Points: translate doxygen from DE to EN + fix superfluous whitespace (#5287)

* Points: translate doxygen from DE to EN + fix superfluous whitespace

For the purpose of making the source documentation uniform, source comments in this file were translated to english.

* Points: remove superfluous whitespace

* Fix left over DE to EN translations (from Cam and Mesh code)
This commit is contained in:
luzpaz
2021-12-25 14:41:12 -05:00
committed by GitHub
parent 3d9b6eefac
commit c0f42cea0e
20 changed files with 125 additions and 125 deletions

View File

@@ -96,7 +96,7 @@ void PointsGrid::Attach (const PointKernel &rclM)
void PointsGrid::Clear (void)
{
_aulGrid.clear();
_pclPoints = NULL;
_pclPoints = NULL;
}
void PointsGrid::Rebuild (unsigned long ulX, unsigned long ulY, unsigned long ulZ)
@@ -128,19 +128,19 @@ void PointsGrid::InitGrid (void)
unsigned long i, j;
// Grid Laengen berechnen wenn nicht initialisiert
// Calculate grid lengths if not initialized
//
if ((_ulCtGridsX == 0) || (_ulCtGridsY == 0) || (_ulCtGridsZ == 0))
CalculateGridLength(POINTS_CT_GRID, POINTS_MAX_GRIDS);
// Grid Laengen und Offset bestimmen
// Determine the grid length and offset
//
{
Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
clBBPts.Add(*it);
double fLengthX = clBBPts.LengthX();
double fLengthX = clBBPts.LengthX();
double fLengthY = clBBPts.LengthY();
double fLengthZ = clBBPts.LengthZ();
@@ -162,7 +162,7 @@ void PointsGrid::InitGrid (void)
}
}
// Daten-Struktur anlegen
// Create data structure
_aulGrid.clear();
_aulGrid.resize(_ulCtGridsX);
for (i = 0; i < _ulCtGridsX; i++)
@@ -176,10 +176,10 @@ void PointsGrid::InitGrid (void)
unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<unsigned long> &raulElements, bool bDelDoubles) const
{
unsigned long i, j, k, ulMinX, ulMinY, ulMinZ, ulMaxX, ulMaxY, ulMaxZ;
raulElements.clear();
// Grid-Boxen zur naehreren Auswahl
// Grid boxes for a more detailed selection
Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
@@ -192,13 +192,13 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
raulElements.insert(raulElements.end(), _aulGrid[i][j][k].begin(), _aulGrid[i][j][k].end());
}
}
}
}
if (bDelDoubles == true)
{
// doppelte Nennungen entfernen
// remove duplicate mentions
std::sort(raulElements.begin(), raulElements.end());
raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
}
return raulElements.size();
@@ -212,7 +212,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
raulElements.clear();
// Grid-Boxen zur naehreren Auswahl
// Grid boxes for a more detailed selection
Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
@@ -226,13 +226,13 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
raulElements.insert(raulElements.end(), _aulGrid[i][j][k].begin(), _aulGrid[i][j][k].end());
}
}
}
}
if (bDelDoubles == true)
{
// doppelte Nennungen entfernen
// remove duplicate mentions
std::sort(raulElements.begin(), raulElements.end());
raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
raulElements.erase(std::unique(raulElements.begin(), raulElements.end()), raulElements.end());
}
return raulElements.size();
@@ -241,10 +241,10 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::vector<uns
unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::set<unsigned long> &raulElements) const
{
unsigned long i, j, k, ulMinX, ulMinY, ulMinZ, ulMaxX, ulMaxY, ulMaxZ;
raulElements.clear();
// Grid-Boxen zur naehreren Auswahl
// Grid boxes for a more detailed selection
Position(Base::Vector3d(rclBB.MinX, rclBB.MinY, rclBB.MinZ), ulMinX, ulMinY, ulMinZ);
Position(Base::Vector3d(rclBB.MaxX, rclBB.MaxY, rclBB.MaxZ), ulMaxX, ulMaxY, ulMaxZ);
@@ -257,7 +257,7 @@ unsigned long PointsGrid::InSide (const Base::BoundBox3d &rclBB, std::set<unsign
raulElements.insert(_aulGrid[i][j][k].begin(), _aulGrid[i][j][k].end());
}
}
}
}
return raulElements.size();
}
@@ -282,9 +282,9 @@ void PointsGrid::Position (const Base::Vector3d &rclPoint, unsigned long &rulX,
void PointsGrid::CalculateGridLength (unsigned long ulCtGrid, unsigned long ulMaxGrids)
{
// Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen
// pro Grid sollen ca. 10 (?!?!) Facets liegen
// bzw. max Grids sollten 10000 nicht ueberschreiten
// Calculate grid lengths or number of grids per dimension
// There should be about 10 (?!?!) facets per grid
// or max grids should not exceed 10000
Base::BoundBox3d clBBPtsEnlarged;// = _pclPoints->GetBoundBox();
for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
clBBPtsEnlarged.Add(*it);
@@ -319,9 +319,9 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
return;
}
// Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen
// pro Grid sollen ca. 10 (?!?!) Facets liegen
// bzw. max Grids sollten 10000 nicht ueberschreiten
// Calculate grid lengths or number of grids per dimension
// There should be about 10 (?!?!) facets per grid
// or max grids should not exceed 10000
Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
clBBPts.Add(*it);
@@ -342,21 +342,21 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
int iMaxGrids = 1;
if (bLenghtXisZero)
iFlag += 1;
if (bLenghtXisZero)
iFlag += 1;
else
iMaxGrids *= iCtGridPerAxis;
if (bLenghtYisZero)
if (bLenghtYisZero)
iFlag += 2;
else
iMaxGrids *= iCtGridPerAxis;
if (bLenghtZisZero)
iFlag += 4;
iFlag += 4;
else
iMaxGrids *= iCtGridPerAxis;
unsigned long ulGridsFacets = 10;
double fFactorVolumen = 40.0;
@@ -378,12 +378,12 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
_ulCtGridsX = std::max<unsigned long>((unsigned long)(fLenghtX / fLengthGrid), 1);
_ulCtGridsY = std::max<unsigned long>((unsigned long)(fLenghtY / fLengthGrid), 1);
_ulCtGridsZ = std::max<unsigned long>((unsigned long)(fLenghtZ / fLengthGrid), 1);
} break;
case 1:
{
_ulCtGridsX = 1; // bLenghtXisZero
double fArea = fLenghtY * fLenghtZ;
double fAreaGrid = (fArea * ulGridsFacets) / (fFactorArea * _ulCtElements);
@@ -399,7 +399,7 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
case 2:
{
_ulCtGridsY = 1; // bLenghtYisZero
double fArea = fLenghtX * fLenghtZ;
double fAreaGrid = (fArea * ulGridsFacets) / (fFactorArea * _ulCtElements);
@@ -421,7 +421,7 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
case 4:
{
_ulCtGridsZ = 1; // bLenghtZisZero
double fArea = fLenghtX * fLenghtY;
double fAreaGrid = (fArea * ulGridsFacets) / (fFactorArea * _ulCtElements);
@@ -461,7 +461,7 @@ void PointsGrid::SearchNearestFromPoint (const Base::Vector3d &rclPt, std::set<u
Base::BoundBox3d clBB = GetBoundBox();
if (clBB.IsInBox(rclPt) == true)
{ // Punkt liegt innerhalb
{ // Point lies within
unsigned long ulX, ulY, ulZ;
Position(rclPt, ulX, ulY, ulZ);
//int nX = ulX, nY = ulY, nZ = ulZ;
@@ -471,7 +471,7 @@ void PointsGrid::SearchNearestFromPoint (const Base::Vector3d &rclPt, std::set<u
GetHull(ulX, ulY, ulZ, ulLevel, raclInd);
}
else
{ // Punkt ausserhalb
{ // Point outside
Base::BoundBox3d::SIDE tSide = clBB.GetSideFromRay(rclPt, clBB.GetCenter() - rclPt);
switch (tSide)
{
@@ -566,7 +566,7 @@ void PointsGrid::SearchNearestFromPoint (const Base::Vector3d &rclPt, std::set<u
}
}
void PointsGrid::GetHull (unsigned long ulX, unsigned long ulY, unsigned long ulZ,
void PointsGrid::GetHull (unsigned long ulX, unsigned long ulY, unsigned long ulZ,
unsigned long ulDistance, std::set<unsigned long> &raclInd) const
{
int nX1 = std::max<int>(0, int(ulX) - int(ulDistance));
@@ -616,7 +616,7 @@ void PointsGrid::GetHull (unsigned long ulX, unsigned long ulY, unsigned long ul
}
}
unsigned long PointsGrid::GetElements (unsigned long ulX, unsigned long ulY, unsigned long ulZ,
unsigned long PointsGrid::GetElements (unsigned long ulX, unsigned long ulY, unsigned long ulZ,
std::set<unsigned long> &raclInd) const
{
const std::set<unsigned long> &rclSet = _aulGrid[ulX][ulY][ulZ];
@@ -656,7 +656,7 @@ void PointsGrid::Validate (void)
bool PointsGrid::Verify() const
{
if ( !_pclPoints )
if ( !_pclPoints )
return false; // no point cloud attached
if (_pclPoints->size() != _ulCtElements)
return false; // not up-to-date
@@ -682,8 +682,8 @@ void PointsGrid::RebuildGrid (void)
_ulCtElements = _pclPoints->size();
InitGrid();
// Daten-Struktur fuellen
// Fill data structure
unsigned long i = 0;
for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
@@ -741,24 +741,24 @@ bool PointsGridIterator::InitOnRay (const Base::Vector3d &rclPt, const Base::Vec
_fMaxSearchArea = FLOAT_MAX;
raulElements.clear();
raulElements.clear();
_clPt = rclPt;
_clDir = rclDir;
_bValidRay = false;
// liegt Punkt innerhalb globalen BB
// point lies within global BB
if ((_rclGrid.GetBoundBox().IsInBox(rclPt)) == true)
{ // Voxel bestimmen, indem der Startpunkt liegt
{ // determine the voxel by the starting point
_rclGrid.Position(rclPt, _ulX, _ulY, _ulZ);
raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end());
_bValidRay = true;
}
else
{ // Startpunkt ausserhalb
{ // StartPoint outside
Base::Vector3d cP0, cP1;
if (_rclGrid.GetBoundBox().IntersectWithLine(rclPt, rclDir, cP0, cP1) == true)
{ // naechsten Punkt bestimmen
{ // determine the next point
if ((cP0 - rclPt).Length() < (cP1 - rclPt).Length())
_rclGrid.Position(cP0, _ulX, _ulY, _ulZ);
else
@@ -775,16 +775,16 @@ bool PointsGridIterator::InitOnRay (const Base::Vector3d &rclPt, const Base::Vec
bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements)
{
if (_bValidRay == false)
return false; // nicht initialisiert oder Strahl ausgetreten
return false; // not initialized or beam exited
raulElements.clear();
Base::Vector3d clIntersectPoint;
// naechstes anliegende BB auf dem Suchstrahl suchen
// Look for the next adjacent BB on the search beam
Base::BoundBox3d::SIDE tSide = _rclGrid.GetBoundBox(_ulX, _ulY, _ulZ).GetSideFromRay(_clPt, _clDir, clIntersectPoint);
// Suchbereich
// Search area
//
if ((_clPt-clIntersectPoint).Length() > _fMaxSearchArea)
{
@@ -815,10 +815,10 @@ bool PointsGridIterator::NextOnRay (std::vector<unsigned long> &raulElements)
if ((_bValidRay == true) && (_rclGrid.CheckPos(_ulX, _ulY, _ulZ) == true))
{
GridElement pos(_ulX, _ulY, _ulZ); _cSearchPositions.insert(pos);
raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end());
raulElements.insert(raulElements.end(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(), _rclGrid._aulGrid[_ulX][_ulY][_ulZ].end());
}
else
_bValidRay = false; // Strahl ausgetreten
_bValidRay = false; // Beam escaped
return _bValidRay;
}