More typos, grammar fixes, uniformity
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@@ -742,7 +742,7 @@ void ObjectIdentifier::resolve(ResolveResults &results) const
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}
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else {
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/* Document name set explicitely? */
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/* Document name set explicitly? */
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if (documentName.getString().size() > 0) {
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/* Yes; then document object must follow */
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results.resolvedDocumentObjectName = String(components[0].name, false, false);
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@@ -210,7 +210,7 @@ private:
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/** Constraint integer properties
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* This property fulfills the need of a constraint integer. It holds basically a
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* state (integer) and a struct of boundaries. If the boundaries
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* is not set it act basically like a IntegerProperty and do no checking.
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* is not set it acts basically like an IntegerProperty and does no checking.
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* The constraints struct can be created on the heap or build in.
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*/
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class AppExport PropertyIntegerConstraint: public PropertyInteger
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@@ -259,7 +259,7 @@ public:
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};
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/** setting the boundaries
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* This sets the constraint struct. It can be dynamically
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* allocated or set as an static in the class the property
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* allocated or set as a static in the class the property
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* belongs to:
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* \code
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* const Constraints percent = {0,100,1}
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@@ -393,7 +393,7 @@ private:
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/** implements a key/value list as property
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* The key ought to be ASCII the Value should be treated as UTF8 to be save.
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* The key ought to be ASCII the Value should be treated as UTF8 to be saved.
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*/
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class AppExport PropertyMap: public Property
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{
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@@ -452,7 +452,7 @@ private:
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* This is the father of all properties handling floats.
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* Use this type only in rare cases. Mostly you want to
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* use the more specialized types like e.g. PropertyLenth.
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* These properties fulfill also the needs of the unit system.
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* These properties also fulfill the needs of the unit system.
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* See PropertyUnits.h for all properties with units.
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*/
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class AppExport PropertyFloat: public Property
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@@ -461,7 +461,7 @@ class AppExport PropertyFloat: public Property
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public:
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/** Value Constructor
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* Construct with explicite Values
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* Construct with explicit Values
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*/
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PropertyFloat(void);
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@@ -508,7 +508,7 @@ class AppExport PropertyFloatConstraint: public PropertyFloat
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public:
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/** Value Constructor
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* Construct with explicite Values
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* Construct with explicit Values
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*/
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PropertyFloatConstraint(void);
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@@ -334,12 +334,12 @@ unsigned char bitmap[texturewidth*textureheight];
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// Parameters:
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// double cr - real part of the julia set point
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// double ci - imaginary part of the julia set point
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// float zoon - lenth of the square to display (zoom*zoom), center (0,0)
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// float zoom - length of the square to display (zoom*zoom), center (0,0)
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// int width - width of the bitmap
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// int height - height of the bitmap
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// int mult - number to multiply each color by.
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// unsigned char * bmp - pointer to the bitmap
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// int n - number of itterations
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// int n - number of iterations
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void
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julia(double crr, double cii, float zoom, int width, int height, int mult,
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unsigned char * bmp, int n)
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@@ -386,7 +386,7 @@ bool cutting_tools::arrangecuts_ZLEVEL()
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z_level_corrected = z_level;
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cut(z_level,temp_min, aCutShape,z_level_corrected);
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if (z_level_corrected != z_level)
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std::cout << "Somehow we couldnt cut" << std::endl;
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std::cout << "Somehow we couldn't cut" << std::endl;
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//Jetzt nur das gewünschte Resultat in den vector schieben (von oben nach unten große usw.)
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Edgesort aCuttingShapeSorter(aCutShape);
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tempPair.first = z_level_corrected;
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@@ -181,7 +181,7 @@ void Simplify::simplify_mesh(int target_count, double tolerance_factor, double a
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deleted0.resize(v0.tcount); // normals temporarily
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deleted1.resize(v1.tcount); // normals temporarily
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// dont remove if flipped
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// don't remove if flipped
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if (flipped(p,i0,i1,v0,v1,deleted0))
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continue;
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if (flipped(p,i1,i0,v1,v0,deleted1))
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@@ -235,8 +235,8 @@ class Node:
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obj.ViewObject.Transparency = transp
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elif namel == 'multmatrix':
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assert(len(self.children)>0)
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m1l=[round(f,12) for f in sum(self.arguments,[])] #Thats the original matrix
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m1=FreeCAD.Matrix(*tuple(m1l)) #Thats the original matrix
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m1l=[round(f,12) for f in sum(self.arguments,[])] #That's the original matrix
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m1=FreeCAD.Matrix(*tuple(m1l)) #That's the original matrix
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if isspecialorthogonalpython(fcsubmatrix(m1)): #a Placement can represent the transformation
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if len(self.children) == 1:
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obj = self.children[0].addtofreecad(doc,fcpar or True)
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@@ -89,7 +89,7 @@ Pipe::Pipe()
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ADD_PROPERTY_TYPE(AuxillerySpineTangent,(false),"Sweep",App::Prop_None,"Include tangent edges into secondary path");
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ADD_PROPERTY_TYPE(AuxilleryCurvelinear, (true), "Sweep", App::Prop_None,"Calculate normal between equidistant points on both spines");
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ADD_PROPERTY_TYPE(Mode,(long(0)),"Sweep",App::Prop_None,"Profile mode");
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ADD_PROPERTY_TYPE(Binormal,(Base::Vector3d()),"Sweep",App::Prop_None,"Binormal vector for coresponding orientation mode");
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ADD_PROPERTY_TYPE(Binormal,(Base::Vector3d()),"Sweep",App::Prop_None,"Binormal vector for corresponding orientation mode");
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ADD_PROPERTY_TYPE(Transition,(long(0)),"Sweep",App::Prop_None,"Transition mode");
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ADD_PROPERTY_TYPE(Transformation,(long(0)),"Sweep",App::Prop_None,"Section transformation mode");
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Mode.setEnums(ModeEnums);
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@@ -129,7 +129,7 @@ namespace KDL
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tmp(i) = weights(i)*(q_in(i) - opt_pos(i)) / A;
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}
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// Calcualte J^-1 * J * Jc^-1 = V*S^-1*U' * U*S*V' * tmp
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// Calculate J^-1 * J * Jc^-1 = V*S^-1*U' * U*S*V' * tmp
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tmp2 = V * Sinv.asDiagonal() * U.transpose() * U * S.asDiagonal() * V.transpose() * tmp;
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for (i = 0; i < nj; ++i) {
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@@ -101,7 +101,7 @@ from KukaExporter import ExportCompactSub
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ExportCompactSub(App.activeDocument().Robot,App.activeDocument().Trajectory,tempfile.gettempdir()+'/TestOut.src')
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# and thats kind of how its done:
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# and that's kind of how its done:
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for w in App.activeDocument().Trajectory.Trajectory.Waypoints:
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(A,B,C) = (w.Pos.Rotation.toEuler())
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print("LIN {X %.3f,Y %.3f,Z %.3f,A %.3f,B %.3f,C %.3f} ; %s"%(w.Pos.Base.x,w.Pos.Base.y,w.Pos.Base.z,A,B,C,w.Name))
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@@ -3376,8 +3376,8 @@ TopoShape Sketch::toShape(void) const
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result = *wires.begin();
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else if (wires.size() > 1) {
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// FIXME: The right way here would be to determine the outer and inner wires and
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// generate a face with holes (inner wires have to be taged REVERSE or INNER).
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// thats the only way to transport a somewhat more complex sketch...
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// generate a face with holes (inner wires have to be tagged REVERSE or INNER).
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// that's the only way to transport a somewhat more complex sketch...
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//result = *wires.begin();
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// I think a compound can be used as container because it is just a collection of
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@@ -41,7 +41,7 @@ CmdStartConstraintAxle::CmdStartConstraintAxle()
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sAppModule = "Start";
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sGroup = QT_TR_NOOP("Start");
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sMenuText = QT_TR_NOOP("Constraint Axle...");
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sToolTipText = QT_TR_NOOP("set a axle constraint between two objects");
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sToolTipText = QT_TR_NOOP("Set an axle constraint between two objects");
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sWhatsThis = sToolTipText;
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sStatusTip = sToolTipText;
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sPixmap = "actions/document-new";
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