diff --git a/src/Mod/Path/Gui/Resources/panels/DogboneEdit.ui b/src/Mod/Path/Gui/Resources/panels/DogboneEdit.ui
index 1b6bb2fbe4..6b7f57f88e 100644
--- a/src/Mod/Path/Gui/Resources/panels/DogboneEdit.ui
+++ b/src/Mod/Path/Gui/Resources/panels/DogboneEdit.ui
@@ -7,7 +7,7 @@
0
0
352
- 486
+ 387
@@ -28,7 +28,7 @@
0
0
334
- 439
+ 340
@@ -36,16 +36,16 @@
-
-
+
- Shape
+ Style
-
-
+
- <html><head/><body><p>Select desired shape of the bone dressup:</p><p><span style=" font-weight:600; font-style:italic;">Dogbone</span> ... take the shortest path to cover the edge,</p><p><span style=" font-weight:600; font-style:italic;">T-bone</span> ... follow a certain direction until corner is covered</p></body></html>
+ <html><head/><body><p>Select desired style of the bone dressup:</p><p><span style=" font-weight:600; font-style:italic;">Dogbone</span> ... take the shortest path to cover the corner,</p><p><span style=" font-weight:600; font-style:italic;">T-bone</span> ... extend a certain direction until corner is covered</p></body></html>
-
@@ -75,14 +75,14 @@
-
-
+
Side
-
-
+
<html><head/><body><p>On which side of the profile bones are inserted - this also determines which corners are dressed up. The default value is determined based on the profile being dressed up.</p></body></html>
@@ -102,16 +102,16 @@
-
-
+
- Length
+ Incision
-
-
+
- <html><head/><body><p>Lenght of the bone to be inserted into the profile.</p><p><span style=" font-weight:600; font-style:italic;">adaptive</span> ... the lenght is adapted to cover the corner based on the angle of it's edges, taking the current tool radius into account (default)</p><p><span style=" font-weight:600; font-style:italic;">fixed</span> ... is the same as adaptive for straight angles. For T-bones it's the radius of the tool (R) and for dogbones it's R * (2/√2 - 1).</p><p><span style=" font-weight:600; font-style:italic;">custom</span> ... let's you sepcify a custom (fixed) distance below</p></body></html>
+ <html><head/><body><p>Determines the incision length of the bone to be inserted into the profile.</p><p><span style=" font-weight:600; font-style:italic;">adaptive</span> ... the lenght is adapted to cover the corner based on the angle of it's edges, taking the current tool radius into account (default)</p><p><span style=" font-weight:600; font-style:italic;">fixed</span> ... is the same as adaptive for straight angles. For T-bones it's the radius of the tool (R) and for dogbones it's R * (2/√2 - 1).</p><p><span style=" font-weight:600; font-style:italic;">custom</span> ... let's you sepcify a custom (fixed) length below</p></body></html>
2
@@ -139,7 +139,7 @@
false
- <html><head/><body><p>Enter distance for each bone if <span style=" font-weight:600;">Lenght</span> is set to <span style=" font-weight:600;">custom</span>, ignored otherwise.</p></body></html>
+ <html><head/><body><p>Enter length for each bone if <span style=" font-weight:600;">Incision</span> is set to <span style=" font-weight:600;">custom</span>, ignored otherwise.</p></body></html>
@@ -152,7 +152,7 @@
- <html><head/><body><p>List of bone locations (with all bones at that location) that are part of this dressup. The list is determined by the corners in the profile and the selected <span style=" font-weight:600;">Side</span> for the bones. </p><p>You can <span style=" font-weight:600;">un-check</span> the bones you don't want to be dressed up.</p><p><br/></p><p>If a bone is <span style=" font-weight:600;">grayed out</span> it means that it is already dressed up by a previous dressup. Or put another way, if you dress up this dogobone dressup again you will only be able to select the bones that are un-checked here.</p><p><br/></p><p>If this list is empty it probably means you're trying to create bones on the wrong side of the profile.</p></body></html>
+ <html><head/><body><p>List of bone locations (with all bones at that location) that are part of this dressup. The list is determined by the corners in the profile and the selected <span style=" font-weight:600;">Side</span> for the bones. </p><p>You can <span style=" font-weight:600;">un-check</span> the bones you don't want to be dressed up.</p><p>If a bone is <span style=" font-weight:600;">grayed out</span> it means that it is already dressed up by a previous dressup. Or put another way, if you dress up this dogobone dressup again you will only be able to select the bones that are un-checked here.</p><p>If this list is empty it probably means you're trying to create bones on the wrong side of the profile.</p></body></html>
@@ -162,7 +162,7 @@
false
- Distance
+ Length
diff --git a/src/Mod/Path/PathScripts/DogboneDressup.py b/src/Mod/Path/PathScripts/DogboneDressup.py
index adb23bcc87..bf7bfc8f2b 100644
--- a/src/Mod/Path/PathScripts/DogboneDressup.py
+++ b/src/Mod/Path/PathScripts/DogboneDressup.py
@@ -45,7 +45,7 @@ except AttributeError:
movecommands = ['G0', 'G00', 'G1', 'G01', 'G2', 'G02', 'G3', 'G03']
movestraight = ['G1', 'G01']
-class Shape:
+class Style:
Dogbone = 'Dogbone'
Tbone_H = 'T-bone horizontal'
Tbone_V = 'T-bone vertical'
@@ -58,7 +58,7 @@ class Side:
Right = 'Right'
All = [Left, Right]
-class Length:
+class Incision:
Fixed = 'fixed'
Adaptive = 'adaptive'
Custom = 'custom'
@@ -198,15 +198,15 @@ class ObjectDressup:
obj.addProperty("App::PropertyEnumeration", "Side", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The side of path to insert bones"))
obj.Side = [Side.Left, Side.Right]
obj.Side = Side.Right
- obj.addProperty("App::PropertyEnumeration", "Shape", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The shape of boness"))
- obj.Shape = Shape.All
- obj.Shape = Shape.Dogbone
+ obj.addProperty("App::PropertyEnumeration", "Style", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The style of boness"))
+ obj.Style = Style.All
+ obj.Style = Style.Dogbone
obj.addProperty("App::PropertyIntegerList", "BoneBlacklist", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "Bones that aren't dressed up"))
obj.BoneBlacklist = []
obj.setEditorMode('BoneBlacklist', 2) # hide this one
- obj.addProperty("App::PropertyEnumeration", "Length", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The algorithm to determine the bone length"))
- obj.Length = Length.All
- obj.Length = Length.Adaptive
+ obj.addProperty("App::PropertyEnumeration", "Incision", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The algorithm to determine the bone length"))
+ obj.Incision = Incision.All
+ obj.Incision = Incision.Adaptive
obj.addProperty("App::PropertyFloat", "Custom", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "Dressup length if lenght == custom"))
obj.Custom = 0.0
obj.Proxy = self
@@ -254,9 +254,9 @@ class ObjectDressup:
def inOutBoneCommands(self, obj, inChord, outChord, angle, fixedLength):
length = fixedLength
- if obj.Length == Length.Custom:
+ if obj.Incision == Incision.Custom:
length = obj.Custom
- if obj.Length == Length.Adaptive:
+ if obj.Incision == Incision.Adaptive:
length = self.adaptiveBoneLength(obj, inChord, outChord, angle)
x = length * math.cos(angle);
y = length * math.sin(angle);
@@ -336,15 +336,15 @@ class ObjectDressup:
self.bones.append((boneId, loc, enabled, inaccessible))
if enabled:
- if obj.Shape == Shape.Dogbone:
+ if obj.Style == Style.Dogbone:
return self.dogbone(obj, inChord, outChord)
- if obj.Shape == Shape.Tbone_H:
+ if obj.Style == Style.Tbone_H:
return self.tboneHorizontal(obj, inChord, outChord)
- if obj.Shape == Shape.Tbone_V:
+ if obj.Style == Style.Tbone_V:
return self.tboneVertical(obj, inChord, outChord)
- if obj.Shape == Shape.Tbone_L:
+ if obj.Style == Style.Tbone_L:
return self.tboneLongEdge(obj, inChord, outChord)
- if obj.Shape == Shape.Tbone_S:
+ if obj.Style == Style.Tbone_S:
return self.tboneShortEdge(obj, inChord, outChord)
return self.debugCircleBone(obj, inChord, outChord)
else:
@@ -546,9 +546,9 @@ class TaskPanel:
FreeCAD.ActiveDocument.recompute()
def getFields(self):
- self.obj.Shape = str(self.form.shape.currentText())
- self.obj.Side = str(self.form.side.currentText())
- self.obj.Length = str(self.form.length.currentText())
+ self.obj.Style = str(self.form.styleCombo.currentText())
+ self.obj.Side = str(self.form.sideCombo.currentText())
+ self.obj.Incision = str(self.form.incisionCombo.currentText())
self.obj.Custom = self.form.custom.value()
blacklist = []
for i in range(0, self.form.bones.count()):
@@ -579,7 +579,7 @@ class TaskPanel:
self.form.bones.addItem(item)
def updateUI(self):
- customSelected = self.obj.Length == Length.Custom
+ customSelected = self.obj.Incision == Incision.Custom
self.form.custom.setEnabled(customSelected)
self.form.customLabel.setEnabled(customSelected)
self.updateBoneList()
@@ -599,9 +599,9 @@ class TaskPanel:
combo.setCurrentIndex(index)
def setFields(self):
- self.setupCombo(self.form.shape, self.obj.Shape, Shape.All)
- self.setupCombo(self.form.side, self.obj.Side, Side.All)
- self.setupCombo(self.form.length, self.obj.Length, Length.All)
+ self.setupCombo(self.form.styleCombo, self.obj.Style, Style.All)
+ self.setupCombo(self.form.sideCombo, self.obj.Side, Side.All)
+ self.setupCombo(self.form.incisionCombo, self.obj.Incision, Incision.All)
self.form.custom.setMinimum(0.0)
self.form.custom.setDecimals(3)
self.form.custom.setValue(self.obj.Custom)
@@ -618,9 +618,9 @@ class TaskPanel:
def setupUi(self):
self.setFields()
# now that the form is filled, setup the signal handlers
- self.form.shape.currentIndexChanged.connect(self.updateModel)
- self.form.side.currentIndexChanged.connect(self.updateModel)
- self.form.length.currentIndexChanged.connect(self.updateModel)
+ self.form.styleCombo.currentIndexChanged.connect(self.updateModel)
+ self.form.sideCombo.currentIndexChanged.connect(self.updateModel)
+ self.form.incisionCombo.currentIndexChanged.connect(self.updateModel)
self.form.custom.valueChanged.connect(self.updateModel)
self.form.bones.itemChanged.connect(self.updateModel)