
-
Deselect whole component
- Deselect whole component
+ Deselecteer gehele component
-
> faces than
- > faces than
+ > vlakken dan
-
Region options
Region options
-
- Respect only front triangles
- Respect only front triangles
-
-
-
Respect only triangles with normals facing screen
- Respect only triangles with normals facing screen
+ Respecteren alleen driehoeken met normalen naar het scherm toe
-
Respect only visible triangles
- Respect only visible triangles
+ Respect alleen zichtbaar driehoeken
MeshGui::TaskRemoveComponents
-
Delete
- Delete
+ Verwijderen
-
Invert
- Invert
+ Omkeren
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analyze
-
-
-
- Boolean
- Boolean
-
-
-
- &Meshes
- &Meshes
-
-
-
- Mesh tools
- Mesh tools
-
-
-
- Mesh test suite
- Mesh test suite
+ Evaluate & Repair Mesh
+ Evaluate & Repair Mesh
QObject
-
Import mesh
Import mesh
-
Export mesh
Export mesh
-
Solid Mesh
Solid Mesh
-
Boundings
Boundings
-
Fill holes
- Fill holes
+ Vul gaten
-
Fill holes with maximum number of edges:
- Fill holes with maximum number of edges:
+ Vul de gaten met maximum aantal randen:
-
- Remove components
- Remove components
-
-
-
- Removes components up to a maximum number of triangles:
- Removes components up to a maximum number of triangles:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- All Mesh Files (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
- Binary STL (*.stl)
+ Binaire STL (*.stl)
-
ASCII STL (*.ast)
ASCII STL (*.ast)
-
Binary Mesh (*.bms)
Binary Mesh (*.bms)
-
Alias Mesh (*.obj)
Alias Mesh (*.obj)
-
Inventor V2.1 ascii (*.iv)
- Inventor V2.1 ascii (*.iv)
+ Inventor V2.1 ascii(*.iv)
-
All Files (*.*)
- All Files (*.*)
+ Alle bestanden (*.*)
-
ASCII STL (*.stl)
- ASCII STL (*.stl)
+ ASCII STL (*. stl)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
- Compressed VRML 2.0 (*.wrz)
+ Gecomprimeerde VRML 2.0 (*.WRZ)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
Python module def (*.py)
-
Meshing Tolerance
Meshing Tolerance
-
Enter tolerance for meshing geometry:
Enter tolerance for meshing geometry:
-
The mesh '%1' is a solid.
The mesh '%1' is a solid.
-
The mesh '%1' is not a solid.
The mesh '%1' is not a solid.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
@@ -1431,92 +1054,71 @@ Max=<%4,%5,%6>
Max=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
- [Points: %1, Edges: %2 Faces: %3]
+ [Punten: %1, Randen: %2 Vlakken: %3]
-
Leave info mode
- Leave info mode
+ Info modus verlaten
-
Index: %1
Index: %1
-
Leave hole-filling mode
- Leave hole-filling mode
+ Gatvulmodus verlaten
-
Leave removal mode
- Leave removal mode
+ Verwijdermodus verlaten
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
-
Stanford Polygon (*.ply)
Stanford Polygon (*.ply)
-
Object File Format (*.off)
- Object File Format (*.off)
+ Object-bestandsindeling (*.off)
-
Standford Polygon (*.ply)
Standford Polygon (*.ply)
-
Delete selected faces
- Delete selected faces
+ Verwijder geselecteerde vlakken
-
Clear selected faces
- Clear selected faces
+ Opheffen geselecteerde vlakken
-
Annotation
- Annotation
+ Aantekening
Workbench
-
Analyze
- Analyze
+ Analyseren
-
Boolean
Boolean
-
&Meshes
&Meshes
-
Mesh tools
Mesh tools
-
-
- Mesh test suite
- Mesh test suite
-
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm
index c37a1dc428..90b7089e98 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts
index f632125175..53d0b14afe 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts
@@ -4,17 +4,14 @@
CmdMeshAddFacet
-
Mesh
Nett
-
Add triangle
Legg til triangel
-
Add triangle manually to a mesh
Legg triangel manuelt til et nett
@@ -22,17 +19,14 @@
CmdMeshBoundingBox
-
Mesh
Nett
-
Boundings info...
Rammeinfo...
-
Shows the boundings of the selected mesh
Viser ramme for valgt nett
@@ -40,17 +34,14 @@
CmdMeshBuildRegularSolid
-
Mesh
Nett
-
Regular solid...
Vanlig solid...
-
Builds a regular solid
Bygger en vanlig solid
@@ -58,12 +49,10 @@
CmdMeshDemolding
-
Interactive demolding direction
Interaktive avstøpningsretning
-
Mesh
Nett
@@ -71,12 +60,10 @@
CmdMeshDifference
-
Mesh
Nett
-
Difference
Differanse
@@ -84,17 +71,14 @@
CmdMeshEvaluateFacet
-
Mesh
Nett
-
Face info
Flateinfo
-
Information about face
Informasjon om falte
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Nett
-
Check solid mesh
Sjekk solid nett
-
Checks whether the mesh is a solid
Kontrollerer om nettet er en solid
@@ -120,22 +101,14 @@
CmdMeshEvaluation
-
Mesh
Nett
-
- Evaluate mesh...
- Evaluere nett...
-
-
-
Opens a dialog to analyze and repair a mesh
Åpner en dialog for å analysere og reparere et nett
-
Evaluate && Repair mesh...
Evaluer og reparer nett...
@@ -143,12 +116,10 @@
CmdMeshExMakeMesh
-
Mesh
Nett
-
Make a Box
Lag en boks
@@ -156,12 +127,10 @@
CmdMeshExMakeTool
-
Mesh
Nett
-
Make a Tool
Lag et verktøy
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Nett
-
Make Union
Lag sammenføyning
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Nett
-
Export mesh...
Eksporter nett...
-
Exports a mesh to file
Eksporterer et nett til fil
@@ -200,17 +164,14 @@
CmdMeshFillInteractiveHole
-
Mesh
Nett
-
Close hole
Lukk hull
-
Close holes interactively
Lukk hull interaktivt
@@ -218,107 +179,29 @@
CmdMeshFillupHoles
-
Mesh
Nett
-
Fill holes...
Fyll hull...
-
Fill holes of the mesh
Fyll hull i nettet
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Nett
-
-
-
- Remove degenerated faces
- Fjern degenererte flater
-
-
-
- Remove degenerated faces from the mesh
- Fjern degenererte flater fra nett
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Nett
-
-
-
- Remove duplicated faces
- Fjern dupliserte flater
-
-
-
- Remove duplicated faces from the mesh
- Fjerne dupliserte flater fra nettet
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Nett
-
-
-
- Remove duplicated points
- Fjern dupliserte punkt
-
-
-
- Remove duplicated points from the mesh
- Fjern dupliserte punkter fra nettet
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Nett
-
-
-
- Fix indices
- Reparer indekser
-
-
-
- Fixes invalid indices in the mesh structure
- Reparerer ugyldige indekser i nettstruktur
-
-
CmdMeshFlipNormals
-
Mesh
Nett
-
Flip normals
Vend normaler
-
Flips the normals of the mesh
Vender normaler på nettet
@@ -326,17 +209,14 @@
CmdMeshFromGeometry
-
Mesh
Nett
-
Create mesh from geometry...
Lag nett av geometri...
-
Create mesh from the selected geometry
Lag nett fra valgt geometri
@@ -344,17 +224,14 @@
CmdMeshHarmonizeNormals
-
Mesh
Nett
-
Harmonize normals
Harmoniser normaler
-
Harmonizes the normals of the mesh
Harmoniserer normaler i nett
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Nett
-
Import mesh...
Importer nett...
-
Imports a mesh from file
Importerer et nett fra fil
@@ -380,12 +254,10 @@
CmdMeshIntersection
-
Mesh
Nett
-
Intersection
Kryssningspunkt
@@ -393,17 +265,14 @@
CmdMeshPolyCut
-
Mesh
Nett
-
Cut mesh
Klipp ut nett
-
Cuts a mesh with a picked polygon
Klipper ut et nett med en valgt polygon
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Nett
-
Make segment
Lag segment
-
Creates a mesh segment
Lager et nettsegment
@@ -429,17 +295,14 @@
CmdMeshPolySelect
-
Mesh
Nett
-
Select mesh
Velg nett
-
Select an area of the mesh
Velg et område i nettet
@@ -447,17 +310,14 @@
CmdMeshPolySplit
-
Mesh
Nett
-
Split mesh
Del nett
-
Splits a mesh into two meshes
Deler et nett i to
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-
Mesh
Nett
-
Remove components by hand...
Fjern elementer for hånd...
-
Mark a component to remove it from the mesh
Velg et element å fjerne fra nettet
@@ -483,35 +340,29 @@
CmdMeshRemoveComponents
-
Mesh
Nett
-
Remove components...
Fjern elementer...
-
- Remove topologic independant components from the mesh
- Fjern topologisk uavhengige elementer fra nettet
+ Remove topologic independent components from the mesh
+ Remove topologic independent components from the mesh
CmdMeshSmoothing
-
Mesh
Nett
-
Smooth...
Jevn ut...
-
Smooth the selected meshes
Jevn ut valgte nett
@@ -519,17 +370,14 @@
CmdMeshToolMesh
-
Mesh
Nett
-
Segment by tool mesh
Segment av nettverktøyet
-
Creates a segment from a given tool mesh
Oppretter et segment fra et gitt nettverktøy
@@ -537,17 +385,14 @@
CmdMeshTransform
-
Mesh
Nett
-
Transform mesh
Transformer nett
-
Rotate or move a mesh
Roter eller flytt et net
@@ -555,12 +400,10 @@
CmdMeshUnion
-
Mesh
Nett
-
Union
Sammenføy
@@ -568,17 +411,14 @@
CmdMeshVertexCurvature
-
Mesh
Nett
-
Calculates the curvature of the vertices of a mesh
Beregner krumningen rundt noder i et nett
-
Curvature plot
Krummingsplot
@@ -586,148 +426,109 @@
CmdMeshVertexCurvatureInfo
-
Mesh
Nett
-
Curvature info
Krummingsinfo
-
Information about curvature
Informasjon om krumning
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Evaluer nett
-
-
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Evaluer nett
-
-
-
&Help
&Hjelp
-
F1
F1
-
&Close
&Lukk
-
Alt+C
Alt+C
-
Mesh information
Nettinformasjon
-
No information
Ingen informasjon
-
Number of points:
Antall punkter:
-
Number of edges:
Antall kanter:
-
Refresh
Oppdater
-
Analyze
Analyser
-
Repair
Reparer
-
Orientation
Orientering
-
Degenerated faces
Degenererte flater
-
Face indices
Flateindekser
-
Number of faces:
Antall flater:
-
Duplicated faces
Dupliserte flater
-
Duplicated points
Dupliserte punkter
-
Non-manifolds
Åpne objekter
-
Self-intersections
Selfkryssende
-
All above tests together
Alle ovennevnte tester sammen
-
Repetitive repair
Repeterende reparasjon
-
Evaluate & Repair Mesh
Evaluer og reparer nett
-
Folds on surface
Folder på overflaten
@@ -735,158 +536,127 @@
MeshGui::DlgEvaluateMeshImp
-
No information
Ingen informasjon
-
Invalid neighbour indices
Ugyldige naboindekser
-
Invalid face indices
Ugyldige flateindekser
-
Invalid point indices
Ugyldige punktindekser
-
Multiple point indices
Flere punktindekser
-
Non-manifolds
Åpne objekter
-
Cannot remove non-manifolds
Kan ikke fjerne åpne objekter
-
No selection
Ingen valg
-
No flipped normals
Ingen omvendte normaler
-
%1 flipped normals
%1 omvendte normaler
-
No non-manifolds
Ingen åpne objekter
-
%1 non-manifolds
%1 åpne objekter
-
No invalid indices
Ingen ugyldige indekser
-
No degenerations
Ingen degenerasjoner
-
%1 degenerated faces
%1 degenererte flater
-
No duplicated faces
Ingen dupliserte flater
-
%1 duplicated faces
%1 duplisert flate
-
No duplicated points
Ingen dupliserte punkter
-
Duplicated points
Dupliserte punkter
-
Orientation
Orientering
-
Indices
Indekser
-
Degenerations
Degenerasjoner
-
Duplicated faces
Dupliserte flater
-
No self-intersections
Ingen selvkryssende
-
Self-intersections
Selfkryssende
-
Mesh repair
Nettreparasjon
-
Flipped normals found
Omvendte normaler funnet
-
Check failed due to folds on the surface.
Please run the command to repair folds first
Sjekk mislyktes på grunn av folder på overflaten. Kjør kommandoen for å reparere folder første
-
No folds on surface
Ingen folder på overflaten
-
%1 folds on surface
%1 folder på overflaten
-
Folds
Folder
@@ -894,107 +664,86 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolid
-
Regular Solid
Standard solid
-
&Create
&Lag
-
Alt+C
Alt+C
-
Cl&ose
L&ukk
-
Alt+O
Alt + O
-
Solid:
Solid:
-
Cube
Cube
-
Cylinder
Sylinder
-
Cone
Kjegle
-
Sphere
Sfære
-
Ellipsoid
Ellipsoide
-
Torus
Torus
-
Height:
Høyde:
-
Length:
Lengde:
-
Width:
Bredde:
-
Radius:
Radius:
-
Closed
Lukket
-
Sampling:
Prøvetaking:
-
Edge length:
Kantlengde:
-
Radius 1:
Radius 1:
-
Radius 2:
Radius 2:
@@ -1002,12 +751,10 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolidImp
-
Create %1
Lag %1
-
No active document
Ingen aktive dokumenter
@@ -1015,92 +762,66 @@ Please run the command to repair folds first
MeshGui::DlgSettingsMeshView
-
Mesh view
Nett visning
-
- Appearance
- Utseende
-
-
-
- Face color
- Farge på flate
-
-
-
Two-side rendering
Tosidet presentasjonsgjengivelse
-
Backface color
Bakflatefarge
-
Smoothing
Utjevning
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Dette er den minste vinkelen mellom to flater hvor normaler blir kalkulert for flateskyggelegging. </p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Hvis vinkelen på normalene til to nabo flater er mindre enn vinkel på brett, vil flatene bli jevnt skyggelagt rundt felles kant.</p></body></html>
-
Crease angle
Vinkel på brett
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flatskygginging/Phong skyggelegging </span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definerer utseende på overflater.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Ved flatskyggelegging blir ikke overflatenormaler definert per node. Dette gir et urealistisk utseende på kurvede flater. Phongskyggelegging gir et jevnere resultat. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Hvis valgt blir Phongskyggelegging brukt. Hvis ikke blir flatskyggelegging brukt.</p></body></html>
-
Define normal per vertex
Definer normal per node
-
°
°
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Å definere normaler per node kalles <span style=" font-style:italic;">Phong skyggelegging </span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">mens å definere normaler per flate kalles </span>flateskyggelegging<span style=" font-style:normal;">.</span></p></body></html>
-
Default appearance for new meshes
Standardutseende for nye nett
-
Default line color
Standard linefarge
-
Mesh transparency
Gjennomsiktighet for nett
-
Default mesh color
Standardnettfarge
-
Show bounding-box for highlighted or selected meshes
Vis rammeboks for uthevet eller valgt nett
-
Line transparency
Gjennomsiktighet for linje
@@ -1108,73 +829,53 @@ Please run the command to repair folds first
MeshGui::DlgSmoothing
-
Smoothing
Utjevning
-
Method
Metode
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Parameter
-
Iterations:
Gjentakelser:
-
Lambda:
Lambda:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Evaluer og reparer nett
-
-
MeshGui::MeshFaceAddition
-
Add triangle
Legg til triangel
-
Flip normal
Vend normal
-
Clear
Tøm
-
Finish
Fullfør
@@ -1182,77 +883,58 @@ Please run the command to repair folds first
MeshGui::RemoveComponents
-
Remove components
Fjern elementer
-
Select
Velg
-
Select whole component
Velg hele elementet
-
Pick triangle
Velg triangel
-
< faces than
< flater enn
-
Region
Region
-
Components
Elementer
-
All
Alle
-
Deselect
Velg bort
-
Deselect whole component
Velg bort hele elementet
-
> faces than
> flater enn
-
Region options
Områdealternativer
-
- Respect only front triangles
- Ta bare hensyn til triangler i front
-
-
-
Respect only triangles with normals facing screen
Ta bare hensyn til triangler med normaler vendt mot skjermen
-
Respect only visible triangles
Ta bare hensyn til synlige triangler
@@ -1260,168 +942,108 @@ Please run the command to repair folds first
MeshGui::TaskRemoveComponents
-
Delete
Slett
-
Invert
Inverter
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analyser
-
-
-
- Boolean
- Boolsk
-
-
-
- &Meshes
- &Nett
-
-
-
- Mesh tools
- Nettverktøy
-
-
-
- Mesh test suite
- Testsvitte for nett
+ Evaluate & Repair Mesh
+ Evaluer og reparer nett
QObject
-
Import mesh
Importer nett
-
Export mesh
Eksporter nett
-
Solid Mesh
Solid nett
-
Boundings
Rammer
-
Fill holes
Fyll hull
-
Fill holes with maximum number of edges:
Fyll hull med maksimalt antall kanter:
-
- Remove components
- Fjern elementer
-
-
-
- Removes components up to a maximum number of triangles:
- Fjerner elementer opp til et maksimalt antall trekanter:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- Alle nettfiler (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
Binære STL (*.stl)
-
ASCII STL (*.ast)
ASCII STL (*.ast)
-
Binary Mesh (*.bms)
Binære nett (*.bms)
-
Alias Mesh (*.obj)
Alias nett (*.obj)
-
Inventor V2.1 ascii (*.iv)
Inventor V2.1 ascii (*. iv)
-
All Files (*.*)
Alle filer (*.*)
-
ASCII STL (*.stl)
ASCII STL (*. STL)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
Komprimert VRML 2.0 (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
Python modul def (*.py)
-
Meshing Tolerance
Toleranse for nett
-
Enter tolerance for meshing geometry:
Angi toleranse for nettgeometri:
-
The mesh '%1' is a solid.
Nett '%1' er solid.
-
The mesh '%1' is not a solid.
Nett '%1' er ikke solid.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
@@ -1430,62 +1052,50 @@ Max=<%4,%5,%6>
Maks=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
[Punkter: %1, Kanter: %2 Flater: %3]
-
Leave info mode
Forlat infomodus
-
Index: %1
Indeks: %1
-
Leave hole-filling mode
Forlat hullfyllingsmodus
-
Leave removal mode
Forlat fjerningsmodus
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
Alle nett filer (*.stl *.ast *.bms *.obj *.ply)
-
Stanford Polygon (*.ply)
Stanford Polygon (*. ply)
-
Object File Format (*.off)
Objekt filformat (*. off)
-
Standford Polygon (*.ply)
Stanford Polygon (*. ply)
-
Delete selected faces
Slett valgte flater
-
Clear selected faces
Fjern valgte flater
-
Annotation
Merknad
@@ -1493,29 +1103,20 @@ Maks=<%4,%5,%6>
Workbench
-
Analyze
Analyser
-
Boolean
Boolsk
-
&Meshes
&Nett
-
Mesh tools
Nettverktøy
-
-
- Mesh test suite
- Testsvitte for nett
-
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm
new file mode 100644
index 0000000000..f21be00c66
Binary files /dev/null and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts
new file mode 100644
index 0000000000..04a4d15ba7
--- /dev/null
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts
@@ -0,0 +1,1122 @@
+
+
+
+
+ CmdMeshAddFacet
+
+ Mesh
+ siatka
+
+
+ Add triangle
+ dodaj trójkąt
+
+
+ Add triangle manually to a mesh
+ dodaj trójkąt do siatki
+
+
+
+ CmdMeshBoundingBox
+
+ Mesh
+ siatka
+
+
+ Boundings info...
+ granice info
+
+
+ Shows the boundings of the selected mesh
+ Shows the boundings of the selected mesh
+
+
+
+ CmdMeshBuildRegularSolid
+
+ Mesh
+ siatka
+
+
+ Regular solid...
+ prymityw
+
+
+ Builds a regular solid
+ wstaw prymityw
+
+
+
+ CmdMeshDemolding
+
+ Interactive demolding direction
+ Interactive demolding direction
+
+
+ Mesh
+ siatka
+
+
+
+ CmdMeshDifference
+
+ Mesh
+ siatka
+
+
+ Difference
+ Różnica
+
+
+
+ CmdMeshEvaluateFacet
+
+ Mesh
+ siatka
+
+
+ Face info
+ Dane fasetki
+
+
+ Information about face
+ Informacja o fasetce
+
+
+
+ CmdMeshEvaluateSolid
+
+ Mesh
+ siatka
+
+
+ Check solid mesh
+ Sprawdź siatkę solid
+
+
+ Checks whether the mesh is a solid
+ Sprawdza czy siatka jest solidem
+
+
+
+ CmdMeshEvaluation
+
+ Mesh
+ siatka
+
+
+ Opens a dialog to analyze and repair a mesh
+ Okno dialogowe analizy i naprawy siatki
+
+
+ Evaluate && Repair mesh...
+ Rozwiń && Napraw siatkę
+
+
+
+ CmdMeshExMakeMesh
+
+ Mesh
+ siatka
+
+
+ Make a Box
+ Make a Box
+
+
+
+ CmdMeshExMakeTool
+
+ Mesh
+ siatka
+
+
+ Make a Tool
+ Make a Tool
+
+
+
+ CmdMeshExMakeUnion
+
+ Mesh
+ siatka
+
+
+ Make Union
+ Make Union
+
+
+
+ CmdMeshExport
+
+ Mesh
+ siatka
+
+
+ Export mesh...
+ Eksport siatki...
+
+
+ Exports a mesh to file
+ Eksport siatki do pliku
+
+
+
+ CmdMeshFillInteractiveHole
+
+ Mesh
+ siatka
+
+
+ Close hole
+ Zamknij otwór
+
+
+ Close holes interactively
+ Zamknij otwory interaktywnie
+
+
+
+ CmdMeshFillupHoles
+
+ Mesh
+ siatka
+
+
+ Fill holes...
+ Zamknij otwory...
+
+
+ Fill holes of the mesh
+ Zamknij otwory w siatce
+
+
+
+ CmdMeshFlipNormals
+
+ Mesh
+ siatka
+
+
+ Flip normals
+ Odwróć 'normalne'
+
+
+ Flips the normals of the mesh
+ Odwróć 'normalne' siatki
+
+
+
+ CmdMeshFromGeometry
+
+ Mesh
+ siatka
+
+
+ Create mesh from geometry...
+ Utwórz siatkę z elementów geometrii...
+
+
+ Create mesh from the selected geometry
+ Utwórz siatkę z zaznaczonych elementów geometrii
+
+
+
+ CmdMeshHarmonizeNormals
+
+ Mesh
+ siatka
+
+
+ Harmonize normals
+ Porządkuj normalne
+
+
+ Harmonizes the normals of the mesh
+ Porządkuje 'normaln'e siatki
+
+
+
+ CmdMeshImport
+
+ Mesh
+ siatka
+
+
+ Import mesh...
+ Import siatki...
+
+
+ Imports a mesh from file
+ Import siatki z pliku
+
+
+
+ CmdMeshIntersection
+
+ Mesh
+ siatka
+
+
+ Intersection
+ Przecięcie
+
+
+
+ CmdMeshPolyCut
+
+ Mesh
+ siatka
+
+
+ Cut mesh
+ Przytnij siatkę
+
+
+ Cuts a mesh with a picked polygon
+ Przytnij siatkę zaznaczonym wielokątem
+
+
+
+ CmdMeshPolySegm
+
+ Mesh
+ siatka
+
+
+ Make segment
+ Utwórz segment
+
+
+ Creates a mesh segment
+ Tworzy segment siatki
+
+
+
+ CmdMeshPolySelect
+
+ Mesh
+ siatka
+
+
+ Select mesh
+ Zaznacz siatkę
+
+
+ Select an area of the mesh
+ Zaznacz fragment siatki
+
+
+
+ CmdMeshPolySplit
+
+ Mesh
+ siatka
+
+
+ Split mesh
+ Rozdziel siatkę
+
+
+ Splits a mesh into two meshes
+ Rozdziel siatkę na dwoje
+
+
+
+ CmdMeshRemoveCompByHand
+
+ Mesh
+ siatka
+
+
+ Remove components by hand...
+ Usuń fragmenty ręcznie...
+
+
+ Mark a component to remove it from the mesh
+ Zaznacz fragment do usunięcia z siatki
+
+
+
+ CmdMeshRemoveComponents
+
+ Mesh
+ siatka
+
+
+ Remove components...
+ Usuń składniki...
+
+
+ Remove topologic independent components from the mesh
+ Kasuj topologię niezależną od siatki
+
+
+
+ CmdMeshSmoothing
+
+ Mesh
+ siatka
+
+
+ Smooth...
+ Wygładź...
+
+
+ Smooth the selected meshes
+ Wygładź zaznaczone siatki
+
+
+
+ CmdMeshToolMesh
+
+ Mesh
+ siatka
+
+
+ Segment by tool mesh
+ Segment by tool mesh
+
+
+ Creates a segment from a given tool mesh
+ Creates a segment from a given tool mesh
+
+
+
+ CmdMeshTransform
+
+ Mesh
+ siatka
+
+
+ Transform mesh
+ Przekształć siatkę
+
+
+ Rotate or move a mesh
+ Obróć lub przesuń siatkę
+
+
+
+ CmdMeshUnion
+
+ Mesh
+ siatka
+
+
+ Union
+ Połączenie
+
+
+
+ CmdMeshVertexCurvature
+
+ Mesh
+ siatka
+
+
+ Calculates the curvature of the vertices of a mesh
+ Oblicza krzywiznę wierzchołków siatki
+
+
+ Curvature plot
+ Curvature plot
+
+
+
+ CmdMeshVertexCurvatureInfo
+
+ Mesh
+ siatka
+
+
+ Curvature info
+ Informacja o krzywiźnie
+
+
+ Information about curvature
+ Information about curvature
+
+
+
+ MeshGui::DlgEvaluateMesh
+
+ &Help
+ &Pomoc
+
+
+ F1
+ F1
+
+
+ &Close
+ Zamknij
+
+
+ Alt+C
+ Alt+C
+
+
+ Mesh information
+ Informacja o siatce
+
+
+ No information
+ Brak danych
+
+
+ Number of points:
+ Ilość punktów:
+
+
+ Number of edges:
+ Ilość krawędzi:
+
+
+ Refresh
+ Odśwież
+
+
+ Analyze
+ Analizuj
+
+
+ Repair
+ Napraw
+
+
+ Orientation
+ Orientacja
+
+
+ Degenerated faces
+ Fasetki zniekształcone
+
+
+ Face indices
+ Face indices
+
+
+ Number of faces:
+ Ilość fasetek:
+
+
+ Duplicated faces
+ Zduplikowane fasetki
+
+
+ Duplicated points
+ Zduplikowane punkty
+
+
+ Non-manifolds
+ Non-manifolds
+
+
+ Self-intersections
+ Samoprzecięcia
+
+
+ All above tests together
+ All above tests together
+
+
+ Repetitive repair
+ Powtórna naprawa
+
+
+ Evaluate & Repair Mesh
+ Rozwiń & napraw siatkę
+
+
+ Folds on surface
+ Zagięcia na płaszczyźnie
+
+
+
+ MeshGui::DlgEvaluateMeshImp
+
+ No information
+ Brak danych
+
+
+ Invalid neighbour indices
+ Invalid neighbour indices
+
+
+ Invalid face indices
+ Invalid face indices
+
+
+ Invalid point indices
+ Invalid point indices
+
+
+ Multiple point indices
+ Multiple point indices
+
+
+ Non-manifolds
+ Non-manifolds
+
+
+ Cannot remove non-manifolds
+ Cannot remove non-manifolds
+
+
+ No selection
+ Brak wyboru
+
+
+ No flipped normals
+ Brak odwróconych 'normalnych'
+
+
+ %1 flipped normals
+ %1 odwrócone normalne
+
+
+ No non-manifolds
+ No non-manifolds
+
+
+ %1 non-manifolds
+ %1 non-manifolds
+
+
+ No invalid indices
+ No invalid indices
+
+
+ No degenerations
+ Brak zniekształceń
+
+
+ %1 degenerated faces
+ %1 degenerated faces
+
+
+ No duplicated faces
+ No duplicated faces
+
+
+ %1 duplicated faces
+ %1 duplicated faces
+
+
+ No duplicated points
+ Brak zduplikowanych punktów
+
+
+ Duplicated points
+ Zduplikowane punkty
+
+
+ Orientation
+ Orientacja
+
+
+ Indices
+ Indices
+
+
+ Degenerations
+ Zniekształcenia
+
+
+ Duplicated faces
+ Zduplikowane fasetki
+
+
+ No self-intersections
+ Brak samoprzecięć
+
+
+ Self-intersections
+ Samoprzecięcia
+
+
+ Mesh repair
+ Napraw siatkę
+
+
+ Flipped normals found
+ Znaleziono odwrócone 'normalne'
+
+
+ Check failed due to folds on the surface.
+Please run the command to repair folds first
+ Błąd sprawdzania z powodu zagięć na powierzchni. Wykonaj najpierw naprawę zagięć.
+
+
+ No folds on surface
+ Brak zagięć na płaszczyźnie
+
+
+ %1 folds on surface
+ %1 folds on surface
+
+
+ Folds
+ Zagięcia
+
+
+
+ MeshGui::DlgRegularSolid
+
+ Regular Solid
+ Bryła podstawowa
+
+
+ &Create
+ &Utwórz
+
+
+ Alt+C
+ Alt+C
+
+
+ Cl&ose
+ ZAMKNIJ
+
+
+ Alt+O
+ Alt + O
+
+
+ Solid:
+ Lity
+
+
+ Cube
+ Kostka
+
+
+ Cylinder
+ Cylinder
+
+
+ Cone
+ Stożek
+
+
+ Sphere
+ Kula
+
+
+ Ellipsoid
+ Elipsoida
+
+
+ Torus
+ torus
+
+
+ Height:
+ Wysokość:
+
+
+ Length:
+ Długość:
+
+
+ Width:
+ Szerokość:
+
+
+ Radius:
+ Promień:
+
+
+ Closed
+ Zamknięty
+
+
+ Sampling:
+ Próbkowanie:
+
+
+ Edge length:
+ Długość krawędzi:
+
+
+ Radius 1:
+ Promień 1:
+
+
+ Radius 2:
+ Promień 2:
+
+
+
+ MeshGui::DlgRegularSolidImp
+
+ Create %1
+ Utwórz %1
+
+
+ No active document
+ Brak aktywnego dokumentu
+
+
+
+ MeshGui::DlgSettingsMeshView
+
+ Mesh view
+ Widok siatki
+
+
+ Two-side rendering
+ Rendering dwustronny
+
+
+ Backface color
+ Backface color
+
+
+ Smoothing
+ Wygładzanie
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+
+
+ Crease angle
+ Crease angle
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
+
+
+ Define normal per vertex
+ Zdefiniuj 'normalną' wierzchołka
+
+
+ °
+ °
+
+
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+
+
+ Default appearance for new meshes
+ Domyślny wygląd nowych siatek
+
+
+ Default line color
+ Domyślny kolor linii
+
+
+ Mesh transparency
+ Przezroczystość siatki
+
+
+ Default mesh color
+ Domyślny kolor siatki
+
+
+ Show bounding-box for highlighted or selected meshes
+ Pokaż kontener dla podświetlenia lub wyboru
+
+
+ Line transparency
+ Przejrzystości linii
+
+
+
+ MeshGui::DlgSmoothing
+
+ Smoothing
+ Wygładzanie
+
+
+ Method
+ Metoda
+
+
+ Taubin
+ Taubin
+
+
+ Laplace
+ Laplace
+
+
+ Parameter
+ parametr
+
+
+ Iterations:
+ iteracje:
+
+
+ Lambda:
+ Lambda:
+
+
+ Mu:
+ Mu:
+
+
+
+ MeshGui::MeshFaceAddition
+
+ Add triangle
+ dodaj trójkąt
+
+
+ Flip normal
+ odwróć
+
+
+ Clear
+ Wyczyść
+
+
+ Finish
+ Zakończ
+
+
+
+ MeshGui::RemoveComponents
+
+ Remove components
+ usuń elementy
+
+
+ Select
+ Wybierz
+
+
+ Select whole component
+ zaznacz wszystkie trójkąty
+
+
+ Pick triangle
+ wybierz trójkąt
+
+
+ < faces than
+ <powierzchnie niż
+
+
+ Region
+ region
+
+
+ Components
+ komponenty
+
+
+ All
+ Wszystkie
+
+
+ Deselect
+ odznacz
+
+
+ Deselect whole component
+ odznacz wszystkie komponenty
+
+
+ > faces than
+ powierzchnie niż
+
+
+ Region options
+ opcje regionalne
+
+
+ Respect only triangles with normals facing screen
+ akceptuj tylko trójkąty zwrócone stroną zewnętrzną
+
+
+ Respect only visible triangles
+ akceptuj tylko widoczne trójkąty
+
+
+
+ MeshGui::TaskRemoveComponents
+
+ Delete
+ Usuń
+
+
+ Invert
+ przeciwny
+
+
+
+ QDockWidget
+
+ Evaluate & Repair Mesh
+ Rozwiń & napraw siatkę
+
+
+
+ QObject
+
+ Import mesh
+ Import siatki
+
+
+ Export mesh
+ Eksport siatki
+
+
+ Solid Mesh
+ Siatka solid
+
+
+ Boundings
+ Boundings
+
+
+ Fill holes
+ Zamknij otwory
+
+
+ Fill holes with maximum number of edges:
+ Zamknij otwory max. ilością krawędzi:
+
+
+ Binary STL (*.stl)
+ Binarny STL (*.stl)
+
+
+ ASCII STL (*.ast)
+ ASCII STL (*. ast)
+
+
+ Binary Mesh (*.bms)
+ Siatka binarna (*.bms)
+
+
+ Alias Mesh (*.obj)
+ Siatka Alias (*.obj)
+
+
+ Inventor V2.1 ascii (*.iv)
+ Inventor V2.1 ascii (*. iv)
+
+
+ All Files (*.*)
+ Wszystkie pliki (*.*)
+
+
+ ASCII STL (*.stl)
+ ASCII STL (*. stl)
+
+
+ VRML V2.0 (*.wrl *.vrml)
+ VRML V2.0 (*. wrl *. vrml)
+
+
+ Compressed VRML 2.0 (*.wrz)
+ Skompresowany VRML 2.0 (*.wrz)
+
+
+ Nastran (*.nas *.bdf)
+ Nastran (*. nas *. bdf)
+
+
+ Python module def (*.py)
+ Moduł Python def (*.py)
+
+
+ Meshing Tolerance
+ Tolerancja siatki
+
+
+ Enter tolerance for meshing geometry:
+ Podaj tolerancję dla geometrii siatki:
+
+
+ The mesh '%1' is a solid.
+ The mesh '%1' is a solid.
+
+
+ The mesh '%1' is not a solid.
+ The mesh '%1' is not a solid.
+
+
+ Min=<%1,%2,%3>
+
+Max=<%4,%5,%6>
+ Min=<%1,%2,%3>
+
+Max=<%4,%5,%6>
+
+
+ [Points: %1, Edges: %2 Faces: %3]
+ [Points: %1, Edges: %2 Faces: %3]
+
+
+ Leave info mode
+ Opuść tryb informacji
+
+
+ Index: %1
+ Indeks :%1
+
+
+ Leave hole-filling mode
+ Opuść tryb zamykania otworów
+
+
+ Leave removal mode
+ Opuść tryb kasowania
+
+
+ All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+ Wszystkie pliki siatki (*.stl *.ast *.bms *.obj *.ply)
+
+
+ Stanford Polygon (*.ply)
+ Polygon Stanford (*. ply)
+
+
+ Object File Format (*.off)
+ Format pliku Object (off *.)
+
+
+ Standford Polygon (*.ply)
+ Polygon Stanford (*. ply)
+
+
+ Delete selected faces
+ Usuń zaznaczone fasetki
+
+
+ Clear selected faces
+ Wyczyść zaznaczone fasetki
+
+
+ Annotation
+ Adnotacja
+
+
+
+ Workbench
+
+ Analyze
+ Analizuj
+
+
+ Boolean
+ Boolean
+
+
+ &Meshes
+ siatki
+
+
+ Mesh tools
+ narzędzia siatki
+
+
+
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.qm
index 9d2e2614ed..c72181d7f7 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.ts
index c508582089..3ded0e4c97 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt.ts
@@ -4,17 +4,14 @@
CmdMeshAddFacet
-
Mesh
Malha
-
Add triangle
Adicionar triângulo
-
Add triangle manually to a mesh
Adicionar triângulo manualmente a uma malha
@@ -22,17 +19,14 @@
CmdMeshBoundingBox
-
Mesh
Malha
-
Boundings info...
Info caixa de volume...
-
Shows the boundings of the selected mesh
Mostra a caixa de volume da malha selecionada
@@ -40,17 +34,14 @@
CmdMeshBuildRegularSolid
-
Mesh
Malha
-
Regular solid...
Sólido regular ...
-
Builds a regular solid
Cria um sólido regular
@@ -58,12 +49,10 @@
CmdMeshDemolding
-
Interactive demolding direction
Direção de desmoldagem interativa
-
Mesh
Malha
@@ -71,12 +60,10 @@
CmdMeshDifference
-
Mesh
Malha
-
Difference
Diferença
@@ -84,17 +71,14 @@
CmdMeshEvaluateFacet
-
Mesh
Malha
-
Face info
Info face
-
Information about face
Informações sobre a face
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Malha
-
Check solid mesh
Verificar malha sólida
-
Checks whether the mesh is a solid
Verifica se a malha é um sólido
@@ -120,22 +101,14 @@
CmdMeshEvaluation
-
Mesh
Malha
-
- Evaluate mesh...
- Avaliar malha...
-
-
-
Opens a dialog to analyze and repair a mesh
Abre uma janela para analisar e consertar uma malha
-
Evaluate && Repair mesh...
Avaliar && consertar malha...
@@ -143,12 +116,10 @@
CmdMeshExMakeMesh
-
Mesh
Malha
-
Make a Box
Fazer uma caixa
@@ -156,12 +127,10 @@
CmdMeshExMakeTool
-
Mesh
Malha
-
Make a Tool
Fazer uma ferramenta
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Malha
-
Make Union
Fazer União
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Malha
-
Export mesh...
Exportar malha...
-
Exports a mesh to file
Exporta uma malha para um arquivo
@@ -200,17 +164,14 @@
CmdMeshFillInteractiveHole
-
Mesh
Malha
-
Close hole
Fechar furo
-
Close holes interactively
Fechar furos interativamente
@@ -218,107 +179,29 @@
CmdMeshFillupHoles
-
Mesh
Malha
-
Fill holes...
Preencher furos...
-
Fill holes of the mesh
Preencher furos na malha
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Malha
-
-
-
- Remove degenerated faces
- Remover faces degeneradas
-
-
-
- Remove degenerated faces from the mesh
- Remover faces degeneradas
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Malha
-
-
-
- Remove duplicated faces
- Remover faces duplicadas
-
-
-
- Remove duplicated faces from the mesh
- Remove as faces duplicadas da malha
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Malha
-
-
-
- Remove duplicated points
- Remover pontos duplicados
-
-
-
- Remove duplicated points from the mesh
- Remove os pontos duplicados da malha
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Malha
-
-
-
- Fix indices
- Consertar índices
-
-
-
- Fixes invalid indices in the mesh structure
- Conserta índices inválidos na estrutura da malha
-
-
CmdMeshFlipNormals
-
Mesh
Malha
-
Flip normals
Inverter normais
-
Flips the normals of the mesh
Inverte as normais da malha
@@ -326,17 +209,14 @@
CmdMeshFromGeometry
-
Mesh
Malha
-
Create mesh from geometry...
Criar malha a partir de geometria...
-
Create mesh from the selected geometry
Criar uma malha a partir da geometria selecionada
@@ -344,17 +224,14 @@
CmdMeshHarmonizeNormals
-
Mesh
Malha
-
Harmonize normals
Harmonizar as normais
-
Harmonizes the normals of the mesh
Harmoniza as normais da malha
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Malha
-
Import mesh...
Importar malha...
-
Imports a mesh from file
Importa uma malha a partir de um arquivo
@@ -380,12 +254,10 @@
CmdMeshIntersection
-
Mesh
Malha
-
Intersection
Intersecção
@@ -393,17 +265,14 @@
CmdMeshPolyCut
-
Mesh
Malha
-
Cut mesh
Cortar malha
-
Cuts a mesh with a picked polygon
Corta uma malha com um polígono escolhido
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Malha
-
Make segment
Fazer um segmento
-
Creates a mesh segment
Criar um segmento de malha
@@ -429,17 +295,14 @@
CmdMeshPolySelect
-
Mesh
Malha
-
Select mesh
Selecione uma malha
-
Select an area of the mesh
Selecione uma área da malha
@@ -447,17 +310,14 @@
CmdMeshPolySplit
-
Mesh
Malha
-
Split mesh
Dividir uma malha
-
Splits a mesh into two meshes
Dividir uma malha em duas
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-
Mesh
Malha
-
Remove components by hand...
Remover componentes manualmente...
-
Mark a component to remove it from the mesh
Marcar um componente para ser removido da malha
@@ -483,35 +340,29 @@
CmdMeshRemoveComponents
-
Mesh
Malha
-
Remove components...
Remover componentes...
-
- Remove topologic independant components from the mesh
+ Remove topologic independent components from the mesh
Remover componentes topológicos independentes da malha
CmdMeshSmoothing
-
Mesh
Malha
-
Smooth...
Suavizar...
-
Smooth the selected meshes
Suavizar as malhas selecionadas
@@ -519,17 +370,14 @@
CmdMeshToolMesh
-
Mesh
Malha
-
Segment by tool mesh
Segmentar por malha ferramenta
-
Creates a segment from a given tool mesh
Cria um segmento usando uma determinada malha como ferramenta
@@ -537,17 +385,14 @@
CmdMeshTransform
-
Mesh
Malha
-
Transform mesh
Transformar malha
-
Rotate or move a mesh
Girar ou mover uma malha
@@ -555,12 +400,10 @@
CmdMeshUnion
-
Mesh
Malha
-
Union
União
@@ -568,17 +411,14 @@
CmdMeshVertexCurvature
-
Mesh
Malha
-
Calculates the curvature of the vertices of a mesh
Calcula a curvatura dos vértices de uma malha
-
Curvature plot
Traçado de curvatura
@@ -586,148 +426,109 @@
CmdMeshVertexCurvatureInfo
-
Mesh
Malha
-
Curvature info
Info curvatura
-
Information about curvature
Informações sobre a curvatura
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Avaliar malha
-
-
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Avaliar malha
-
-
-
&Help
A&juda
-
F1
F1
-
&Close
&Fechar
-
Alt+C
Alt+F
-
Mesh information
Informação da malha
-
No information
Sem Informação
-
Number of points:
Número de pontos:
-
Number of edges:
Número de arestas:
-
Refresh
Atualizar
-
Analyze
Analisar
-
Repair
Consertar
-
Orientation
Orientação
-
Degenerated faces
Faces degeneradas
-
Face indices
Índices de faces
-
Number of faces:
Número de faces:
-
Duplicated faces
Faces duplicadas
-
Duplicated points
Pontos duplicados
-
Non-manifolds
Não-manifolds
-
Self-intersections
Auto-intersecções
-
All above tests together
Todos os testes acima juntos
-
Repetitive repair
Conserto repetitiva
-
Evaluate & Repair Mesh
Avaliar & consertar malha
-
Folds on surface
Dobras na superfície
@@ -735,158 +536,127 @@
MeshGui::DlgEvaluateMeshImp
-
No information
Sem Informação
-
Invalid neighbour indices
Índices de vizinhos inválidos
-
Invalid face indices
Índices de face inválidos
-
Invalid point indices
Índices de ponto inválidos
-
Multiple point indices
Vários índices de pontos
-
Non-manifolds
Não-manifolds
-
Cannot remove non-manifolds
Não é possível remover não-manifolds
-
No selection
Nenhuma seleção
-
No flipped normals
Nenhuma normal invertida
-
%1 flipped normals
%1 normais invertidas
-
No non-manifolds
Nenhum não-manifold
-
%1 non-manifolds
%1 não-manifolds
-
No invalid indices
Nenhum índice inválido
-
No degenerations
Nenhuma degeneração
-
%1 degenerated faces
%1 faces degeneradas
-
No duplicated faces
Nenhuma face duplicada
-
%1 duplicated faces
%1 faces duplicadas
-
No duplicated points
Nenhum ponto duplicado
-
Duplicated points
Pontos duplicados
-
Orientation
Orientação
-
Indices
Índices
-
Degenerations
Degenerações
-
Duplicated faces
Faces duplicadas
-
No self-intersections
Nenhuma auto-intersecção
-
Self-intersections
Auto-intersecções
-
Mesh repair
Conserto de malha
-
Flipped normals found
Foram encontradas normais invertidas
-
Check failed due to folds on the surface.
Please run the command to repair folds first
A verificação falhou devido a dobras na superfície. Por favor, execute primeiro o comando "consertar dobras"
-
No folds on surface
Nenhuma dobra na superfície
-
%1 folds on surface
%1 dobras na superfície
-
Folds
Dobras
@@ -894,107 +664,86 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolid
-
Regular Solid
Sólido regular
-
&Create
&Criar
-
Alt+C
Alt+F
-
Cl&ose
&Fechar
-
Alt+O
Alt+F
-
Solid:
Sólido:
-
Cube
Cubo
-
Cylinder
Cilindro
-
Cone
Cone
-
Sphere
Esfera
-
Ellipsoid
Elipsóide
-
Torus
Toro
-
Height:
Altura:
-
Length:
Comprimento:
-
Width:
Largura:
-
Radius:
Raio:
-
Closed
Fechado
-
Sampling:
Amostragem:
-
Edge length:
Comprimento da aresta:
-
Radius 1:
Raio 1:
-
Radius 2:
Raio 2:
@@ -1002,12 +751,10 @@ Please run the command to repair folds first
MeshGui::DlgRegularSolidImp
-
Create %1
Criar %1
-
No active document
Nenhum documento ativo
@@ -1015,92 +762,66 @@ Please run the command to repair folds first
MeshGui::DlgSettingsMeshView
-
Mesh view
Vista de malhas
-
- Appearance
- Aparência
-
-
-
- Face color
- Cor de face
-
-
-
Two-side rendering
Renderização de dois lados
-
Backface color
Core de faces traseiras
-
Smoothing
Suavização
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> Este é o menor ângulo entre duas faces onde será usado o sombreamento plano.</p><p style="margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> se o ângulo entre as normais de duas faces vizinhas é menor do que o ângulo de vincos, as faces serão suavizadas ao redor de sua borda comum.</p></body></html>
-
Crease angle
Ângulo dos vincos
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style="font-weight:600;"> flat sombreamento de sombreamento/Phong</span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> define a aparência de superfícies.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> com sombreamento plano as normais da superfície não são definidas por vértice, o que leva a uma aparência irreal para superfícies curvas. Use sombreamento Phong para uma aparência mais suave.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"> se essa opção for definida, o sombreamento Phong será usado, se estiver desactivado o sombreamento plano será usado.</p></body></html>
-
Define normal per vertex
Definir normal por vértice
-
°
°
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Sugestão</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Definir as normais por vértice é também chamado <span style=" font-style:italic;">sombreamento Phong</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">enquanto define as normais por face é chamado de</span> sombreamento <span style=" font-style:normal;">plano.</span> </p></body></html>
-
Default appearance for new meshes
Aparência padrão para novas malhas
-
Default line color
Cor de linha padrão
-
Mesh transparency
Transparência de malha
-
Default mesh color
Cor padrão de malha
-
Show bounding-box for highlighted or selected meshes
Mostrar caixa de volume para malhas destacadas ou selecionadas
-
Line transparency
Transparência das linhas
@@ -1108,73 +829,53 @@ Please run the command to repair folds first
MeshGui::DlgSmoothing
-
Smoothing
Suavização
-
Method
Método
-
Taubin
Taubin
-
Laplace
Laplace
-
Parameter
Parâmetro
-
Iterations:
Iterações:
-
Lambda:
Lambda:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Avaliar & consertar malha
-
-
MeshGui::MeshFaceAddition
-
Add triangle
Adicionar triângulo
-
Flip normal
Inverter normais
-
Clear
Limpar
-
Finish
Concluir
@@ -1182,77 +883,58 @@ Please run the command to repair folds first
MeshGui::RemoveComponents
-
Remove components
Remover componentes
-
Select
Selecione
-
Select whole component
Selecione o componente inteiro
-
Pick triangle
Escolha um triângulo
-
< faces than
< faces do que
-
Region
Região
-
Components
Componentes
-
All
Todos
-
Deselect
Deselecionar
-
Deselect whole component
Desmarcar componente inteiro
-
> faces than
> faces do que
-
Region options
Opções de região
-
- Respect only front triangles
- Respeitar apenas triângulos dianteiros
-
-
-
Respect only triangles with normals facing screen
Respeitar somente com triângulos com normais direcionadas para a tela
-
Respect only visible triangles
Respeitar apenas triângulos visíveis
@@ -1260,168 +942,108 @@ Please run the command to repair folds first
MeshGui::TaskRemoveComponents
-
Delete
Excluir
-
Invert
Inverter
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analisar
-
-
-
- Boolean
- Booleanas
-
-
-
- &Meshes
- &Malhas
-
-
-
- Mesh tools
- Ferramentas de malha
-
-
-
- Mesh test suite
- Suite de testes de malha
+ Evaluate & Repair Mesh
+ Avaliar & consertar malha
QObject
-
Import mesh
Importar malha
-
Export mesh
Exportar malha
-
Solid Mesh
Malha sólida
-
Boundings
Caixa de volume
-
Fill holes
Preencher furos
-
Fill holes with maximum number of edges:
Preenche buracos com um número máximo de arestas:
-
- Remove components
- Remover componentes
-
-
-
- Removes components up to a maximum number of triangles:
- Remove componentes até um número máximo de triângulos:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- Todos os arquivos malha (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
STL binário (*.stl)
-
ASCII STL (*.ast)
STL ASCII (*.ast)
-
Binary Mesh (*.bms)
Malha binária (*.bms)
-
Alias Mesh (*.obj)
Malha Alias (*.obj)
-
Inventor V2.1 ascii (*.iv)
Inventor V2.1 ascii (*.iv)
-
All Files (*.*)
Todos os arquivos (*.*)
-
ASCII STL (*.stl)
STL ASCII (*.stl)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
VRML 2.0 comprimido (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
Modulo do python (*.py)
-
Meshing Tolerance
Tolerância de malhagem
-
Enter tolerance for meshing geometry:
Digite tolerância para a malhagem de geometria:
-
The mesh '%1' is a solid.
A malha '%1' é um sólido.
-
The mesh '%1' is not a solid.
A malha '%1' não é um sólido.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
@@ -1430,62 +1052,50 @@ Max=<%4,%5,%6>
Max=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
[Pontos: %1, Arestas: %2 Faces: %3]
-
Leave info mode
Sair do modo de info
-
Index: %1
Índice: %1
-
Leave hole-filling mode
Sair do modo de preenchimento de furos
-
Leave removal mode
Sair do modo de remoção
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
Todos os arquivos de malha (*.stl *.ast *.bms *.obj *.ply)
-
Stanford Polygon (*.ply)
Stanford Polygon (*.ply)
-
Object File Format (*.off)
Object File Format (*.off)
-
Standford Polygon (*.ply)
Standford Polygon (*.ply)
-
Delete selected faces
Excluir as faces selecionadas
-
Clear selected faces
Limpar as faces selecionadas
-
Annotation
Anotação
@@ -1493,29 +1103,20 @@ Max=<%4,%5,%6>
Workbench
-
Analyze
Analisar
-
Boolean
Booleanas
-
&Meshes
&Malhas
-
Mesh tools
Ferramentas de malha
-
-
- Mesh test suite
- Suite de testes de malha
-
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm
index 36852c608f..a80865e96b 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts
index dfbf45c257..061c67d7de 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts
@@ -4,1425 +4,1046 @@
CmdMeshAddFacet
-
Mesh
- Mesh
+ Сеть
-
Add triangle
- Add triangle
+ Добавить треугольник
-
Add triangle manually to a mesh
- Add triangle manually to a mesh
+ Добавить треугольник в сетку вручную
CmdMeshBoundingBox
-
Mesh
- Mesh
+ Сеть
-
Boundings info...
- Boundings info...
+ Информация о структуре...
-
Shows the boundings of the selected mesh
- Shows the boundings of the selected mesh
+ Показывает структуру выбранной сетки
CmdMeshBuildRegularSolid
-
Mesh
- Mesh
+ Сеть
-
Regular solid...
- Regular solid...
+ Правлю твердое ...
-
Builds a regular solid
- Builds a regular solid
+ Построение правильного твердого тела
CmdMeshDemolding
-
Interactive demolding direction
- Interactive demolding direction
+ Интерактивное извлечения направлении из формы
-
Mesh
- Mesh
+ Сеть
CmdMeshDifference
-
Mesh
- Mesh
+ Сеть
-
Difference
- Difference
+ Разность
CmdMeshEvaluateFacet
-
Mesh
- Mesh
+ Сеть
-
Face info
- Face info
+ Информация о поверхности
-
Information about face
- Information about face
+ Информация о поверхности
CmdMeshEvaluateSolid
-
Mesh
- Mesh
+ Сеть
-
Check solid mesh
- Check solid mesh
+ Проверить прочность сетки
-
Checks whether the mesh is a solid
- Checks whether the mesh is a solid
+ Проверяет, тверда ли сетка
CmdMeshEvaluation
-
Mesh
- Mesh
+ Сеть
-
- Evaluate mesh...
- Evaluate mesh...
-
-
-
Opens a dialog to analyze and repair a mesh
- Opens a dialog to analyze and repair a mesh
+ Открывает диалог для анализа и ремонта сети
-
Evaluate && Repair mesh...
- Evaluate && Repair mesh...
+ Оценить и ремонтировать сетку...
CmdMeshExMakeMesh
-
Mesh
- Mesh
+ Сеть
-
Make a Box
- Make a Box
+ Создать параллелепипед
CmdMeshExMakeTool
-
Mesh
- Mesh
+ Сеть
-
Make a Tool
- Make a Tool
+ Создать инструмент
CmdMeshExMakeUnion
-
Mesh
- Mesh
+ Сеть
-
Make Union
- Make Union
+ Создать объединение
CmdMeshExport
-
Mesh
- Mesh
+ Сеть
-
Export mesh...
- Export mesh...
+ Экспорт сети...
-
Exports a mesh to file
- Exports a mesh to file
+ Экспорт сети в файл
CmdMeshFillInteractiveHole
-
Mesh
- Mesh
+ Сеть
-
Close hole
- Close hole
+ Закрыть отверстие
-
Close holes interactively
- Close holes interactively
+ Закрыть отверстия интерактивно
CmdMeshFillupHoles
-
Mesh
- Mesh
+ Сеть
-
Fill holes...
- Fill holes...
+ Закрыть отверстия ...
-
Fill holes of the mesh
- Fill holes of the mesh
-
-
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Mesh
-
-
-
- Remove degenerated faces
- Remove degenerated faces
-
-
-
- Remove degenerated faces from the mesh
- Remove degenerated faces from the mesh
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated faces
- Remove duplicated faces
-
-
-
- Remove duplicated faces from the mesh
- Remove duplicated faces from the mesh
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Mesh
-
-
-
- Remove duplicated points
- Remove duplicated points
-
-
-
- Remove duplicated points from the mesh
- Remove duplicated points from the mesh
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Mesh
-
-
-
- Fix indices
- Fix indices
-
-
-
- Fixes invalid indices in the mesh structure
- Fixes invalid indices in the mesh structure
+ Закрыть отверстия сетки
CmdMeshFlipNormals
-
Mesh
- Mesh
+ Сеть
-
Flip normals
- Flip normals
+ Сменить направление нормалей на противоположное
-
Flips the normals of the mesh
- Flips the normals of the mesh
+ Сменить направление нормалей сети на противоположное
CmdMeshFromGeometry
-
Mesh
- Mesh
+ Сеть
-
Create mesh from geometry...
- Create mesh from geometry...
+ Создать сеть по геометрии ...
-
Create mesh from the selected geometry
- Create mesh from the selected geometry
+ Создание сети из выбранного геометрии
CmdMeshHarmonizeNormals
-
Mesh
- Mesh
+ Сеть
-
Harmonize normals
- Harmonize normals
+ Согласование нормалей
-
Harmonizes the normals of the mesh
- Harmonizes the normals of the mesh
+ Согласует нормали сети
CmdMeshImport
-
Mesh
- Mesh
+ Сеть
-
Import mesh...
- Import mesh...
+ Импорт сети...
-
Imports a mesh from file
- Imports a mesh from file
+ Импорт сети из файла
CmdMeshIntersection
-
Mesh
- Mesh
+ Сеть
-
Intersection
- Intersection
+ Пересечение
CmdMeshPolyCut
-
Mesh
- Mesh
+ Сеть
-
Cut mesh
- Cut mesh
+ Обрезать сеть
-
Cuts a mesh with a picked polygon
- Cuts a mesh with a picked polygon
+ Обрезать сеть, выбранным многоугольником
CmdMeshPolySegm
-
Mesh
- Mesh
+ Сеть
-
Make segment
- Make segment
+ Создать сегмент
-
Creates a mesh segment
- Creates a mesh segment
+ Создает сегмент сетки
CmdMeshPolySelect
-
Mesh
- Mesh
+ Сеть
-
Select mesh
- Select mesh
+ Выберите сеть
-
Select an area of the mesh
- Select an area of the mesh
+ Выберите область сетки
CmdMeshPolySplit
-
Mesh
- Mesh
+ Сеть
-
Split mesh
- Split mesh
+ Разделить сети
-
Splits a mesh into two meshes
- Splits a mesh into two meshes
+ Разделяет сетку на две сетки
CmdMeshRemoveCompByHand
-
Mesh
- Mesh
+ Сеть
-
Remove components by hand...
- Remove components by hand...
+ Удалить компоненты вручную ...
-
Mark a component to remove it from the mesh
- Mark a component to remove it from the mesh
+ Пометьте компонент для удаления из сетки
CmdMeshRemoveComponents
-
Mesh
- Mesh
+ Сеть
-
Remove components...
- Remove components...
+ Удалить компоненты...
-
- Remove topologic independant components from the mesh
- Remove topologic independant components from the mesh
+ Remove topologic independent components from the mesh
+ Удалить топологически-независимые компоненты из сетки
CmdMeshSmoothing
-
Mesh
- Mesh
+ Сеть
-
Smooth...
- Smooth...
+ Сгладить ...
-
Smooth the selected meshes
- Smooth the selected meshes
+ Сгладить, выбранные сети
CmdMeshToolMesh
-
Mesh
- Mesh
+ Сеть
-
Segment by tool mesh
- Segment by tool mesh
+ Часть инструмента сетки
-
Creates a segment from a given tool mesh
- Creates a segment from a given tool mesh
+ Создает сегмент из данного инструмента сети
CmdMeshTransform
-
Mesh
- Mesh
+ Сеть
-
Transform mesh
- Transform mesh
+ Преобразование сетки
-
Rotate or move a mesh
- Rotate or move a mesh
+ Поворот или перемещение сетки
CmdMeshUnion
-
Mesh
- Mesh
+ Сеть
-
Union
- Union
+ Объединение
CmdMeshVertexCurvature
-
Mesh
- Mesh
+ Сеть
-
Calculates the curvature of the vertices of a mesh
- Calculates the curvature of the vertices of a mesh
+ Вычисляет кривизну вершин сетки
-
Curvature plot
- Curvature plot
+ Кривой участок
CmdMeshVertexCurvatureInfo
-
Mesh
- Mesh
+ Сеть
-
Curvature info
- Curvature info
+ Информация о кривизне
-
Information about curvature
- Information about curvature
-
-
-
- DockEvaluateMeshImp
-
-
- Evaluate Mesh
- Evaluate Mesh
+ Информация о кривизне
MeshGui::DlgEvaluateMesh
-
- Evaluate Mesh
- Evaluate Mesh
-
-
-
&Help
- &Help
+ & Справки
-
F1
F1
-
&Close
- &Close
+ & Закрыть
-
Alt+C
Alt+C
-
Mesh information
- Mesh information
+ Информация о сети
-
No information
- No information
+ Информация отсутствует
-
Number of points:
- Number of points:
+ Количество точек:
-
Number of edges:
- Number of edges:
+ Количество ребер:
-
Refresh
- Refresh
+ Обновить
-
Analyze
- Analyze
+ Анализировать
-
Repair
- Repair
+ Ремонт
-
Orientation
- Orientation
+ Ориентация
-
Degenerated faces
- Degenerated faces
+ Ухудшившийся лица
-
Face indices
- Face indices
+ Индексы лица
-
Number of faces:
- Number of faces:
+ Количество лиц:
-
Duplicated faces
- Duplicated faces
+ Повторяющиеся лица
-
Duplicated points
- Duplicated points
+ Повторяющиеся точки
-
Non-manifolds
- Non-manifolds
+ Однообразия
-
Self-intersections
- Self-intersections
+ Самопересеченые
-
All above tests together
- All above tests together
+ Использоват вместе все указанные выше тесты
-
Repetitive repair
- Repetitive repair
+ Серийный ремонт
-
Evaluate & Repair Mesh
- Evaluate & Repair Mesh
+ Оценить и ремонтировать сетку
-
Folds on surface
- Folds on surface
+ Складки на поверхности
MeshGui::DlgEvaluateMeshImp
-
No information
- No information
+ Информация отсутствует
-
Invalid neighbour indices
- Invalid neighbour indices
+ Неверные соседи указателей
-
Invalid face indices
- Invalid face indices
+ Неверные индексы граней
-
Invalid point indices
- Invalid point indices
+ Неверные индексы точки
-
Multiple point indices
- Multiple point indices
+ Составные указатели точек
-
Non-manifolds
- Non-manifolds
+ Однообразия
-
Cannot remove non-manifolds
- Cannot remove non-manifolds
+ Не могу удалить однообразия
-
No selection
- No selection
+ Нет выбора
-
No flipped normals
- No flipped normals
+ Перевернутых нормалей нет
-
%1 flipped normals
- %1 flipped normals
+ %1 перевернуть нормали
-
No non-manifolds
- No non-manifolds
+ Нет однообразий
-
%1 non-manifolds
- %1 non-manifolds
+ %1 однообразный
-
No invalid indices
- No invalid indices
+ Нет недействительных индексов
-
No degenerations
- No degenerations
+ Не вырождать
-
%1 degenerated faces
- %1 degenerated faces
+ %1 выродившиеся грани
-
No duplicated faces
- No duplicated faces
+ Нет дублировать грани
-
%1 duplicated faces
- %1 duplicated faces
+ %1 дублирующиеся грани
-
No duplicated points
- No duplicated points
+ Нет дублировать точки
-
Duplicated points
- Duplicated points
+ Повторяющиеся точки
-
Orientation
- Orientation
+ Ориентация
-
Indices
- Indices
+ Индексы
-
Degenerations
- Degenerations
+ Ухудшения
-
Duplicated faces
- Duplicated faces
+ Повторяющиеся лица
-
No self-intersections
- No self-intersections
+ Не самопересечений
-
Self-intersections
- Self-intersections
+ Самопересеченые
-
Mesh repair
- Mesh repair
+ Ремонт сетки
-
Flipped normals found
- Flipped normals found
+ Найдены перевёрнутые нормали
-
Check failed due to folds on the surface.
Please run the command to repair folds first
- Check failed due to folds on the surface.
-Please run the command to repair folds first
+ Не удалось проверить из-за складок на поверхности. Сначала запустите команду для отладки складок
-
No folds on surface
- No folds on surface
+ Нет складок на поверхности
-
%1 folds on surface
- %1 folds on surface
+ %1 складки на поверхности
-
Folds
- Folds
+ Складки
MeshGui::DlgRegularSolid
-
Regular Solid
- Regular Solid
+ Правильное геометрическое тело
-
&Create
- &Create
+ & Создать
-
Alt+C
Alt+C
-
Cl&ose
- Cl&ose
+ Закрыть
-
Alt+O
Alt+O
-
Solid:
- Solid:
+ Правильные:
-
Cube
- Cube
+ Куб
-
Cylinder
- Cylinder
+ Цилиндр
-
Cone
- Cone
+ Конус
-
Sphere
- Sphere
+ Сфера
-
Ellipsoid
- Ellipsoid
+ Эллипсоид
-
Torus
- Torus
+ Тор
-
Height:
- Height:
+ Высота:
-
Length:
- Length:
+ Длина:
-
Width:
- Width:
+ Ширина:
-
Radius:
- Radius:
+ Радиус:
-
Closed
- Closed
+ Закрыто
-
Sampling:
- Sampling:
+ Выборка:
-
Edge length:
- Edge length:
+ Длина кромки:
-
Radius 1:
- Radius 1:
+ Радиус 1:
-
Radius 2:
- Radius 2:
+ Радиус 2:
MeshGui::DlgRegularSolidImp
-
Create %1
- Create %1
+ Создать %1
-
No active document
- No active document
+ Нет активного документа
MeshGui::DlgSettingsMeshView
-
Mesh view
- Mesh view
+ Просмотр в виде сетки
-
- Appearance
- Appearance
-
-
-
- Face color
- Face color
-
-
-
Two-side rendering
- Two-side rendering
+ Двустороннее отображение
-
Backface color
- Backface color
+ Цвет оборотной стороны
-
Smoothing
- Smoothing
+ Размытие
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
-
Crease angle
- Crease angle
+ Угол сгиба
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html>
-
Define normal per vertex
- Define normal per vertex
+ Определить нормаль для каждой вершины
-
°
- °
+ °
-
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
<html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
-
Default appearance for new meshes
- Default appearance for new meshes
+ Внешний вид новых сеток по умолчанию
-
Default line color
- Default line color
+ Цвет линии по умолчанию
-
Mesh transparency
- Mesh transparency
+ Прозрачность сетки
-
Default mesh color
- Default mesh color
+ Цвет сетки по умолчанию
-
Show bounding-box for highlighted or selected meshes
- Show bounding-box for highlighted or selected meshes
+ Показать ограничивающий прямоугольник для подсвеченных или выбранных сеток
-
Line transparency
- Line transparency
+ Прозрачность линии
MeshGui::DlgSmoothing
-
Smoothing
- Smoothing
+ Размытие
-
Method
- Method
+ Метод
-
Taubin
- Taubin
+ Таубин
-
Laplace
- Laplace
+ Лапласа
-
Parameter
- Parameter
+ Параметр
-
Iterations:
- Iterations:
+ Итерации:
-
Lambda:
- Lambda:
+ Лямбда:
-
Mu:
Mu:
-
- MeshGui::DockEvaluateMeshImp
-
-
- Evaluate & Repair Mesh
- Evaluate & Repair Mesh
-
-
MeshGui::MeshFaceAddition
-
Add triangle
- Add triangle
+ Добавить треугольник
-
Flip normal
- Flip normal
+ Направить нормаль в противоположную сторону
-
Clear
- Clear
+ Очистить
-
Finish
- Finish
+ Завершить
MeshGui::RemoveComponents
-
Remove components
- Remove components
+ Удалить компоненты
-
Select
- Select
+ Выбрать
-
Select whole component
- Select whole component
+ Выбрать все компоненты
-
Pick triangle
- Pick triangle
+ Подобрать треугольник
-
< faces than
< faces than
-
Region
- Region
+ Регион
-
Components
- Components
+ Компоненты
-
All
- All
+ Все
-
Deselect
- Deselect
+ Снять выделение
-
Deselect whole component
- Deselect whole component
+ Снять выделение все компоненты
-
> faces than
- > faces than
+ > наружное покрытие
-
Region options
- Region options
+ Параметры региона
-
- Respect only front triangles
- Respect only front triangles
-
-
-
Respect only triangles with normals facing screen
- Respect only triangles with normals facing screen
+ Привилегировать треугольники с наружным покрытием
-
Respect only visible triangles
- Respect only visible triangles
+ Уважать только видимые треугольники
MeshGui::TaskRemoveComponents
-
Delete
- Delete
+ Удалить
-
Invert
- Invert
+ Инвертировать
- MeshGui::Workbench
+ QDockWidget
-
- Analyze
- Analyze
-
-
-
- Boolean
- Boolean
-
-
-
- &Meshes
- &Meshes
-
-
-
- Mesh tools
- Mesh tools
-
-
-
- Mesh test suite
- Mesh test suite
+ Evaluate & Repair Mesh
+ Оценить и ремонтировать сетку
QObject
-
Import mesh
- Import mesh
+ Импорт сети
-
Export mesh
- Export mesh
+ Экспорт сети
-
Solid Mesh
- Solid Mesh
+ Прочная сетка
-
Boundings
- Boundings
+ Ограничения
-
Fill holes
- Fill holes
+ Закрыть отверстия
-
Fill holes with maximum number of edges:
- Fill holes with maximum number of edges:
+ Заполнить отверстия с максимальным числом ребер:
-
- Remove components
- Remove components
-
-
-
- Removes components up to a maximum number of triangles:
- Removes components up to a maximum number of triangles:
-
-
-
- All Mesh Files (*.stl *.ast *.bms *.obj)
- All Mesh Files (*.stl *.ast *.bms *.obj)
-
-
-
Binary STL (*.stl)
- Binary STL (*.stl)
+ Двоичный STL (*.stl)
-
ASCII STL (*.ast)
ASCII STL (*.ast)
-
Binary Mesh (*.bms)
- Binary Mesh (*.bms)
+ Двоичный сетки (*.bms)
-
Alias Mesh (*.obj)
- Alias Mesh (*.obj)
+ Псевдонимные сетки (*.obj)
-
Inventor V2.1 ascii (*.iv)
- Inventor V2.1 ascii (*.iv)
+ Изобретатель V2.1 ascii (* .iv)
-
All Files (*.*)
- All Files (*.*)
+ Все файлы (*.*)
-
ASCII STL (*.stl)
ASCII STL (*.stl)
-
VRML V2.0 (*.wrl *.vrml)
VRML V2.0 (*.wrl *.vrml)
-
Compressed VRML 2.0 (*.wrz)
- Compressed VRML 2.0 (*.wrz)
+ Сжатый VRML 2.0 (*.wrz)
-
Nastran (*.nas *.bdf)
Nastran (*.nas *.bdf)
-
Python module def (*.py)
Python module def (*.py)
-
Meshing Tolerance
- Meshing Tolerance
+ Возможное отклонение сетки
-
Enter tolerance for meshing geometry:
- Enter tolerance for meshing geometry:
+ Введите возможное отклонение для слияния геометрии:
-
The mesh '%1' is a solid.
- The mesh '%1' is a solid.
+ Сетка '%1' прочная.
-
The mesh '%1' is not a solid.
- The mesh '%1' is not a solid.
+ Сетка '%1' не прочная.
-
Min=<%1,%2,%3>
Max=<%4,%5,%6>
@@ -1431,92 +1052,71 @@ Max=<%4,%5,%6>
Max=<%4,%5,%6>
-
[Points: %1, Edges: %2 Faces: %3]
- [Points: %1, Edges: %2 Faces: %3]
+ [Пунктов: %1, Ребер: %2 Лиц: %3]
-
Leave info mode
- Leave info mode
+ Выйти из информационного режима
-
Index: %1
- Index: %1
+ Индекс: %1
-
Leave hole-filling mode
- Leave hole-filling mode
+ Выйти из режима заполнения отверстий
-
Leave removal mode
- Leave removal mode
+ Выйти из режима удаления
-
All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
- All Mesh Files (*.stl *.ast *.bms *.obj *.ply)
+ Все файлы сеток (*.stl *.ast *.bms *.obj * .ply)
-
Stanford Polygon (*.ply)
Stanford Polygon (*.ply)
-
Object File Format (*.off)
Object File Format (*.off)
-
Standford Polygon (*.ply)
Standford Polygon (*.ply)
-
Delete selected faces
- Delete selected faces
+ Удалить выбранные лица
-
Clear selected faces
- Clear selected faces
+ Очистить выбранные грани
-
Annotation
- Annotation
+ Аннотация
Workbench
-
Analyze
- Analyze
+ Анализировать
-
Boolean
- Boolean
+ Булевый
-
&Meshes
- &Meshes
+ & Сетки
-
Mesh tools
- Mesh tools
-
-
-
- Mesh test suite
- Mesh test suite
+ Инструменты сетки
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.qm
index 9beb323885..e8ca64f802 100644
Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.qm differ
diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.ts
index c7be0cae2c..b3b57649fc 100644
--- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.ts
+++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_se.ts
@@ -4,35 +4,29 @@
CmdMeshAddFacet
-
Mesh
Nät
-
Add triangle
- Add triangle
+ Addera triangel
-
Add triangle manually to a mesh
- Add triangle manually to a mesh
+ Addera triangel manuellt till ett nät
CmdMeshBoundingBox
-
Mesh
Nät
-
Boundings info...
Begränsningsinfo...
-
Shows the boundings of the selected mesh
Visar begränsningarna på det valda nätet
@@ -40,17 +34,14 @@
CmdMeshBuildRegularSolid
-
Mesh
Nät
-
Regular solid...
Reguljär solid...
-
Builds a regular solid
Skapar en reguljär solid
@@ -58,12 +49,10 @@
CmdMeshDemolding
-
Interactive demolding direction
Interaktiv avformningsriktning
-
Mesh
Nät
@@ -71,12 +60,10 @@
CmdMeshDifference
-
Mesh
Nät
-
Difference
Skillnad
@@ -84,17 +71,14 @@
CmdMeshEvaluateFacet
-
Mesh
Nät
-
Face info
Ytinformation
-
Information about face
Information om yta
@@ -102,17 +86,14 @@
CmdMeshEvaluateSolid
-
Mesh
Nät
-
Check solid mesh
Kontrolera solidnät
-
Checks whether the mesh is a solid
Kontrollerar om nätet är en solid
@@ -120,48 +101,36 @@
CmdMeshEvaluation
-
Mesh
Nät
-
- Evaluate mesh...
- Evaluera nät...
-
-
-
Opens a dialog to analyze and repair a mesh
Öppnar en dialog för att analysera och reparera ett nät
-
Evaluate && Repair mesh...
- Evaluate && Repair mesh...
+ Utvärdera && reparera nät...
CmdMeshExMakeMesh
-
Mesh
Nät
-
Make a Box
- Gör en kub
+ Gör en låda
CmdMeshExMakeTool
-
Mesh
Nät
-
Make a Tool
Gör ett verktyg
@@ -169,12 +138,10 @@
CmdMeshExMakeUnion
-
Mesh
Nät
-
Make Union
Gör en förening
@@ -182,17 +149,14 @@
CmdMeshExport
-
Mesh
Nät
-
Export mesh...
Exportera nät...
-
Exports a mesh to file
Exporterar ett nät till fil
@@ -200,17 +164,14 @@
CmdMeshFillInteractiveHole
-
Mesh
Nät
-
Close hole
Stäng hål
-
Close holes interactively
Stäng hål interaktivt
@@ -218,107 +179,29 @@
CmdMeshFillupHoles
-
Mesh
Nät
-
Fill holes...
Fyll hål...
-
Fill holes of the mesh
Fyll nätets hål
-
- CmdMeshFixDegenerations
-
-
- Mesh
- Nät
-
-
-
- Remove degenerated faces
- Ta bort degenererade ytor
-
-
-
- Remove degenerated faces from the mesh
- Ta bort degenererade ytor från nätet
-
-
-
- CmdMeshFixDuplicateFaces
-
-
- Mesh
- Nät
-
-
-
- Remove duplicated faces
- Ta bort duplicerade ytor
-
-
-
- Remove duplicated faces from the mesh
- Ta bort duplicerade ytor från nätet
-
-
-
- CmdMeshFixDuplicatePoints
-
-
- Mesh
- Nät
-
-
-
- Remove duplicated points
- Ta bort duplicerade punkter
-
-
-
- Remove duplicated points from the mesh
- Ta bort duplicerade punkter från nätet
-
-
-
- CmdMeshFixIndices
-
-
- Mesh
- Nät
-
-
-
- Fix indices
- Korrigera index
-
-
-
- Fixes invalid indices in the mesh structure
- Korrigera ogiltiga index i nätstrukturen
-
-
CmdMeshFlipNormals
-
Mesh
Nät
-
Flip normals
Invertera normaler
-
Flips the normals of the mesh
Invertera nätets normaler
@@ -326,17 +209,14 @@
CmdMeshFromGeometry
-
Mesh
Nät
-
Create mesh from geometry...
Skapa nät från geometri...
-
Create mesh from the selected geometry
Skapa nät från den valda geometrin
@@ -344,17 +224,14 @@
CmdMeshHarmonizeNormals
-
Mesh
Nät
-
Harmonize normals
Anpassa normaler
-
Harmonizes the normals of the mesh
Anpassa nätets normaler
@@ -362,17 +239,14 @@
CmdMeshImport
-
Mesh
Nät
-
Import mesh...
Importera nät...
-
Imports a mesh from file
Importerar ett nät från fil
@@ -380,12 +254,10 @@
CmdMeshIntersection
-
Mesh
Nät
-
Intersection
Skärning
@@ -393,17 +265,14 @@
CmdMeshPolyCut
-
Mesh
Nät
-
Cut mesh
Klipp nät
-
Cuts a mesh with a picked polygon
Klipper ett nät med en vald polygon
@@ -411,17 +280,14 @@
CmdMeshPolySegm
-
Mesh
Nät
-
Make segment
Skapa segment
-
Creates a mesh segment
Skapar ett nätsegment
@@ -429,35 +295,29 @@
CmdMeshPolySelect
-
Mesh
Nät
-
Select mesh
- Select mesh
+ Välj nät
-
Select an area of the mesh
- Select an area of the mesh
+ Markera ett område i nätet
CmdMeshPolySplit
-
Mesh
Nät
-
Split mesh
Dela nät
-
Splits a mesh into two meshes
Delar ett nät till två nät
@@ -465,17 +325,14 @@
CmdMeshRemoveCompByHand
-