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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-29 14:00:49 +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

@@ -42,7 +42,7 @@ void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y,
Standard_Real Xc,Yc,Zc, Xp,Yp,Zp;
// Recalcul de la position
// Recalculation of the position
MyTarget.Coord(Xc,Yc,Zc);
Position (Xp,Yp,Zp) ;
@@ -62,8 +62,8 @@ void V3d_PositionLight::SetRadius(const Standard_Real Radius) {
Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp;
// Le point cible reste inchange, seul la position de la lumiere est modifiee
// en conservant la direction.
// The target point remains unchanged, only the position of the light is modified
// by preserving the direction.
Position (Xp,Yp,Zp);
Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp));
D.Normalize();
@@ -84,7 +84,7 @@ void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) {
V3d_Light::SymetricPointOnSphere (aView,
MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// Actuellement est on sur le point vu
// This is a visible point
if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.))
SetPosition (X,Y,Z);
}
@@ -97,7 +97,7 @@ void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) {
V3d_Light::SymetricPointOnSphere (aView,
MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// Actuellement est on sur le point cache
// This is a hidden point
if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.))
SetPosition (X,Y,Z);
}
@@ -110,11 +110,11 @@ Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) con
V3d_Light::SymetricPointOnSphere (aView,
MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// Avons nous le point cache ou le point vu
// Is it a visible or a hidden point
return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )?
// la source est sur la face cachee
// the source is on the hidden face
Standard_False:
// la source est sur la face vue.
// the source is on the visible face.
Standard_True;
}
@@ -136,10 +136,11 @@ void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
V3d_TypeOfRepresentation Pres;
V3d_TypeOfUpdate UpdSov;
// Creation d'une structure slight d'elements reperables (la position de
// la light, et le domaine d'eclairage represente par un cercle)
// Creation d'une structure snopick d'elements non reperables ( cible, meridien et
// parallele ).
// Creation of a structure of markable elements (position of the
// light, and the domain of lighting represented by a circle)
// Creation of a structure snopick of non-markable elements (target, meridian and
// parallel).
Pres = TPres;
Handle(V3d_Viewer) TheViewer = aView->Viewer();
@@ -182,7 +183,7 @@ void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
Y0 = MyTarget.Y();
Z0 = MyTarget.Z();
//Affichage de la position de la light.
// Display of the light position.
glight->SetPickId(1);
this->Color(Quantity_TOC_RGB,R1,G1,B1);
@@ -192,7 +193,7 @@ void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
glight->SetPrimitivesAspect(Asp1);
this->Symbol(glight,aView);
//Affichage de la sphere de reperage (limite au cercle).
// Display of the marking sphere (limit at the circle).
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
@@ -204,7 +205,7 @@ void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
if (MyType != V3d_DIRECTIONAL) {
//Affichage du rayon de la sphere (ligne + texte)
//Display of the radius of the sphere (line + text)
if (Pres == V3d_COMPLETE) {
gradius->SetPickId(3);
@@ -225,14 +226,14 @@ void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
}
//Affichage du meridien
// Display of the meridian
Quantity_Color Col2(Quantity_NOC_GREEN);
Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d
(Col2,Aspect_TOL_SOLID,1.);
gnopick->SetPrimitivesAspect(Asp2);
// Definition de l'axe du cercle
// Definition of the axis of circle
aView->Up(DXRef,DYRef,DZRef);
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
@@ -242,9 +243,9 @@ void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Affichage de la parallele
// Display of the parallel
// Definition de l'axe du cercle
// Definition of the axis of circle
aView->Proj(VX,VY,VZ);
aView->Up(X1,Y1,Z1);
DXRef = VY * Z1 - VZ * Y1;
@@ -338,11 +339,11 @@ void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
Z0 = MyTarget.Z();
aView->Project(X0,Y0,Z0,PXT,PYT);
aView->Convert(PXT,PYT,IPX,IPY);
// Coord 3d dans le plan de projection de la cible.
// Coord 3d in the plane of projection of the target.
aView->Convert(IPX,IPY,XT,YT,ZT);
switch (WhatPick) {
case V3d_POSITIONLIGHT :
// Les Coordonnees doivent rester a l'interieur de la sphere
// The Coordinates should remain inside of the sphere
Rayon = Radius();
XMinTrack = PXT - Rayon;
XMaxTrack = PXT + Rayon;
@@ -356,14 +357,12 @@ void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
DeltaY = Y0 - YP;
DeltaZ = Z0 - ZP;
// On recherche le point d'intersection des droites definies
// par :
// - Droite passant par le point de projection et l'oeil
// si on est en perspective, parralele a la normale de la
// vue si on a une vue axonometrique.
// position dans la vue est // a la normale de la vue
// - La distance position de la camera cible est egale au
// rayon.
// The point of intersection of straight lines defined by :
// - Straight line passing by the point of projection and the eye
// if this is a perspective, parralel to the normal of the view
// if this is an axonometric view.
// position in the view is parallel to the normal of the view
// - The distance position of the target camera is equal to the radius.
A = VX*VX + VY*VY + VZ*VZ ;
B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ);
@@ -389,8 +388,8 @@ void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
case V3d_SPACELIGHT :
aView->Convert(PXT,PYT,IPX,IPY);
// Dans ce cas Xpix,Ypix correspondent a une distance , relative
// a la translation que l'on veut effectuer sur la sphere.
// In this case Xpix,Ypix correspond to a distance, relative
// to the translation that is planned to be performed on the sphere.
aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z);
X = X+X0-XT;
Y = Y+Y0-YT;
@@ -403,8 +402,8 @@ void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
case V3d_ExtRADIUSLIGHT :
if (MyType == V3d_DIRECTIONAL)
break;
// on cherche a conserver la direction cible positionnement de la
// source ==> on projette le point sur la direction cible source.
// it is attempted to preserve the target direction position of the
// source ==> the point is projected on the target source direction.
this->Position(Xi,Yi,Zi);
aView->Project(Xi,Yi,Zi,PXP,PYP);
DX = PXP - PXT;
@@ -428,9 +427,8 @@ void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
case V3d_IntRADIUSLIGHT :
if (MyType == V3d_DIRECTIONAL)
break;
// on cherche a conserver la direction cible positionnement
// de la source ==> on projette le point sur la direction
// cible source.
// it is attempted to preserve the target direction position of the
// source ==> the point is projected on the target source direction.
Position(Xi,Yi,Zi);
aView->Project(Xi,Yi,Zi,PXP,PYP);
DX = PXP - PXT;
@@ -445,8 +443,8 @@ void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
Rap = NewRprj/OldRprj;
Rayon = Radius();
Rayon = Rayon * Rap;
// la source doit rester a une position fixe, seule la cible
// est modifie.
// the source should remain at a fixed position,
// only the target is modified.
Position (xPos, yPos, zPos);
Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget);
Dir.Normalize();
@@ -454,8 +452,8 @@ void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
X = Xi + Rayon*X;
Y = Yi + Rayon*Y;
Z = Zi + Rayon*Z;
// la source doit rester a une position fixe, seule la cible
// est modifie.
// the source should remain at a fixed position,
// only the target is modified.
MyTarget.SetCoord(X,Y,Z);
Display(aView,MyTypeOfRepresentation);
(aView->Viewer())->UpdateLights();