From 2369214f6915f4614d691aa21213631329090878 Mon Sep 17 00:00:00 2001 From: yorikvanhavre Date: Thu, 24 Nov 2011 22:58:47 +0000 Subject: [PATCH] + updated Mesh translations git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5174 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d --- .../Gui/Resources/translations/Mesh_af.qm | Bin 36059 -> 33929 bytes .../Gui/Resources/translations/Mesh_af.ts | 861 ++------ .../Gui/Resources/translations/Mesh_de.qm | Bin 34561 -> 34553 bytes .../Gui/Resources/translations/Mesh_de.ts | 1162 +++++----- .../Gui/Resources/translations/Mesh_es.qm | Bin 24935 -> 34949 bytes .../Gui/Resources/translations/Mesh_es.ts | 409 +--- .../Gui/Resources/translations/Mesh_fi.ts | 1912 +++++++++-------- .../Gui/Resources/translations/Mesh_fr.qm | Bin 25679 -> 35513 bytes .../Gui/Resources/translations/Mesh_fr.ts | 523 +---- .../Gui/Resources/translations/Mesh_hr.qm | Bin 36564 -> 33655 bytes .../Gui/Resources/translations/Mesh_hr.ts | 409 +--- .../Gui/Resources/translations/Mesh_hu.qm | Bin 0 -> 34395 bytes .../Gui/Resources/translations/Mesh_hu.ts | 1123 ++++++++++ .../Gui/Resources/translations/Mesh_it.qm | Bin 37664 -> 34643 bytes .../Gui/Resources/translations/Mesh_it.ts | 409 +--- .../Gui/Resources/translations/Mesh_ja.qm | Bin 0 -> 32521 bytes .../Gui/Resources/translations/Mesh_ja.ts | 1122 ++++++++++ .../Gui/Resources/translations/Mesh_nl.qm | Bin 23021 -> 33625 bytes .../Gui/Resources/translations/Mesh_nl.ts | 634 +----- .../Gui/Resources/translations/Mesh_no.qm | Bin 23111 -> 33261 bytes .../Gui/Resources/translations/Mesh_no.ts | 409 +--- .../Gui/Resources/translations/Mesh_pl.qm | Bin 0 -> 33643 bytes .../Gui/Resources/translations/Mesh_pl.ts | 1122 ++++++++++ .../Gui/Resources/translations/Mesh_pt.qm | Bin 37610 -> 34627 bytes .../Gui/Resources/translations/Mesh_pt.ts | 407 +--- .../Gui/Resources/translations/Mesh_ru.qm | Bin 23021 -> 34353 bytes .../Gui/Resources/translations/Mesh_ru.ts | 862 ++------ .../Gui/Resources/translations/Mesh_se.qm | Bin 22909 -> 33147 bytes .../Gui/Resources/translations/Mesh_se.ts | 522 +---- .../Gui/Resources/translations/Mesh_uk.qm | Bin 23021 -> 34161 bytes .../Gui/Resources/translations/Mesh_uk.ts | 763 ++----- .../Gui/Resources/translations/Mesh_zh.qm | Bin 29514 -> 27329 bytes .../Gui/Resources/translations/Mesh_zh.ts | 413 +--- 33 files changed, 5856 insertions(+), 7206 deletions(-) create mode 100644 src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm create mode 100644 src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts create mode 100644 src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm create mode 100644 src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts create mode 100644 src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm create mode 100644 src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm index 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k#oirXq8n~+7D6!VJ4r0Oqw4}RF~32~w5i3s>~OK7 zW|bQatLA4AjoYb;Xp-E>zW_7?PH)^E_;UdzvqYMoUFaG6q@n>|XjI+ME<=@Dc@bRPV=tnndv)w-M7+iG#kt%VcpETt=`F!bN(rxo-BrF2rRUY!h^YD@H_U%9m#lb?= zbHLHz!*Lotf;?-Ew@8?$QToE1`|{X#S&qJ(hwgsE2v(w{R}j)T0u|4x#Q4NJ4W#ja zm9o@9S0U|rx;nK{(dprukTz};ckB-(I0Rf5QbAOA%If$6B@Hk#?0A9n{t6*_XK(rr zWb8uiPYA?43xn7Qe-D9|rl<~wXH`K6Un)|3wyEd&w2rt3l*+9q9-B&bYKim+eEMD! z(>!V_)m;Te%CGQ20i(F8K>x_~lnTyb)mY$HC@cs;@G1|w(du;7DzL7A=HOZr-!DZA zUFy|*i^gzFa>2X#LKvbBrQse1gtD4U97;3o>^}`@zslJnrS^EUCfciN^9HG1!E>qz zsu?JC+KqR5qYAjW`I^os_m+6jaoUYMy-_o>8U*TSS+1WbyHCD%$t@+e=1QGnG3P{BxMd5vhd87npyK-citNOK)Yh zwp$a?+^Ld^EaIF`K?ls+qSlBLC{R?zK34&Qo0pG(isE3hX+7~P-?c-Na&hzI4sp6{Non42{^Te*eEt5E68JkY_Umq zbm`vlkwb@!@rlF6#?AfFoV|(UHC=gZ@}zqbdnIrLmM9A@XD5Q-)=AS#i$Q(ibyv}s z#xy>^KNaPo4}yT%(LRpwSPaFcY$Zx7i14F;B?E>!wg~2~eAZfZnVD zd1M7asy-V&cB;>lh#QEQY*yV+pBWC!`^e}g8L~r~7BI??+{fR^WDbAPQT)v$=7Us@ zz0Op6!mzPQ%7Qd8f94*frS~psA#2^sbF%d5b_LS49;q^#3kD)Icpm4~04lC}G+waJ zN=38tS|Y%%AUW%bfELbyVxjGDKsuA4q||oEw-CzXlO(x#Bd_jWi~EvYIV%f#x6$+K z(Ko-FrhgS*cj{|;G~$%-Vo&GX1|fBvKz~l2?^`R6*zQ&&W$RPqQ>L&RcR%4 z{HL2XNy>gQd7^gSaFK%?pyi_Ecw5(d_VXw}|+u-m>z}u@*Ei(7YtP= zNGb6;L_IKVz84_|bR@HE?oy6xu{{B4HB2K%=e z(cF|}QJ$^SL2>TK{9vT5j#hR@i~GaX2)YtRk00I8#9w&WjN))*21|W$3@F7ZnT|<& zUeJ{_1qcX^Ldcb22(Ckc%Q6Cq;)wlHq|&fX2^f~s-gsIf9xv8rFQ z=%NWM?$VSR8+x{F@V%(JKftk}D$p=_pvrDaqgx$7$9+3d^=|MW$^qfIKgx6zIzUvK zbk0x1Vc=0Fp84pKJ`hZY;{?$gKb=jMh+g)IYviy~>+w8($HGCU@g?8-q-%VmCZyVM z)1d0f?c%pJH`iV>CSTA=d)RC6w5A+B4jRl3^V9a<4sf-aIJsrv;c=izcvM`} 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 2ffe8e8867c78e75b70ccd29d8f9233684659a6f..c7aaa2d20a376140fd90d363aebb820595ea7fd5 100644 GIT binary patch delta 868 zcmXAndrXs87{;IPa@v0VdWjPKtk~5mq*kT{BSD$lGL=+~h^F!f#>+sbInIX(DR_+5psC5;F)v;_f8fAIScXI z_%a~Z%A6o1cgzb4cK{|XNoTOzv9~GJ|Hn&%o-~N%03bcd?Ubu zpTx@Q>A)9b;yxGo=OyzqqC>HZLoefj(keb6YDsq_-{V$b);=k4%MBE_OC?t&z&b;^ zSws$&)lz@PIIyiq8XUVsRP}s{{C| znrEmCFD1Mu+{`kPT9kx-isH)*W&YhC08_k@Qcm~XWlHAT5gFq*Dc0x%IHtUsPTOF zUSMIVvA>~*9D2B2=g3Y}SO3@q#1*Q!)8AE^(|L!Y5XvpLpPNwpPO{)ed+>ns+=pQ(eL#(0Q+c z7E{P%hvXDD*;e zvb|x1oDXxq-eF6%T=Q9gtSy$Ck15?0hn0P{n5ItS&3bL>4r@+RH?715Yvf%A`6E>9 k9#3bVzQMtdE^+dM?n#|>u9#R!oY~In^W!`FmL@L$A72FnX#fBK delta 873 zcmXAndu)tZ7{;IPa%Se6Z!WCxWmJtyn=u(oE2>m?W!;LPm1+OzVpFBn>20(It)WO` zX{*8QLq zsJtDB+6Rp60uuiRW{d>#w*hHYKyFhgK0y!+yijlpi+R1^?!O1^2TFjfcs%$#1<2{g z!-A%~6Bcj&2guIky+VpoB)st0fa3E!U355m#ne|GAa;(J@v#h8og@}`9sy%+i4|3Y zfu*0sO%C$S9mfxgc4eq|<4p`uR>`l6THIyH({mgczDe@7I)RdqRC-PVtV5)hW#nL) zEp?=P29^{{T^~;oRge#qlGpj=uGHN?-c0#w#RUE2XHJI72%DuLxY zS!6*5=?4}yXAcnA%bcB^K+!bjHgwZnU`dT>M7Dy>v<@UDC-XY*0_sUt{qRqqa4Or9 zD*`duY==?-jOt=_u0w$6Yvy4|vlX#WpBGs5gJI)Om}*KpY*XlqHO_m*%xbpXrG!h_(xS)YSnmwR?4VWJ>?YEeYHCAEWMl5{o9Er%JEZ+ zMfFh4J>m|l@7n$Yd|%aX*A&2i)0EsDPvv!+W?iRn{WEyI&S9Hw+UnW~IzQFhV5)Od zwFNdF)=d&Bc%)v7Yc$vHC(gpZ%tud;q2-XxpEw@`I1a zc^A*t+iepq|9UJyMy92uhtf^3TiNduXzJ;_Uat-ES+i=-&`Qj=hJJLA_n3-Z7u$4I jAGGt^N!F%($G8Yt8rFJ(&-2AJwNH+ns^3hMq9A++`V<51 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 9398c9c87bbb12b6e42e2d97dcc2f1f693ecd829..8820d1c44d06227b75f2552a5293e2591c4baec6 100644 GIT binary patch literal 34949 zcmeHw36vaHb@rRl?9(%n#*(bvr9qOl%#5V5B+H|*f;1x`akP)T5SF-Sx_YLhp6+%p 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zb(OsOLh=Xuv=eZT{k>n{57oceXCFMHUc|$1<;BrZvHK7j9vb6*6NaR}A@nS?By@qi zS%crmO6vZE{=xhTeKE8%bY}?pUHK>Uu>6m9L%$5MCHp7zhWU{fc5i%mqURDrf;BJI zou77%pP5J#`|Frw4^%GEVoJifMV;*lUll!QWPqeGm&qY-O%MmbTOqSU8qZ^m*yZ;C4Q8fa%l~N8B)W+e0@nnb1iTP zNZ4Y_+1!oFwV0OuQDw@4X;WHyJnc$*4DmUHM-F? y`iX8m&frLr@}??RI*_>3^Mv_Xb=}MbvwsfvX2@e_hs=;gm^853AQe*M+y5Kxf@5z0 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 dd852894468455a02276e5345e5c46f43e23b532..e556e1c9e11c73a5381e00cfef1ad1fdc7978d20 100644 GIT binary patch literal 35513 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z(BjZMKAapH;I6B^uB%j$TnD*mPr`R^L3lU8aaDJ^V`m;#scvE(Zwtxo1Mirq zRSF&r0rDJ(3bn>iF^{Vh<2?es>Z&Fa|LRU$H8Y<>%XD}bBa^|t-%70@&w};RZN7p{ zDF2I@3Hn3+BLDCZ|IIcZ3BD{tCbuoYQ|6DY<~(z;y!yw?5AJCf;2!t;VS(Q>|K^@U z@Pc^-4}X>y2V!OZLu_p9gZ?*RO!^x`&tl7B>*USZ_>Jtl{=eAg^jGXFv0bq{V#s66 z|6)(bU$h&0KE{^Zf3Y|8M^Tl36T%|`7ax-B1?dsPxIKPmGFa^B6OxN&RVpbgR+asX5fs+`mVKT#~4`eT$@c^?h^HWS&%Wc%DFTpCdFkhpp#YG|8{$#$w6ho6-L$+ZbSON>{B| zzlrHkjc=nVCzW$}CtyuS-{x>+&TVdv93qvcA6-kBvN@0pjwB 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 73415dc040c53f296f3e2b3cd7b834a28cbefa08..0a1efb190c959d96cecae4c3cd930b6c9a23e90e 100644 GIT binary patch delta 2124 zcmXYxeN4D&b`c}Kp-zNAf&?pgS3EnKvQHxGXarI?I;KgjJzojBI9w) z(FzncM9xVe3Q0s$j2$(FkP>lKUNo)U+?UuwH$${Nxa&);xQ|``xaV_!_jiBK?|Jz? 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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 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z(xpM*krZ1*=6;JYgniV594o!qIj~aZ(4BliU=`H5I{5)uu6HQfEcEXr# zq|p_ZNQu3~V+KCCC-XCW=kWw|i&Ra3VqA}A*osl-eJ;i&>$hIwdueM=0sqRQWXY*} z6mof#7Zjl6o{EU`R^VG%~XLAAPr;qw~t%n=p?vox45f$_aT q*TcCR@BA=TX0V|75ada%>rk59mv@};Wnh}6`_GqlNC(yj;lBW&*xum) literal 0 HcmV?d00001 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 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zx}>PA62%6H@%T2>&!ZgK*s&}eI?sex57>pV-UQ*j>LHUYpdTnzmUv9KIithoblA-} w*qq17@eaX6q3mSnOvH$=8 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 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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 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zCUFOnk{-mB*pQ^}?Xpo^vq{zuBhm0A@m!mnyeP}Ev;_qNmN|-z?Z5GEEh)+iI-Eh| z`O2DCZprHkEWB)j3)C1v0WUOf;}Vn^0S}v&xzT%MGut1@8MEN^T}MMe3t}BCf?oAW zI5GSeQq#;A`NZvTIsPqDXL@hesg2-m_J7;eCF%-!^@*$qd+~I?ee;OGudDB7VE$D7 z3eWx|&yR$P-TTm_&gpo~zHD)IAul)I8Ccw1XIc=J$N*IW(k0`4KTc=o<2qGFGF^3npYD#(6bOrC;%HW>4(`~vxO0mA+h@!J@ko?Q3 zT+jXX+FPjnwgs*Rb8WNSKD& 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 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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 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zEn73H4uEHp6_XrUS;3!E-g<<^q`6_EN=vNgh&nZR3ag&AA*GyWjAlS{)R>cr==t ziAQB-d0=xMV3Y~LZnw}pleAw-P^EbU8NoF8nQP$9+=eNX;xXmflPYZ+&^GU*c-2%s zh}w1;;U&k^j*+*>G@rmWFtQlbk&!A`S0*u407X!JG>Q()P)uCDHJpy-XAJpPii; z+T=*^lrX2YH$14(AFMb2uHy+7Amq3}(n4XkQ9y;SzOrAnh4;EJ)5M8Z z!y}+$lZ$2H+SMQsHw1KnQ2|;-)PS5mC7p7~+fqQ@c_U}cKsa48YoJBxT30w-$PLr7 zesT>Ec7sZPS^V;ot3c#^%3y=S^BSgA6VA)Z8k-)?lc3p>$H=a5SD4e$+xgstK#S=}kTrpgIo`C_!PI4$z7u9DHx#S~jfMm(ey0n3j znj9beok`{J7fit4OmeA|>JG4!MVpy9uFP!DN^Lp7YDjMVvVxKBD;gMSl`lnq6{72jrEK)PtZ29Sa4FsOV4kUk*AV5GluSQjiHUeg_o%tPJs_i zoQ1zNC8y;GBw+}+6lb~iEc@i(a#}yA6NfA{?d++kquR*85CwH1yIjiQ0Y}HJutV#W zCJgEk-<%-*9eWjJ%tpC!JXds1)}(S=W(Jknclt>5Cpr22^Tazwy!{}{!Xbe&3D1xD ztPCopFwMD0I`1}-{!zgYZm#yiCRew$`d#R8UWg1T20 zDNnr=@Z0T8t9qq}Tj{v~KqmmG5CDsJX$Tt@99KR9H-B+dQ^%DH8meNzsv0%f_862CdwD&4QdVK?!`~74_Zl2uZNa}OfM2wK-z|UHBmeFd`&~p^ri}FUW7~)O zwvY5}zh-|6UJAE}@4Nf9@9EpVSEkPv@OuFDK-6N%NC)?)lv3nwDetSLQj;N{gin0d zAA{8bT9$Yr@?h)1M0r`5so0c7?xC?wmJXfw6YVSll8vT@o%nLsG& zxW@O9;O#b&#&U+pPlKk5Xllg5U3)IsTynS<$~Q<+av5%S@+YYhZ5H`n5V-NQ{Vovg z>g~f<`(C*@P{OlO%(5Uf%I4yBZh3T9l%V73f~ftr+Y*$!eWrp^sh+Vw-zkeBcjm=; zd}GlCPhh*G%>bop8x6D|&u3F*Eb?)2s}u;%dR8E3fdn=4HLSF1m)N;Gg5M6IgR=Un z{p2;`SKN8O_0|)zzBSj1K8>|!a`-r+F?7dI*ZfLJH~r<@J!RV1LlaoV#G7w6v-309 zoKSDftgRq + + + + 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 9d2e2614ede9f3c55d15325930224c45d2a37d7a..c72181d7f734e27fd22bd60647dbf8c3aa59b757 100644 GIT binary patch delta 2082 zcmX|BdsGzn75-*+W@lz+c2`_{01-tD5ms3Q<>A2x3Kc!RC^1T7Q=+i2fFh4556cz_ zF(7JS<(w#-RX`A^#n6q0kRZ08Q4nghYV3)UmRJocO=FLh_K3Zn;q(vA$KBuj?)~m} zzxx|$WP1*=F_9ff)BFBWTRq_OT6bby*WDF>@Cm@u-{N9`s|0**0kQLd^fKVhav-${ zTvH6NC$9nw z`-lyFN^!4>3-bwI0t?S#jd>rC#$e5u1DKbGb=zEoVR+lt13MztVe7_sfY;_Dsiqll zAA|MDeITzE8Ge+|FHpsho5*d71-x32d&(U!w_@Mn=XCFvXzu?TuzfeK)Dw|y?zs1S zC6N4rv3!&Vn8uhD{tsz9Tbb=K`9RV|X8VUNbRNc(YzVOfmQ)@$SPzW#d{F;u~QnU z5#~#FYVR-*SiuInQ6mP 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z?b4`0Jx2NpQU+T%D#u}z!_4r7q59HP`wY$?6h{7me`xSD%s!a~p=M2lUem zOBx=1@O5`XTKfI3b8L>v5|g#GqUXX%p(50g?+MwLh%daa%6JN#B`jR;W9D2Yr;BsC zc~?)p?(+$k8m0}r|JqOQolvWjN=k(6#nHn1i?cQH{i(zW1M6bFW9z1>Br!r;M2v9S z9TBRWF|A}F^6OD$esIEsajsz2H(^F-x+Ew)2H~PIU_2yd^;4#cmxq%pwOQ;os|nN2 zx$T_G#u+(_v4*#}Eu7VDDKR-XTRG=)@J8zsX2I?W^scSvWf8x@1^_%FFr B96SI3 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 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z;hkR8yzNO|)CYV6lMa^d9niO7g7|i{k7?-hH7|&gqW8dt@-uDNZR4HN;h^cs4x4E} zv&1carW=k~Y1yf$rWETr2f(qIE2=T?%`iJ=a9GUtDJNLK4#cluZM0c=6Gck%J}YVV zCUFOnk{-mB*pQ^}?Xpo^vq{zuBhm0A@m!mnyeP}Ev;_qNmN|-z?Z5GEEh)+iI-Eh| z`O2DCZprHkEWB)j3)C1v0WUOf;}Vn^0S}v&xzT%MGut1@8MEN^T}MMe3t}BCf?oAW zI5GSeQq#;A`NZvTIsPqDXL@hesg2-m_J7;eCF%-!^@*$qd+~I?ee;OGudDB7VE$D7 z3eWx|&yR$P-TTm_&gpo~zHD)IAul)I8Ccw1XIc=J$N*IW(k0`4KTc=o<2qGFGF^3npYD#(6bOrC;%HW>4(`~vxO0mA+h@!J@ko?Q3 zT+jXX+FPjnwgs*Rb8WNSKD& 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 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zpUm?5=RJiKc+w}c?e0k=^8lGVROa;|_$-*i3p^R6ya%>|?`CCi&%C-e%O9m!PjE!h zSvN@jGgGeTetYeUQhwV4k9xVbS#I(LEp>915JdO#ROY*6Zq$O$u({D#Coit0wLds) z3~f|J+qZRG%xAQetD`C7aXdfDbVvJOpWidxVJSpXR*X%!x=Sc>8lJ*{(a@c{# k(LAq={{o*Ix!|i~Q@s)L#Mu!uY!M+1%r 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 - Mesh Nät - Remove components by hand... Ta bort komponenter för hand... - Mark a component to remove it from the mesh Markera en komponent för att ta bort den från nätet @@ -483,35 +340,29 @@ CmdMeshRemoveComponents - Mesh Nät - Remove components... Ta bort komponenter... - - Remove topologic independant components from the mesh + Remove topologic independent components from the mesh Ta bort topologiskt oberoende komponenter från nätet CmdMeshSmoothing - Mesh Nät - Smooth... Jämna ut... - Smooth the selected meshes Jämna ut de valda näten @@ -519,17 +370,14 @@ CmdMeshToolMesh - Mesh Nät - Segment by tool mesh Segmentera - Creates a segment from a given tool mesh Skapar ett segment från ett givet verktygsnät @@ -537,17 +385,14 @@ CmdMeshTransform - Mesh Nät - Transform mesh Transformera nät - Rotate or move a mesh Rotera eller flytta ett nät @@ -555,12 +400,10 @@ CmdMeshUnion - Mesh Nät - Union Förening @@ -568,17 +411,14 @@ CmdMeshVertexCurvature - Mesh Nät - Calculates the curvature of the vertices of a mesh Beräknar hörnens krökning på ett nät - Curvature plot Krökningsplott @@ -586,416 +426,324 @@ CmdMeshVertexCurvatureInfo - Mesh Nät - Curvature info Krökningsinfo - Information about curvature Information om krökning - - DockEvaluateMeshImp - - - Evaluate Mesh - Evaluera nät - - MeshGui::DlgEvaluateMesh - - Evaluate Mesh - Evaluera nät - - - &Help &Hjälp - F1 F1 - &Close &Stäng - Alt+C Alt+C - Mesh information Nätinformation - No information Ingen Information - Number of points: Antal punkter: - Number of edges: Antal kanter: - Refresh Ladda om - Analyze Analysera - Repair Reparera - Orientation Orientering - Degenerated faces Degenererade ytor - Face indices Ytindex - Number of faces: Antal ytor: - Duplicated faces Duplicerade ytor - Duplicated points Duplicerade punkter - Non-manifolds - Non-manifolds + Icke-mångfalder - Self-intersections Självskärningar - All above tests together Alla ovanstående test tillsammans - Repetitive repair Upprepad reparation - Evaluate & Repair Mesh - Evaluate & Repair Mesh + Utvärdera & reparera Nät - Folds on surface - Folds on surface + Veck på ytan MeshGui::DlgEvaluateMeshImp - No information Ingen Information - Invalid neighbour indices Ogiltiga grannindex - Invalid face indices Ogiltiga ytindex - Invalid point indices Ogiltiga punktindex - Multiple point indices Multipla punktindex - Non-manifolds - Non-manifolds + Icke-mångfalder - Cannot remove non-manifolds - Cannot remove non-manifolds + Kan inte ta bort icke-mångfalder - No selection Inget val - No flipped normals Inga inverterade normaler - %1 flipped normals %1 inverterade normaler - No non-manifolds - No non-manifolds + Inga icke-mångfalder - %1 non-manifolds - %1 non-manifolds + %1 icke-mångfalder - No invalid indices - No invalid indices + Ingen ogiltig index - No degenerations Inga degenerationer - %1 degenerated faces %1 degenererade ytor - No duplicated faces Inga duplicerade ytor - %1 duplicated faces %1 duplicerade ytor - No duplicated points Inga duplicerade punkter - Duplicated points Duplicerade punkter - Orientation Orientering - Indices Index - Degenerations Degenerationer - Duplicated faces Duplicerade ytor - No self-intersections Inga självskärningar - Self-intersections Självskärningar - Mesh repair Nätreparation - Flipped normals found - Flipped normals found + Vända normaler hittades - 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 + Kontroll misslyckades på grund av veck på ytan. Kör kommandot för att reparera veck först - No folds on surface - No folds on surface + Inga veck på ytan - %1 folds on surface - %1 folds on surface + %1 veck på ytan - Folds - Folds + Veck MeshGui::DlgRegularSolid - Regular Solid Reguljär solid - &Create &Skapa - Alt+C Alt+C - Cl&ose S&täng - Alt+O - Alt+t + Alt+O - Solid: Solid: - Cube Kub - Cylinder Cylinder - Cone Kon - Sphere Sfär - Ellipsoid Ellipsoid - Torus Torus - Height: Höjd: - Length: Längd: - Width: Bredd: - Radius: Radie: - Closed Stängd - Sampling: Skanning: - Edge length: Kantlängd: - Radius 1: Radie 1: - Radius 2: Radie 2: @@ -1003,12 +751,10 @@ Please run the command to repair folds first MeshGui::DlgRegularSolidImp - Create %1 Skapa %1 - No active document Inget aktivt dokument @@ -1016,507 +762,361 @@ Please run the command to repair folds first MeshGui::DlgSettingsMeshView - Mesh view Nätvy - - Appearance - Utseende - - - - Face color - Ytfärg - - - Two-side rendering Två-sidig rendering - Backface color Bakgrundsfärg - Smoothing Utjämning - <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;">Detta är den minsta vinkeln mellan två ytor där normalerna beräknas för att göra platt skuggning.</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;">Om vinkeln mellan normalerna på två intilliggande ytor är mindre än veckvinkeln, så kommer ytorna att mjukskuggas runt deras gemensamma kant.</p></body></html> - Crease angle Veckvinkel - <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;">Platt skuggning/Phong skuggning</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;">Definierar ytornas utseende.</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;">Med plattskuggning så är ytnormalerna inte definierade för hörn som leder till ett onaturligt utseende för kurvade ytor, emedan Phong skuggning leder till ett mjukare utseende. </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;">Om detta alternativ är valt så används Phong skuggning,annars så används plattskuggning.</p></body></html> - Define normal per vertex Definiera normaler för hörn - ° ° - <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;">Tips</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;">Definiera normaler för hörn kallas också<span style=" font-style:italic;">Phong skuggning</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;">medan definition av normaler för yta kallas</span>Plattskuggning<span style=" font-style:normal;">.</span></p></body></html> - Default appearance for new meshes - Default appearance for new meshes + Standardutseende för nya nät - Default line color - Default line color + Standard linjefärg - Mesh transparency - Mesh transparency + Nät transparens - Default mesh color - Default mesh color + Standard nät färg - Show bounding-box for highlighted or selected meshes - Show bounding-box for highlighted or selected meshes + Visa markeringsram för markerade eller valda nät - Line transparency - Line transparency + Linjegenomskinlighet MeshGui::DlgSmoothing - Smoothing Utjämning - Method - Method + Metod - Taubin Taubin - Laplace Laplace - Parameter Parameter - Iterations: - Iterations: + Iterationer: - Lambda: Lambda: - Mu: Mu: - - MeshGui::DockEvaluateMeshImp - - - Evaluate & Repair Mesh - Evaluate & Repair Mesh - - MeshGui::MeshFaceAddition - Add triangle - Add triangle + Addera triangel - Flip normal - Flip normal + Vänd normal - Clear - Clear + Rensa - Finish - Finish + Slutför MeshGui::RemoveComponents - Remove components Ta bort komponenter - Select - Select + Välj - Select whole component - Select whole component + Välj hela komponenten - Pick triangle - Pick triangle + Markera triangel - < faces than - < faces than + < ytor än - Region - Region + Område - Components - Components + Komponenter - All - All + Alla - Deselect - Deselect + Avmarkera - Deselect whole component - Deselect whole component + Avmarkera hela komponenten - > faces than - > faces than + > ytor än - Region options - Region options + Region alternativ - - Respect only front triangles - Respect only front triangles - - - Respect only triangles with normals facing screen - Respect only triangles with normals facing screen + Respekt endast trianglar med normaler vända mot skärmen - Respect only visible triangles - Respect only visible triangles + Respektera endast synliga trianglar MeshGui::TaskRemoveComponents - Delete - Delete + Radera - Invert - Invert + Invertera - MeshGui::Workbench + QDockWidget - - Analyze - Analysera - - - - Boolean - Boolesk - - - - &Meshes - &Nät - - - - Mesh tools - Nätverktyg - - - - Mesh test suite - Nät testsvit + Evaluate & Repair Mesh + Utvärdera & reparera Nät QObject - Import mesh Importera nät - Export mesh Exportera nät - Solid Mesh Solid nät - Boundings Gränser - Fill holes Fyll hål - Fill holes with maximum number of edges: Fyll hål med maximalt antal kanter: - - Remove components - Ta bort komponenter - - - - Removes components up to a maximum number of triangles: - Tar bort komponenter upp till ett maximalt antal trianglar: - - - - All Mesh Files (*.stl *.ast *.bms *.obj) - Alla nätfiler (*.stl *.ast *.bms *.obj) - - - Binary STL (*.stl) Binär STL (*.stl) - ASCII STL (*.ast) ASCII STL (*.ast) - Binary Mesh (*.bms) Nät-Binärformat (*.bms) - Alias Mesh (*.obj) Alias Mesh (*.obj) - Inventor V2.1 ascii (*.iv) Inventor V2.1 ascii (*.iv) - All Files (*.*) Alla Filer (*.*) - ASCII STL (*.stl) - ASCII STL (*.stl) + ASCII STL (*.STL) - VRML V2.0 (*.wrl *.vrml) - VRML V2.0 (*.wrl *.vrml) + VRML V2.0 (*.WRL *.VRML) - Compressed VRML 2.0 (*.wrz) Komprimerad VRML 2.0 (*.wrz) - Nastran (*.nas *.bdf) - Nastran (*.nas *.bdf) + Nastran (*.NAS *.BDF) - Python module def (*.py) - Python module def (*.py) + Python-modul def (*.py) - Meshing Tolerance Nät tolerans - Enter tolerance for meshing geometry: Mata in tolerans för nätning av geometri: - The mesh '%1' is a solid. Nätet '%1' är en solid. - The mesh '%1' is not a solid. Nätet '%1' är ingen solid. - 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] [Punkter: %1, Kanter: %2 Ytor: %3] - Leave info mode Lämna info läge - Index: %1 Index: %1 - Leave hole-filling mode Lämna hålfyllningsläge - Leave removal mode Lämna borttagningsläge - All Mesh Files (*.stl *.ast *.bms *.obj *.ply) - All Mesh Files (*.stl *.ast *.bms *.obj *.ply) + Alla Nät-filer (*.STL *.ast *.BMS *.obj *.ply) - Stanford Polygon (*.ply) Stanford Polygon (*.ply) - Object File Format (*.off) - Object File Format (*.off) + Objekt-filformat (* .off) - Standford Polygon (*.ply) Standford Polygon (*.ply) - Delete selected faces - Delete selected faces + Ta bort markerade ytor - Clear selected faces - Clear selected faces + Rensa valda ytor - Annotation - Annotation + Annotering Workbench - Analyze Analysera - Boolean Boolesk - &Meshes &Nät - Mesh tools Nätverktyg - - - Mesh test suite - Nät testsvit - diff --git 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zv&1carW=k~Y1yf$rWETr2f(qIE2=T?%`iJ=a9GUtDJNLK4#cluZM0c=6Gck%J}YVV zCUFOnk{-mB*pQ^}?Xpo^vq{zuBhm0A@m!mnyeP}Ev;_qNmN|-z?Z5GEEh)+iI-Eh| z`O2DCZprHkEWB)j3)C1v0WUOf;}Vn^0S}v&xzT%MGut1@8MEN^T}MMe3t}BCf?oAW zI5GSeQq#;A`NZvTIsPqDXL@hesg2-m_J7;eCF%-!^@*$qd+~I?ee;OGudDB7VE$D7 z3eWx|&yR$P-TTm_&gpo~zHD)IAul)I8Ccw1XIc=J$N*IW(k0`4KTc=o<2qGFGF^3npYD#(6bOrC;%HW>4(`~vxO0mA+h@!J@ko?Q3 zT+jXX+FPjnwgs*Rb8WNSKD& CmdMeshAddFacet - Mesh - Mesh + Сітка(Меш) - Add triangle - Add triangle + Додати трикутник - Add triangle manually to a mesh - Add triangle manually to a mesh + Вручну додати трикутник до сітки CmdMeshBoundingBox - Mesh - Mesh + Сітка(Меш) - 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 + Сітка(Меш) - Regular solid... Regular solid... - Builds a regular solid Builds a regular solid @@ -58,159 +49,129 @@ CmdMeshDemolding - Interactive demolding direction Interactive demolding direction - Mesh - Mesh + Сітка(Меш) CmdMeshDifference - Mesh - Mesh + Сітка(Меш) - Difference - Difference + Різниця CmdMeshEvaluateFacet - Mesh - Mesh + Сітка(Меш) - Face info - Face info + Інформація про грань - Information about face - Information about face + Інформація про грань CmdMeshEvaluateSolid - Mesh - Mesh + Сітка(Меш) - Check solid mesh - Check solid mesh + Перевірити суцільність сітки - Checks whether the mesh is a solid - Checks whether the mesh is a solid + Перевірити чи сітка суцільна CmdMeshEvaluation - Mesh - Mesh + Сітка(Меш) - - Evaluate mesh... - Evaluate mesh... - - - Opens a dialog to analyze and repair a mesh - Opens a dialog to analyze and repair a mesh + Відкриває діалог для аналізу та ремонту сітки - Evaluate && Repair mesh... - Evaluate && Repair mesh... + Оцінка та Ремонт сітки... CmdMeshExMakeMesh - Mesh - Mesh + Сітка(Меш) - Make a Box - Make a Box + Зробити Коробку CmdMeshExMakeTool - Mesh - Mesh + Сітка(Меш) - Make a Tool - Make a Tool + Зробити Інструмент CmdMeshExMakeUnion - Mesh - Mesh + Сітка(Меш) - Make Union - Make Union + Зробити Об’єднання CmdMeshExport - Mesh - Mesh + Сітка(Меш) - Export mesh... - Export mesh... + Експорт сітки... - Exports a mesh to file - Exports a mesh to file + Експорт сітки до файлу CmdMeshFillInteractiveHole - Mesh - Mesh + Сітка(Меш) - Close hole - Close hole + Закрити отвір - Close holes interactively Close holes interactively @@ -218,107 +179,29 @@ CmdMeshFillupHoles - Mesh - Mesh + Сітка(Меш) - Fill holes... Fill holes... - 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 + Сітка(Меш) - Flip normals Flip normals - Flips the normals of the mesh Flips the normals of the mesh @@ -326,102 +209,85 @@ CmdMeshFromGeometry - Mesh - Mesh + Сітка(Меш) - Create mesh from geometry... - Create mesh from geometry... + Створити сітку з геометрії ... - Create mesh from the selected geometry - Create mesh from the selected geometry + Створити сітку з обраної геометрії CmdMeshHarmonizeNormals - Mesh - Mesh + Сітка(Меш) - Harmonize normals - Harmonize normals + Узгодити нормалі - Harmonizes the normals of the mesh - Harmonizes the normals of the mesh + Узгодити нормалі сітки CmdMeshImport - Mesh - Mesh + Сітка(Меш) - Import mesh... - Import mesh... + Імпорт сітки... - Imports a mesh from file - Imports a mesh from file + Імпорт сітки з файлу CmdMeshIntersection - Mesh - Mesh + Сітка(Меш) - Intersection - Intersection + Перетин CmdMeshPolyCut - Mesh - Mesh + Сітка(Меш) - Cut mesh - Cut mesh + Вирізати сітку - Cuts a mesh with a picked polygon - Cuts a mesh with a picked polygon + Вирізати сітку з обраного багатокутника CmdMeshPolySegm - Mesh - Mesh + Сітка(Меш) - Make segment - Make segment + Зробити сегмент - Creates a mesh segment Creates a mesh segment @@ -429,35 +295,29 @@ CmdMeshPolySelect - Mesh - Mesh + Сітка(Меш) - Select mesh - Select mesh + Вибір сітки - Select an area of the mesh - Select an area of the mesh + Вибрати область сітки CmdMeshPolySplit - Mesh - Mesh + Сітка(Меш) - Split mesh - Split mesh + Розбити сітку - Splits a mesh into two meshes Splits a mesh into two meshes @@ -465,17 +325,14 @@ CmdMeshRemoveCompByHand - Mesh - Mesh + Сітка(Меш) - 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 @@ -483,35 +340,29 @@ CmdMeshRemoveComponents - Mesh - Mesh + Сітка(Меш) - 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 independent components from the mesh CmdMeshSmoothing - Mesh - Mesh + Сітка(Меш) - Smooth... Smooth... - Smooth the selected meshes Smooth the selected meshes @@ -519,1004 +370,754 @@ CmdMeshToolMesh - Mesh - Mesh + Сітка(Меш) - Segment by tool mesh - Segment by tool mesh + Сегмент з інструменту сітки - Creates a segment from a given tool mesh - Creates a segment from a given tool mesh + Створює сегмент від даного інструменту сітки CmdMeshTransform - Mesh - Mesh + Сітка(Меш) - Transform mesh - Transform mesh + Перетворення сітки - Rotate or move a mesh - Rotate or move a mesh + Обертання або переміщення сітки CmdMeshUnion - Mesh - Mesh + Сітка(Меш) - Union - Union + Об'єднання CmdMeshVertexCurvature - Mesh - Mesh + Сітка(Меш) - Calculates the curvature of the vertices of a mesh - Calculates the curvature of the vertices of a mesh + Розрахунок викривлення для вершин сітка - Curvature plot - Curvature plot + Ділянка викривлення CmdMeshVertexCurvatureInfo - Mesh - Mesh + Сітка(Меш) - Curvature info - Curvature info + Інформація викривлення - Information about curvature - Information about curvature - - - - DockEvaluateMeshImp - - - Evaluate Mesh - Evaluate Mesh + Інформація про викривлення MeshGui::DlgEvaluateMesh - - Evaluate Mesh - Evaluate Mesh - - - &Help - &Help + &Допомога - F1 F1 - &Close - &Close + &Закрити - Alt+C Alt+C - Mesh information - Mesh information + Інформація про сітку - No information - No information + Інформація відсутня - Number of points: - Number of points: + Кількість точок: - Number of edges: - Number of edges: + Кількість ребер: - Refresh - Refresh + Оновити - Analyze - Analyze + Аналізувати - Repair - Repair + Ремонтувати - Orientation Orientation - Degenerated faces Degenerated faces - Face indices Face indices - Number of faces: Number of faces: - 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 + Складки на поверхні MeshGui::DlgEvaluateMeshImp - No information - No information + Інформація відсутня - Invalid neighbour indices - Invalid neighbour indices + Хибні сусідні індекси - Invalid face indices - Invalid face indices + Хибний індекс переднього плану - Invalid point indices - Invalid point indices + Хибний індекс точки - Multiple point indices Multiple point indices - Non-manifolds Non-manifolds - Cannot remove non-manifolds Cannot remove non-manifolds - No selection - No selection + Нічого не вибрано - 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 + Невірні індекси відсутні - No degenerations - No degenerations + Погіршені грані відсутні - %1 degenerated faces - %1 degenerated faces + %1 погіршених граней - No duplicated faces - No duplicated faces + Дубльовані грані відсутні - %1 duplicated faces - %1 duplicated faces + %1 дубльованих граней - No duplicated points - No duplicated points + Дубльовані точки відсутні - Duplicated points Duplicated points - Orientation Orientation - Indices - Indices + Індекси - Degenerations - Degenerations + Погіршення - Duplicated faces Duplicated faces - No self-intersections - No self-intersections + Самоперетин відсутній - Self-intersections Self-intersections - Mesh repair - Mesh repair + Ремонт сітки - 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 + Складки MeshGui::DlgRegularSolid - Regular Solid - Regular Solid + Правильне геометричне тіло - &Create - &Create + &Створити - Alt+C Alt+C - Cl&ose - Cl&ose + Закрити - Alt+O Alt+O - Solid: Solid: - Cube - Cube + Куб - Cylinder - Cylinder + Циліндр - Cone - Cone + Конус - Sphere - Sphere + Сфера - Ellipsoid - Ellipsoid + Еліпсоїд - Torus - Torus + Тор - Height: - Height: + Висота: - Length: - Length: + Довжина: - Width: - Width: + Ширина: - Radius: - Radius: + Радіус: - Closed - Closed + Закрито - Sampling: - Sampling: + Вибірка: - Edge length: - Edge length: + Довжина краю: - Radius 1: - Radius 1: + Радіус 1: - Radius 2: - Radius 2: + Радіус 2: MeshGui::DlgRegularSolidImp - Create %1 - Create %1 + Створити %1 - No active document - No active document + Немає активного документу MeshGui::DlgSettingsMeshView - Mesh view - Mesh view + Вигляд сітки - - Appearance - Appearance - - - - Face color - Face color - - - Two-side rendering - Two-side rendering + Дво-стороння побудова - Backface color - Backface color + Колір зворотньої сторони - Smoothing - Smoothing + Згладжування - <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 + Кут згину - <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 + Визначити нормаль для кожної вершини - ° ° - <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 + Стандартний вигляд для нових сіток - Default line color - Default line color + Стандартний колір лінії - Mesh transparency - Mesh transparency + Прозорість сітки - Default mesh color - Default mesh color + Стандартний колір сітки - Show bounding-box for highlighted or selected meshes - Show bounding-box for highlighted or selected meshes + Показувати прямокутник обмеження для підсвічених чи обраних сіток - Line transparency - Line transparency + Прозорість лінії MeshGui::DlgSmoothing - Smoothing - Smoothing + Згладжування - Method - Method + Метод - Taubin - Taubin + Таубіна - Laplace - Laplace + Лапласа - Parameter - Parameter + Параметр - Iterations: - Iterations: + Ітерації: - Lambda: - Lambda: + Лямбда: - Mu: Mu: - - MeshGui::DockEvaluateMeshImp - - - Evaluate & Repair Mesh - Evaluate & Repair Mesh - - MeshGui::MeshFaceAddition - Add triangle - Add triangle + Додати трикутник - Flip normal Flip normal - Clear - Clear + Очистити - Finish - Finish + Завершити MeshGui::RemoveComponents - Remove components - Remove components + Видалити компоненти - Select - Select + Вибрати - Select whole component - Select whole component + Вибрати всі компоненти - Pick triangle - Pick triangle + Вибрати трикутник - < faces than < faces than - Region - Region + Область - Components - Components + Компоненти - All - All + Все - Deselect - Deselect + Зняти виділення - Deselect whole component - Deselect whole component + Зняти виділення з усіх компонентів - > faces than > faces than - Region options - Region options + Параметри області - - Respect only front triangles - Respect only front triangles - - - Respect only triangles with normals facing screen - Respect only triangles with normals facing screen + Поважати лише трикутники з нормалями на передньому плані - Respect only visible triangles - Respect only visible triangles + Поважати лише видимі трикутники MeshGui::TaskRemoveComponents - Delete - Delete + Видалити - Invert - Invert + Інвертувати - 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 + Імпорт сітки - Export mesh - Export mesh + Експорт сітки - Solid Mesh - Solid Mesh + Суцільна сітка - Boundings Boundings - Fill holes - Fill holes + Заповнити отвори - Fill holes with maximum number of edges: - Fill holes with maximum number of edges: + Заповнити отвори з максимальною кількістю 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) + Двійкові STL (*.stl) - ASCII STL (*.ast) ASCII STL (*.ast) - Binary Mesh (*.bms) - Binary Mesh (*.bms) + Двійкова сітка (*.bms) - Alias Mesh (*.obj) - Alias Mesh (*.obj) + Псевдоніми Сітки (*.obj) - Inventor V2.1 ascii (*.iv) Inventor V2.1 ascii (*.iv) - All Files (*.*) - All Files (*.*) + Всі файли (*.*) - 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) + Стиснутий VRML 2.0 (*.wrz) - Nastran (*.nas *.bdf) Nastran (*.nas *.bdf) - Python module def (*.py) - Python module def (*.py) + Модуль Python def (*.py) - Meshing Tolerance - Meshing Tolerance + Відхилення сітки - Enter tolerance for meshing geometry: - Enter tolerance for meshing geometry: + Введіть відхилення для геометрії сітки: - The mesh '%1' is a solid. - The mesh '%1' is a solid. + Сітка '%1' є суцільною. - The mesh '%1' is not a solid. - The mesh '%1' is not a solid. + Сітка '%1' не суцільна. - Min=<%1,%2,%3> Max=<%4,%5,%6> - Min=<%1,%2,%3> + Мін=<%1,%2,%3> -Max=<%4,%5,%6> +Макс=<%4,%5,%6> - [Points: %1, Edges: %2 Faces: %3] - [Points: %1, Edges: %2 Faces: %3] + [Точок: %1, Ребер: %2 Граней: %3] - Leave info mode Leave info mode - Index: %1 - Index: %1 + Індекс: %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) + Всі файли сіток(мешу) (*.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 + Знищити обрані грані - Clear selected faces - Clear selected faces + Очистити обрані грані - Annotation - Annotation + Анотація Workbench - Analyze - Analyze + Аналізувати - Boolean - Boolean + Логічне - &Meshes - &Meshes + &Сітки(Mesh) - Mesh tools - Mesh tools - - - - Mesh test suite - Mesh test suite + Інструменти для сітки diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh.qm index e28e8b17fd19b3ffa139daf24f282e95b877e3f5..9064af458be753155bf65b5768eb714b2fc0f83e 100644 GIT binary patch delta 2095 zcmXYxeN+_Z6~^z(&g|^$%weYSaLYh>2U} zP$OufBDJ`bswf~aDw&|f2Db`nEGQ>R)!I}s0WCqX9~L7yC)kHG{ITb^^UnLe_ul6| zcRC+4S8g+Lme%aao&Tz-x)CtdopHSFehiUto`}V7_F^LLAkkzZiVr7Bo`+vKk*%M& z`Z%JQ3~?Wofl&wJ7CQrpxBQNXA6BVN8>d^PP@qy5G0q{CVuMQkVU<#rN_qM?cd0Z) zkF!^$Q5t85N~h_O`e#C+N{`JdC+-~Qpi0l9Dkr&AdgajUr;$WnUsGg40jk+T@e7_4 zd2dh|>q)h5>4Mst1=aEKCO4OlaoT1Qd;7hM4s)G?P?@4{)cjh z9ufVbi8jr|g?<*5<_apRkH@}rDr%TSs6fRz=f;m$5|F zVJ6~0G45N$#Doq&;Y21YZadcfn5_3tgLzD;b)J(bpn!2j))58GWn8u|(6=I{HlUQq zcd<&d$kZl@=ND~bGEd63Jep) z?wN&zY}?qT1yzu`hV2*}B$}1Z-YoS;0(aP33KCd-k-hcrV4^qE*k=g}TJS(4eAj`N ze5Y9`bz{9!WA8nS!ambDu7(n=-K{CUq#@FGXxz@N$XFk#>9Rt~gsYmbUbH~MT^x6| z7B0TV6|~JJ3aR4u+K@nC3U|0924~wOcd?jBKb`k+R z`TB?w6mXNTe_BQqs^=S9M~RZk_~uauJhsHicV;|C#U1=DzZ5Jy;d?J#!p3d<_hCig zbAB`cN=#X<(!5gZ|9U5+ZPL!pKmbFIHg`T|TpOg#-+7rx?$>U(AP^-MsZ2`HZj=&; zJO;G8n_j~Qp-p=x%!ooKYcI^u5ow&m+KZkD#6=5!?P-vzNLbW}i`Y!zjeb-r-4@b| zae=m6$OuBB$@xO=+i*4S7PdR_9M~_^4%uPK8A4O8KhXqV!M$uJ&K(hY&z*o0F5$`D zT6n5N7r!(Pt*Td&BNn70Q=vwD=b9TA#fl~G zBGX^a6!+~wWk1Oh>zfcTpiOM3fz(z-JZ*af1-6Q9T7}3IqG#JafPy~y5W?7I?AI?D z#r?(#ef;Cin1WH2fyeY)49hY9>Dl^%=GPJ6zW&!GxH$7mePe4Gk-10Tb?6E_VUmPC zDB|IgWC_zS>mCTjW>rg;+CJ=$kyifcC=}wQ+$m$@6(^NPG4RfLsr;XnFz1L=5&apy z3nS9;gJ_-4M=IBNN+Tob{;GbiObE8hFv zlv{4VQ$o1x=DM+Kx$Jhvq9@vC^7XJ3NcN4~d-fAl@;`at7y^XY%A$XS@R!I-?GYHXv^*z(tHFv};#KiZ8%arcbw-e^c1Y~q(LLTk30 zOqcs%vTV~&T~NSOY+5^}Sn{`~%%iOcXf!pCx!K-=q0anXIiZ`$E3)wijdH~6v7pcF z$+Q(bE$KQiP`PJXFq5NvJZ%G~BnM`*$`9t~`AXrsZy4oBTD?a3ZH7~$yp`R3i!8 Oqs-ab%2xUphW{UlVMM3^ delta 3614 zcma)8dsGu=7Qd6sWG2ZZ;r$YEL_rYWTNQJBv?7+e1q6%;DiXp35+F%Ku&Au*ibWCM zqw9;MR4U@**tPLhEK(I)7Yc1fceg!lvDJ31uWD_rJ!ebz4#T5%``AA?zxigq?|1M0 z-TV8(*(*fr7exHjQ@KH{UsZ2!9~#=6{c_XCGXa>j0J6UUj1d6HEdZhO01`$4WaI$M zTL&<|5y<*@fRP3u550)EeoOoew;8CZI{_3^da+hQTHcE%BxH&uRF3b(Yzb9!Bven7 zkUcMKy)7Bj{wniFehde zz=9`W&i5$guyc@@gG9qBVWH(b!07F;Xl@oj;7-Wh(*WS}7MSmR4v<>`g^@@+WV3`( zUEr!uz(KqnGHo_FY3?S`3VOo0tzfU8|lm7q^@fNXXTphrO3Sv*n1?=}lqWb+^0NGBW zW@tIUU_rvD#Y9c266a$GQM(uS5A`M9n1pfI`$WgHZX_CVg}7Oa2eXb7x6*3uw890Vl{Ncw>bTFUTg(>;wq6%Hocl!GUX)&ApQb5V=^E@emW` zugMD2aDSAStbAPv4xU!FW&|cUKT&pY(spdc5n0R4n*cE$+57JDFaXUV*(DDqvS_;O z(!B^Ih?U(<@&JU~lha?e;Kph4$?6V#UnEcKI)asHMnCM6H(ndLec9*=_fr)D= zd0R3{n`V%|_wYC>>qnADYS0ZANoUhYfKgwPl_{7&MX~!U z0gN0qxG)3JLJdva1(0`)itfO~7rsr6Wj+8fZ>FZcing3zK|Q1M$C>GNQ$j<{#zx%NMtv9K!WKPEbq_@)!u~2@RIMUxS}PXl?pBP<#sJ=W zg?S=g7K%JY{>n1|Uau>xCujh}90}8hD+<&}0RByiRR_laK$GHdj24IOq2dI`0LZ^p zob<&&q+ZcPFTfr@Ct;`$J?Q)*RIZMm(ty0O9D4e7tXy}HUQ&vDZbb*3Jq$C?*g>10 zE5!ulw5|SY?BNl5nH%4ah^1@9;o@BML30>@?_K)PBRxtxm~Ni65{U}wu2=V>QeV-x z{#k?jJD7y0;<1&dBwT!1Ldz{C#c~(p3}-C$=qlB_%nDYI{vTDulviW#=igzrK_?O= zGB2%(0tj$3Ct`8E(9WE$GT{L?)3p8~O85cu)&Wdx&@u_b?=$V$NEmRN>9|;j_FBSx zv=0>kJ@atf1ytrwNFl7jGyHO}N3Y zRhgTK31~(s%`wx_mI?{2eoALLRz_b{F1^@{#Bs{yWmr*ujdJ}8RARiYME|P`R8MweK%ZB@GXK-q#tDHxt0ay&G7nWmytTG9$rK*NgFQQvUsM@xk#R6`r>1(K%zeCNc zMZ1kg#8$=JQBSS8hA!DHp`}s%?3=q$$qcpG9TJT`eo4J9mcS_`)$9H(pyW{!ns2D9 z^snRhH1!7gw|GNtRKL6h6&lneVfqgBD;qwO2yx3SA>I(L`Hf*8)w`|4e;W+eVtb2nED+*o1Zn!%P4?fRsjMb>ua)ZvuOx76Xjh z&;GbM4ior96F=)b{s#P@S+F$$FRD*8m1T_>@0eS&`{g?H{dG;l$q6|13eC~2-Pjw0 zR&fO@3k%Td_TUg@=4lJIUc*XbwIy>SFuhFe^FuH(LeMVz{s_)YnRdl?+&{Qed;IeA zIBaXRr_;0mb4F{MyY$$CWjgAqDadE~zS&sGS(y@%qnOAk;<&xPRxk&re(MGn)Pe3`pbX3H-k${Av`p zlqHjVx4>kgc}IVaYV06qvE^E@J)#KS17$uVz3rK?pyaz58gWQgcIK^48ohKif0a*o zj3@?)_+q5O;kD%UQ6lzeJX{o+D|R_cOs*0q|I3j?orQb;j0&lGgA3CZ273PEb(vN< zZ!d4l>C8!4*&=)x6hRnY3$~KcjA$A$t^Rs6edggrzld>sXW2~!f_J2!$2vGy#{J$A zVSM;7&$~mWObjM70xHk-6RVzbIC!JeXv4|>b7F*tHhf0-F>CX8?iaL&pt;GPYNl< z8S3bMt|(!@afIix@jXK4SM}W{A%!>C<}oQ(lMSBZrV<&&h)d6S^I<}`xOfClrzGcC zvGShm0z^AW(&Rx#$kNp-Taq5)e*oCep4)A*Vw{$I5VtE@Br3p@)D!vFvP diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh.ts index 787e356c53..c15222c566 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh.ts @@ -4,17 +4,14 @@ CmdMeshAddFacet - Mesh 网格 - Add triangle 增加三角形 - Add triangle manually to a mesh 手动给网格添加三角形 @@ -22,17 +19,14 @@ CmdMeshBoundingBox - Mesh 网格 - Boundings info... 边界信息... - Shows the boundings of the selected mesh 显示所选网格的边界 @@ -40,17 +34,14 @@ CmdMeshBuildRegularSolid - Mesh 网格 - Regular solid... 合法实体... - Builds a regular solid 建立合法实体 @@ -58,12 +49,10 @@ CmdMeshDemolding - Interactive demolding direction 交互式脱模方向 - Mesh 网格 @@ -71,12 +60,10 @@ CmdMeshDifference - Mesh 网格 - Difference 差集 @@ -84,17 +71,14 @@ CmdMeshEvaluateFacet - Mesh 网格 - Face info 表面信息 - Information about face 表面信息 @@ -102,17 +86,14 @@ CmdMeshEvaluateSolid - Mesh 网格 - Check solid mesh 检查实体网格 - Checks whether the mesh is a solid 检查网格是否为实体 @@ -120,22 +101,14 @@ CmdMeshEvaluation - Mesh 网格 - - Evaluate mesh... - 评估网格... - - - Opens a dialog to analyze and repair a mesh 打开一个对话框,分析并修复网格 - Evaluate && Repair mesh... 检测 && 修复网格... @@ -143,12 +116,10 @@ CmdMeshExMakeMesh - Mesh 网格 - Make a Box 创建框 @@ -156,12 +127,10 @@ CmdMeshExMakeTool - Mesh 网格 - Make a Tool 创建工具 @@ -169,12 +138,10 @@ CmdMeshExMakeUnion - Mesh 网格 - Make Union 合集 @@ -182,17 +149,14 @@ CmdMeshExport - Mesh 网格 - Export mesh... 导出网格... - Exports a mesh to file 导出网格到文件 @@ -200,17 +164,14 @@ CmdMeshFillInteractiveHole - Mesh 网格 - Close hole 关闭孔 - Close holes interactively 交互式关闭孔 @@ -218,107 +179,29 @@ CmdMeshFillupHoles - Mesh 网格 - Fill holes... 填充孔... - Fill holes of the mesh 填充网格孔 - - CmdMeshFixDegenerations - - - Mesh - 网格 - - - - Remove degenerated faces - 删除退化的面 - - - - Remove degenerated faces from the mesh - 从网格中删除退化的面 - - - - CmdMeshFixDuplicateFaces - - - Mesh - 网格 - - - - Remove duplicated faces - 删除重复的面 - - - - Remove duplicated faces from the mesh - 从网格中删除重复的面 - - - - CmdMeshFixDuplicatePoints - - - Mesh - 网格 - - - - Remove duplicated points - 删除重复点 - - - - Remove duplicated points from the mesh - 从网格中删除重复点 - - - - CmdMeshFixIndices - - - Mesh - 网格 - - - - Fix indices - 修正指数 - - - - Fixes invalid indices in the mesh structure - 修复网格结构中的无效指数 - - CmdMeshFlipNormals - Mesh 网格 - Flip normals 翻转法线 - Flips the normals of the mesh 翻转网格法线 @@ -326,17 +209,14 @@ CmdMeshFromGeometry - Mesh 网格 - Create mesh from geometry... 从几何体创建网格... - Create mesh from the selected geometry 从选定的几何体创建网格 @@ -344,17 +224,14 @@ CmdMeshHarmonizeNormals - Mesh 网格 - Harmonize normals 统一法线 - Harmonizes the normals of the mesh 平滑网格法线 @@ -362,17 +239,14 @@ CmdMeshImport - Mesh 网格 - Import mesh... 导入网格... - Imports a mesh from file 从文件中导入网格 @@ -380,12 +254,10 @@ CmdMeshIntersection - Mesh 网格 - Intersection 交集 @@ -393,17 +265,14 @@ CmdMeshPolyCut - Mesh 网格 - Cut mesh 切割网格 - Cuts a mesh with a picked polygon 使用多边形切割网格 @@ -411,17 +280,14 @@ CmdMeshPolySegm - Mesh 网格 - Make segment 创建片段 - Creates a mesh segment 创建网格 @@ -429,17 +295,14 @@ CmdMeshPolySelect - Mesh 网格 - Select mesh 选择网格 - Select an area of the mesh 选择网格的一个区域 @@ -447,17 +310,14 @@ CmdMeshPolySplit - Mesh 网格 - Split mesh 拆分网格 - Splits a mesh into two meshes 拆分成两个网格 @@ -465,17 +325,14 @@ CmdMeshRemoveCompByHand - Mesh 网格 - Remove components by hand... 手动删除组件... - Mark a component to remove it from the mesh 标记要从网格中删除组件 @@ -483,35 +340,29 @@ CmdMeshRemoveComponents - Mesh 网格 - Remove components... 删除组件... - - Remove topologic independant components from the mesh - 从网格中删除独立拓扑组件 + Remove topologic independent components from the mesh + 从网格中删除拓扑独立部件 CmdMeshSmoothing - Mesh 网格 - Smooth... 平滑... - Smooth the selected meshes 平滑选定的网格 @@ -519,17 +370,14 @@ CmdMeshToolMesh - Mesh 网格 - Segment by tool mesh 网格工具 - Creates a segment from a given tool mesh 从给定网格工具创建 @@ -537,17 +385,14 @@ CmdMeshTransform - Mesh 网格 - Transform mesh 变换网格 - Rotate or move a mesh 旋转或移动网格 @@ -555,12 +400,10 @@ CmdMeshUnion - Mesh 网格 - Union 并集 @@ -568,17 +411,14 @@ CmdMeshVertexCurvature - Mesh 网格 - Calculates the curvature of the vertices of a mesh 计算网格顶点的曲率 - Curvature plot 曲率图 @@ -586,148 +426,109 @@ CmdMeshVertexCurvatureInfo - Mesh 网格 - Curvature info 曲率信息 - Information about curvature 曲率信息 - - DockEvaluateMeshImp - - - Evaluate Mesh - 评估网格 - - MeshGui::DlgEvaluateMesh - - Evaluate Mesh - 评估网格 - - - &Help 帮助(&H) - F1 F1 - &Close 关闭(&C) - Alt+C Alt+C - Mesh information 网格信息 - No information 无信息 - Number of points: 点数: - Number of edges: 边数: - Refresh 刷新 - Analyze 分析 - Repair 修复 - Orientation 方向 - Degenerated faces 退化的面 - Face indices 表面指数 - Number of faces: 面数: - Duplicated faces 重复面 - Duplicated points 重复点 - Non-manifolds 非流形 - Self-intersections 自干涉 - All above tests together 测试以上所有 - Repetitive repair 重复的修复 - Evaluate & Repair Mesh 检测 & 修复网格 - Folds on surface 表面折叠 @@ -735,159 +536,128 @@ MeshGui::DlgEvaluateMeshImp - No information 无信息 - Invalid neighbour indices 无相邻指数 - Invalid face indices 无效的面指数 - Invalid point indices 无效点指数 - Multiple point indices 多点指数 - Non-manifolds 非流形 - Cannot remove non-manifolds 不能删除非流形 - No selection 无选择 - No flipped normals 无翻转法线 - %1 flipped normals %1 翻转法线 - No non-manifolds 无非流形 - %1 non-manifolds 非流形 %1 - No invalid indices 没有无效指数 - No degenerations 无退化 - %1 degenerated faces 退化面 %1 - No duplicated faces 无重复面 - %1 duplicated faces 重复面 %1 - No duplicated points 无重复点 - Duplicated points 重复点 - Orientation 方向 - Indices 指数 - Degenerations 退化 - Duplicated faces 重复面 - No self-intersections 无自干涉 - Self-intersections 自干涉 - Mesh repair 修复网格 - Flipped normals found 发现翻转法线 - Check failed due to folds on the surface. Please run the command to repair folds first 由于表面折叠测试失败. 请先运行命令修复折叠 - No folds on surface 面无折叠 - %1 folds on surface 面折叠 %1 - Folds 折叠 @@ -895,107 +665,86 @@ Please run the command to repair folds first MeshGui::DlgRegularSolid - Regular Solid 合法实体 - &Create 创建(&C) - Alt+C Alt+C - Cl&ose 关闭(&O) - Alt+O Alt+O - Solid: 实体: - Cube 立方体 - Cylinder 圆柱体 - Cone 圆锥体 - Sphere 球体 - Ellipsoid 椭圆体 - Torus 圆环 - Height: 高度: - Length: 长度: - Width: 宽度: - Radius: 半径: - Closed 关闭 - Sampling: 采样: - Edge length: 边长: - Radius 1: 半径 1: - Radius 2: 半径 2: @@ -1003,12 +752,10 @@ Please run the command to repair folds first MeshGui::DlgRegularSolidImp - Create %1 创建 %1 - No active document 无活动文档 @@ -1016,92 +763,66 @@ Please run the command to repair folds first MeshGui::DlgSettingsMeshView - Mesh view 网格视图 - - Appearance - 外观 - - - - Face color - 表面颜色 - - - Two-side rendering 双侧呈现 - Backface color 背面颜色 - Smoothing 平滑 - <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;"> 这是最小的角度之间两面法线获得旨在做平底纹。</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;"> 如果之间的两个邻近表面法线的角度小于皱的角度脸上将周围常见的边缘 smoothshaded</p></body></html> - Crease angle 抗皱角 - <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;"> 平底纹/海防底纹</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;"> 定义外观的表面。</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;"> 不定义每个顶点单面阴影与表面法线,将导致不真实的外观的曲面时,如果使用多面阴影会得到更平滑的外观。</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;"> 如果设置此选项则使用多面阴影,否则使用单面阴影。</p></body></html> - Define normal per vertex 定义每个常规顶点 - ° ° - <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;">暗示</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;">每个顶点的法线的定义也被称为<span style=" font-style:italic;">Phong光照</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;">同时确定每个面的法线称为</span>平阴影<span style=" font-style:normal;">。</span> </p></body></html> - Default appearance for new meshes 新网格默认外观 - Default line color 默认线条颜色 - Mesh transparency 网格透明度 - Default mesh color 默认网格颜色 - Show bounding-box for highlighted or selected meshes 显示高亮或选中网格的边界框 - Line transparency 线条透明度 @@ -1109,73 +830,53 @@ Please run the command to repair folds first MeshGui::DlgSmoothing - Smoothing 平滑 - Method 方法 - Taubin Taubin - Laplace 拉普拉斯 - Parameter 参数 - Iterations: 迭代: - Lambda: Lambda: - Mu: Mu: - - MeshGui::DockEvaluateMeshImp - - - Evaluate & Repair Mesh - 检测 & 修复网格 - - MeshGui::MeshFaceAddition - Add triangle 增加三角形 - Flip normal 翻转法线 - Clear 清除 - Finish 完成 @@ -1183,77 +884,58 @@ Please run the command to repair folds first MeshGui::RemoveComponents - Remove components 删除组件 - Select 选择 - Select whole component 选择整个组件 - Pick triangle 拾取三角形 - < faces than < 面 - Region 区域 - Components 组件 - All 全部 - Deselect 取消选定 - Deselect whole component 取消选择整个组件 - > faces than >面 - Region options 区域选项 - - Respect only front triangles - 仅考虑前三角形 - - - Respect only triangles with normals facing screen 仅考虑屏幕常规法线三角形 - Respect only visible triangles 仅考虑可见三角形 @@ -1261,168 +943,108 @@ Please run the command to repair folds first MeshGui::TaskRemoveComponents - Delete 删除 - Invert 反转 - MeshGui::Workbench + QDockWidget - - Analyze - 分析 - - - - Boolean - 布尔值 - - - - &Meshes - 网格(&M) - - - - Mesh tools - 网格工具 - - - - Mesh test suite - 网格测试套件 + Evaluate & Repair Mesh + 检测 & 修复网格 QObject - Import mesh 导入网格 - Export mesh 导出网格 - Solid Mesh 实体网格 - Boundings 边界 - Fill holes 填充孔 - Fill holes with maximum number of edges: 使用最大边数填充孔: - - Remove components - 删除组件 - - - - Removes components up to a maximum number of triangles: - 删除三角形最多的组件: - - - - All Mesh Files (*.stl *.ast *.bms *.obj) - 所有网格文件 (*.stl *.ast *.bms *.obj) - - - Binary STL (*.stl) 二进制 STL (*.stl) - ASCII STL (*.ast) ASCII STL (*.ast) - Binary Mesh (*.bms) 二进制网格 (*.bms) - Alias Mesh (*.obj) Alias网格 (*.obj) - Inventor V2.1 ascii (*.iv) Inventor V2.1 ascii (*.iv) - All Files (*.*) 所有文件(*.*) - ASCII STL (*.stl) ASCII STL (*.stl) - VRML V2.0 (*.wrl *.vrml) VRML V2.0 (*.wrl *.vrml) - Compressed VRML 2.0 (*.wrz) 压缩 VRML 2.0 (*.wrz) - Nastran (*.nas *.bdf) Nastran (*.nas *.bdf) - Python module def (*.py) Python 模块定义 (*.py) - Meshing Tolerance - 啮合公差 + 网格化公差 - Enter tolerance for meshing geometry: - 请输入啮合几何公差: + 输入网格化几何体公差: - The mesh '%1' is a solid. 网格'%1'是实体. - The mesh '%1' is not a solid. 网格 '%1' 不是实体. - 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] [点: %1, 边: %2 面: %3] - Leave info mode 退出查询模式 - Index: %1 索引: %1 - Leave hole-filling mode 退出孔填充模式 - Leave removal mode 退出删除模式 - All Mesh Files (*.stl *.ast *.bms *.obj *.ply) 所有网格文件 (*.stl *.ast *.bms *.obj *.ply) - Stanford Polygon (*.ply) 斯坦福多边形 (*.ply) - Object File Format (*.off) 对象文件格式 (*.off) - Standford Polygon (*.ply) 斯坦福多边形 (*.ply) - Delete selected faces 删除选定的面 - Clear selected faces 清除选中的面 - Annotation 注释 @@ -1494,29 +1104,20 @@ Max=<%4,%5,%6> Workbench - Analyze 分析 - Boolean 布尔值 - &Meshes 网格(&M) - Mesh tools 网格工具 - - - Mesh test suite - 网格测试套件 -