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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-09-13 14:27:08 +03:00

Replacing french comments by english one

This commit is contained in:
bugmaster
2011-04-28 16:28:27 +00:00
committed by bugmaster
parent 94354caf54
commit 81bba7173e
140 changed files with 4625 additions and 4701 deletions

View File

@@ -2,12 +2,6 @@
// Created: Fri Dec 20 17:18:37 1996
// Author: Robert COUBLANC
// <rob@robox.paris1.matra-dtv.fr>
// Modified: Christiane ARMAND: 5/05/97: dans le compute on prend en
// compte le cas des objets infinis
// ROB : introduction des primitives connectees
// Pour le calcul des faces sensibles...
// oct-03-97 ROB : en fonction du type de shapes, on change les coeffs de polygonisation...
// (correction du Pb des cercles pas assez discretises...)
#define BUC60577 //GG_191099 Draw correct bounding box and Menage ...
@@ -241,7 +235,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
}
if (IsInfinite()) aPrs->SetInfiniteState(Standard_True); //pas de prise en compte lors du FITALL
if (IsInfinite()) aPrs->SetInfiniteState(Standard_True); //not taken in account duting FITALL
switch (aMode) {
case 0:{
try { OCC_CATCH_SIGNALS StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer); }
@@ -250,7 +244,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
cout << "AIS_Shape::Compute() failed"<< endl;
#endif
cout << "a Shape should be incorrect : No Compute can be maked on it "<< endl;
// on calcule une presentation de la boite englobante
// presentation of the bounding box is calculated
// Compute(aPresentationManager,aPrs,2);
}
break;
@@ -275,7 +269,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
BRepTools::Clean(myshape);
}
//shading seulement a partir de face...
//shading only on face...
if ((Standard_Integer) myshape.ShapeType()>4)
StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
else {
@@ -306,7 +300,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
}
case 2:
{
// boite englobante
// bounding box
if (IsInfinite()) StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
else DisplayBox(aPrs,BoundingBox(),myDrawer);
}
@@ -379,7 +373,7 @@ void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
Aspect_TypeOfDeflection prevdef = defdrawer->TypeOfDeflection();
defdrawer->SetTypeOfDeflection(Aspect_TOD_RELATIVE);
// coefficients pour le calcul
// coefficients for calculation
Standard_Real prevangle, newangle ,prevcoeff,newcoeff ;
if (OwnHLRDeviationAngle(newangle,prevangle) || OwnHLRDeviationCoefficient(newcoeff, prevcoeff))
@@ -486,7 +480,7 @@ void AIS_Shape::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
#else
TopExp_Explorer anExplor (myshape, TopAbs_VERTEX);
#endif
if (!anExplor.More()) // Shape vide -> Assemblage vide.
if (!anExplor.More()) // empty Shape -> empty Assembly.
return;
}
@@ -500,12 +494,12 @@ void AIS_Shape::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
}
#endif
// POP on protege contre un plantage dans les couches basses
// POP protection against crash in low layers
Standard_Real aDeflection = myDrawer->MaximalChordialDeviation();
if (myDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE)
{
// On calcule la fleche en fonction des min max globaux de la piece:
// Vector is calculated depending on global min max of the part:
Bnd_Box aBndBox; //= BoundingBox(); ?
BRepBndLib::Add (shape, aBndBox);
if (!aBndBox.IsVoid())
@@ -583,7 +577,7 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
myOwnColor = aCol;
if(!myDrawer->HasShadingAspect()){
Handle(Prs3d_ShadingAspect) asp = new Prs3d_ShadingAspect();
// recuperons le materiau reference...
// retrieve the reference materials...
if(myDrawer->HasLink()){
const Handle(Prs3d_Drawer)& refdr = myDrawer->Link();
Graphic3d_MaterialAspect theRefMat =
@@ -611,7 +605,7 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
myDrawer->SetUnFreeBoundaryAspect(new Prs3d_LineAspect(aCol,Aspect_TOL_SOLID,WW));
myDrawer->SetSeenLineAspect(new Prs3d_LineAspect(aCol,Aspect_TOL_SOLID,WW));
// modif du shading rapide...
// fast shading modification...
if(!GetContext().IsNull()){
if( GetContext()->MainPrsMgr()->HasPresentation(this,1)){
Handle(Prs3d_Presentation) P = GetContext()->MainPrsMgr()->CastPresentation(this,1)->Presentation();
@@ -623,13 +617,6 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
#else
a4bis->SetInteriorColor(Quantity_Color(aCol)); // Already done above in SetColor(...)
//***test rob : pour avoir la vraie couleur demandee en shading ***
// mais du coup, le shading est "plat" ...****
// Graphic3d_MaterialAspect FMAT = a4bis->FrontMaterial();
// FMAT.SetColor(Quantity_Color(aCol));
// a4bis->SetFrontMaterial(FMAT);
//******
P->SetPrimitivesAspect(myDrawer->ShadingAspect()->Aspect());
G->SetGroupPrimitivesAspect(myDrawer->ShadingAspect()->Aspect());
#endif
@@ -646,7 +633,6 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
void AIS_Shape::UnsetColor()
{
// Evitons les stupidites...
if(!HasColor() ){ myToRecomputeModes.Clear();
return;}
@@ -757,8 +743,8 @@ void AIS_Shape::SetWidth(const Standard_Real W)
#endif
}
myOwnWidth = W;
LoadRecomputable(0); // signifier qu'il faut recalculer uniquement le wireframe....
LoadRecomputable(2); // et la boite englobante...
LoadRecomputable(0); // means that it is necessary to recompute only the wireframe....
LoadRecomputable(2); // and the bounding box...
}
@@ -817,7 +803,7 @@ void AIS_Shape::SetMaterial(const Graphic3d_NameOfMaterial aMat)
G->SetGroupPrimitivesAspect(a4bis);
}
}
myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
myToRecomputeModes.Clear();
}
//=======================================================================
@@ -845,7 +831,7 @@ void AIS_Shape::SetMaterial(const Graphic3d_MaterialAspect& aMat)
G->SetGroupPrimitivesAspect(a4bis);
}
}
myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
myToRecomputeModes.Clear();
}
@@ -887,7 +873,7 @@ void AIS_Shape::UnsetMaterial()
G->SetGroupPrimitivesAspect(a4bis);
}
}
myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
myToRecomputeModes.Clear();
}
@@ -920,7 +906,7 @@ void AIS_Shape::SetTransparency(const Standard_Real AValue)
G->SetGroupPrimitivesAspect(a4bis);
}
}
myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
myToRecomputeModes.Clear();
}
@@ -956,7 +942,7 @@ void AIS_Shape::UnsetTransparency()
#endif
}
}
myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
myToRecomputeModes.Clear();
}
@@ -983,7 +969,7 @@ const Bnd_Box& AIS_Shape::BoundingBox()
#else
TopExp_Explorer anExplor (myshape, TopAbs_VERTEX);
#endif
if (!anExplor.More()) { // Shape vide -> Assemblage vide.
if (!anExplor.More()) { // empty Shape -> empty Assembly.
myBB.SetVoid();
return myBB;
}