[Libreoffice-commits] .: svx/source

Tor Lillqvist tml at kemper.freedesktop.org
Thu Apr 7 05:50:05 PDT 2011


 svx/source/engine3d/camera3d.cxx  |   29 --
 svx/source/engine3d/cube3d.cxx    |   47 ----
 svx/source/engine3d/deflt3d.cxx   |   17 -
 svx/source/engine3d/dragmt3d.cxx  |  120 +++--------
 svx/source/engine3d/e3dundo.cxx   |   78 +------
 svx/source/engine3d/extrud3d.cxx  |   47 ----
 svx/source/engine3d/float3d.cxx   |  361 +++++++++++++++-------------------
 svx/source/engine3d/float3d.src   |   10 
 svx/source/engine3d/lathe3d.cxx   |   69 +-----
 svx/source/engine3d/obj3d.cxx     |  398 ++++++--------------------------------
 svx/source/engine3d/objfac3d.cxx  |   27 --
 svx/source/engine3d/polygn3d.cxx  |  142 +++----------
 svx/source/engine3d/polysc3d.cxx  |    6 
 svx/source/engine3d/scene3d.cxx   |  248 +++++------------------
 svx/source/engine3d/sphere3d.cxx  |   78 ++-----
 svx/source/engine3d/string3d.src  |    2 
 svx/source/engine3d/view3d.cxx    |  334 +++++++++----------------------
 svx/source/engine3d/view3d1.cxx   |   37 ---
 svx/source/engine3d/viewpt3d2.cxx |  140 ++-----------
 19 files changed, 594 insertions(+), 1596 deletions(-)

New commits:
commit b662ca27bd99ca8109be6464136957dc7d7c9674
Author: Albert Thuswaldner <albert.thuswaldner at gmail.com>
Date:   Thu Apr 7 15:47:21 2011 +0300

    Translation of German comments

diff --git a/svx/source/engine3d/camera3d.cxx b/svx/source/engine3d/camera3d.cxx
index 4bfd481..aa7be8d 100644
--- a/svx/source/engine3d/camera3d.cxx
+++ b/svx/source/engine3d/camera3d.cxx
@@ -136,12 +136,12 @@ void Camera3D::SetBankAngle(double fAngle)
         }
     }
 
-    // von aDiff nach oben zeigenden View-Up-Vektor berechnen
+    // Calculate from aDiff to uppwards pointing View-Up-Vector
     aPrj = aPrj.getPerpendicular(aDiff);
     aPrj = aPrj.getPerpendicular(aDiff);
     aDiff.normalize();
 
-    // auf Z-Achse rotieren, dort um BankAngle drehen und zurueck
+    // Rotate on Z axis, to rotate the BankAngle and back
     basegfx::B3DHomMatrix aTf;
     const double fV(sqrt(aDiff.getY() * aDiff.getY() + aDiff.getZ() * aDiff.getZ()));
 
@@ -204,12 +204,6 @@ void Camera3D::SetBankAngle(double fAngle)
     SetVUV(aTf * aPrj);
 }
 
-/*************************************************************************
-|*
-|* Brennweite setzen
-|*
-\************************************************************************/
-
 void Camera3D::SetFocalLength(double fLen)
 {
     if ( fLen < 5 )
@@ -218,11 +212,7 @@ void Camera3D::SetFocalLength(double fLen)
     fFocalLength = fLen;
 }
 
-/*************************************************************************
-|*
-|* Um die Kameraposition drehen, LookAt wird dabei veraendert
-|*
-\************************************************************************/
+// To rotate the camera position, this changes LookAt
 
 void Camera3D::Rotate(double fHAngle, double fVAngle)
 {
@@ -270,12 +260,7 @@ void Camera3D::Rotate(double fHAngle, double fVAngle)
     SetLookAt(aPosition + aDiff);
 }
 
-
-/*************************************************************************
-|*
-|* Um den Blickpunkt drehen, Position wird dabei veraendert
-|*
-\************************************************************************/
+// To rotate the view point, this changes the position
 
 void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
 {
@@ -323,11 +308,7 @@ void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
     SetPosition(aLookAt + aDiff);
 }
 
-/*************************************************************************
-|*
-|* FG: ??? Setzt wohl die Projektionsebene in eine bestimmte Tiefe
-|*
-\************************************************************************/
+// ??? this probably sets the projection plane in a certain depth
 
 void Camera3D::SetFocalLengthWithCorrect(double fLen)
 {
diff --git a/svx/source/engine3d/cube3d.cxx b/svx/source/engine3d/cube3d.cxx
index 7035abb..85ff473 100644
--- a/svx/source/engine3d/cube3d.cxx
+++ b/svx/source/engine3d/cube3d.cxx
@@ -38,7 +38,7 @@
 #include <svx/sdr/contact/viewcontactofe3dcube.hxx>
 
 //////////////////////////////////////////////////////////////////////////////
-// #110094# DrawContact section
+// DrawContact section
 
 sdr::contact::ViewContact* E3dCubeObj::CreateObjectSpecificViewContact()
 {
@@ -47,29 +47,20 @@ sdr::contact::ViewContact* E3dCubeObj::CreateObjectSpecificViewContact()
 
 TYPEINIT1(E3dCubeObj, E3dCompoundObject);
 
-/*************************************************************************
-|*
-|* Konstruktor:                                                 |
-|* 3D-Quader erzeugen; aPos: Zentrum oder links, unten, hinten  |__
-|*                           (abhaengig von bPosIsCenter)      /
-|*
-\************************************************************************/
-
 E3dCubeObj::E3dCubeObj(E3dDefaultAttributes& rDefault, basegfx::B3DPoint aPos, const basegfx::B3DVector& r3DSize)
 :	E3dCompoundObject(rDefault)
 {
-    // Defaults setzen
+    // Set Defaults
     SetDefaultAttributes(rDefault);
 
-    // uebergebene drueberbuegeln
-    aCubePos = aPos;
+    aCubePos = aPos; // position centre or left, bottom, back (dependant on bPosIsCenter)
     aCubeSize = r3DSize;
 }
 
 E3dCubeObj::E3dCubeObj()
 :	E3dCompoundObject()
 {
-    // Defaults setzen
+    // Set Defaults
     E3dDefaultAttributes aDefault;
     SetDefaultAttributes(aDefault);
 }
@@ -82,22 +73,12 @@ void E3dCubeObj::SetDefaultAttributes(E3dDefaultAttributes& rDefault)
     bPosIsCenter = rDefault.GetDefaultCubePosIsCenter();
 }
 
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
 sal_uInt16 E3dCubeObj::GetObjIdentifier() const
 {
     return E3D_CUBEOBJ_ID;
 }
 
-/*************************************************************************
-|*
-|* Wandle das Objekt in ein Gruppenobjekt bestehend aus 6 Polygonen
-|*
-\************************************************************************/
+// Convert the object into a group object consisting of 6 polygons
 
 SdrObject *E3dCubeObj::DoConvertToPolyObj(sal_Bool /*bBezier*/) const
 {
@@ -109,11 +90,7 @@ E3dCubeObj* E3dCubeObj::Clone() const
     return CloneHelper< E3dCubeObj >();
 }
 
-/*************************************************************************
-|*
-|* Lokale Parameter setzen mit Geometrieneuerzeugung
-|*
-\************************************************************************/
+// Set local parameters with geometry re-creating
 
 void E3dCubeObj::SetCubePos(const basegfx::B3DPoint& rNew)
 {
@@ -151,11 +128,7 @@ void E3dCubeObj::SetSideFlags(sal_uInt16 nNew)
     }
 }
 
-/*************************************************************************
-|*
-|* Get the name of the object (singular)
-|*
-\************************************************************************/
+// Get the name of the object (singular)
 
 void E3dCubeObj::TakeObjNameSingul(XubString& rName) const
 {
@@ -171,11 +144,7 @@ void E3dCubeObj::TakeObjNameSingul(XubString& rName) const
     }
 }
 
-/*************************************************************************
-|*
-|* Get the name of the object (plural)
-|*
-\************************************************************************/
+// Get the name of the object (plural)
 
 void E3dCubeObj::TakeObjNamePlural(XubString& rName) const
 {
diff --git a/svx/source/engine3d/deflt3d.cxx b/svx/source/engine3d/deflt3d.cxx
index 9aabe84..259b3e9 100644
--- a/svx/source/engine3d/deflt3d.cxx
+++ b/svx/source/engine3d/deflt3d.cxx
@@ -35,13 +35,8 @@
 #include <editeng/colritem.hxx>
 #include <svx/e3ditem.hxx>
 
-/*************************************************************************
-|*
-|* Klasse zum verwalten der 3D-Default Attribute
-|*
-\************************************************************************/
+// Class to manage the 3D default attributes
 
-// Konstruktor
 E3dDefaultAttributes::E3dDefaultAttributes()
 {
     Reset();
@@ -49,21 +44,21 @@ E3dDefaultAttributes::E3dDefaultAttributes()
 
 void E3dDefaultAttributes::Reset()
 {
-    // Compound-Objekt
+    // Compound object
     bDefaultCreateNormals = sal_True;
     bDefaultCreateTexture = sal_True;
 
-    // Cube-Objekt
+    // Cube object
     aDefaultCubePos = basegfx::B3DPoint(-500.0, -500.0, -500.0);
     aDefaultCubeSize = basegfx::B3DVector(1000.0, 1000.0, 1000.0);
     nDefaultCubeSideFlags = CUBE_FULL;
     bDefaultCubePosIsCenter = sal_False;
 
-    // Sphere-Objekt
+    // Sphere object
     aDefaultSphereCenter = basegfx::B3DPoint(0.0, 0.0, 0.0);
     aDefaultSphereSize = basegfx::B3DPoint(1000.0, 1000.0, 1000.0);
 
-    // Lathe-Objekt
+    // Lathe object
     nDefaultLatheEndAngle = 3600;
     bDefaultLatheSmoothed = sal_True;
     bDefaultLatheSmoothFrontBack = sal_False;
@@ -71,7 +66,7 @@ void E3dDefaultAttributes::Reset()
     bDefaultLatheCloseFront = sal_True;
     bDefaultLatheCloseBack = sal_True;
 
-    // Extrude-Objekt
+    // Extrude object
     bDefaultExtrudeSmoothed = sal_True;
     bDefaultExtrudeSmoothFrontBack = sal_False;
     bDefaultExtrudeCharacterMode = sal_False;
diff --git a/svx/source/engine3d/dragmt3d.cxx b/svx/source/engine3d/dragmt3d.cxx
index d358176..f709ab3 100644
--- a/svx/source/engine3d/dragmt3d.cxx
+++ b/svx/source/engine3d/dragmt3d.cxx
@@ -48,12 +48,6 @@
 
 TYPEINIT1(E3dDragMethod, SdrDragMethod);
 
-/*************************************************************************
-|*
-|* Konstruktor aller 3D-DragMethoden
-|*
-\************************************************************************/
-
 E3dDragMethod::E3dDragMethod (
     SdrDragView &_rView,
     const SdrMarkList& rMark,
@@ -64,8 +58,7 @@ E3dDragMethod::E3dDragMethod (
     mbMoveFull(bFull),
     mbMovedAtAll(sal_False)
 {
-    // Fuer alle in der selektion befindlichen 3D-Objekte
-    // eine Unit anlegen
+    // Create a unit for all the 3D objects present in the selection
     const long nCnt(rMark.GetMarkCount());
     static bool bDoInvalidate(false);
     long nObjs(0);
@@ -114,8 +107,8 @@ E3dDragMethod::E3dDragMethod (
                 aNewUnit.maInvDisplayTransform.invert();
             }
 
-            // SnapRects der beteiligten Objekte invalidieren, um eine
-            // Neuberechnung beim Setzen der Marker zu erzwingen
+            // Invalidate SnapRects of the objects involved, to force a
+            // recalculation for setting the marker
             if(bDoInvalidate)
             {
                 pE3dObj->SetRectsDirty();
@@ -129,10 +122,10 @@ E3dDragMethod::E3dDragMethod (
                 aNewUnit.maWireframePoly.transform(aNewUnit.maTransform);
             }
 
-            // FullBound ermitteln
+            // Determine FullBound
             maFullBound.Union(pE3dObj->GetSnapRect());
 
-            // Unit einfuegen
+            // Insert Unit
             maGrp.push_back(aNewUnit);
         }
     }
@@ -146,11 +139,7 @@ void E3dDragMethod::TakeSdrDragComment(XubString& /*rStr*/) const
 {
 }
 
-/*************************************************************************
-|*
-|* Erstelle das Drahtgittermodel fuer alle Aktionen
-|*
-\************************************************************************/
+// Create the wireframe model for all actions
 
 bool E3dDragMethod::BeginSdrDrag()
 {
@@ -179,23 +168,17 @@ bool E3dDragMethod::BeginSdrDrag()
     return sal_True;
 }
 
-/*************************************************************************
-|*
-|* Schluss
-|*
-\************************************************************************/
-
 bool E3dDragMethod::EndSdrDrag(bool /*bCopy*/)
 {
     const sal_uInt32 nCnt(maGrp.size());
 
     if(!mbMoveFull)
     {
-        // WireFrame ausblenden
+        // Hide wireframe
         Hide();
     }
 
-    // Alle Transformationen anwenden und UnDo's anlegen
+    // Apply all transformations and create undo's
     if(mbMovedAtAll)
     {
         const bool bUndo = getSdrDragView().IsUndoEnabled();
@@ -222,12 +205,6 @@ bool E3dDragMethod::EndSdrDrag(bool /*bCopy*/)
     return sal_True;
 }
 
-/*************************************************************************
-|*
-|* Abbruch
-|*
-\************************************************************************/
-
 void E3dDragMethod::CancelSdrDrag()
 {
     if(mbMoveFull)
@@ -238,7 +215,7 @@ void E3dDragMethod::CancelSdrDrag()
 
             for(sal_uInt32 nOb(0); nOb < nCnt; nOb++)
             {
-                // Transformation restaurieren
+                // Restore transformation
                 E3dDragMethodUnit& rCandidate = maGrp[nOb];
                 E3DModifySceneSnapRectUpdater aUpdater(rCandidate.mp3DObj);
                 rCandidate.mp3DObj->SetTransform(rCandidate.maInitTransform);
@@ -247,27 +224,19 @@ void E3dDragMethod::CancelSdrDrag()
     }
     else
     {
-        // WireFrame ausblenden
+        // Hide WireFrame
         Hide();
     }
 }
 
-/*************************************************************************
-|*
-|* Gemeinsames MoveSdrDrag()
-|*
-\************************************************************************/
+// Common MoveSdrDrag()
 
 void E3dDragMethod::MoveSdrDrag(const Point& /*rPnt*/)
 {
     mbMovedAtAll = true;
 }
 
-/*************************************************************************
-|*
-|* Zeichne das Drahtgittermodel
-|*
-\************************************************************************/
+// Draw the wire frame model
 
 // for migration from XOR to overlay
 void E3dDragMethod::CreateOverlayGeometry(::sdr::overlay::OverlayManager& rOverlayManager)
@@ -325,7 +294,7 @@ E3dDragRotate::E3dDragRotate(SdrDragView &_rView,
     sal_Bool bFull)
 :	E3dDragMethod(_rView, rMark, eConstr, bFull)
 {
-    // Zentrum aller selektierten Objekte in Augkoordinaten holen
+    // Get center of all selected objects in eye coordinates
     const sal_uInt32 nCnt(maGrp.size());
 
     if(nCnt)
@@ -347,7 +316,7 @@ E3dDragRotate::E3dDragRotate(SdrDragView &_rView,
                 maGlobalCenter += aObjCenter;
             }
 
-            // Teilen durch Anzahl
+            // Divide by the number
             if(nCnt > 1)
             {
                 maGlobalCenter /= (double)nCnt;
@@ -367,19 +336,16 @@ E3dDragRotate::E3dDragRotate(SdrDragView &_rView,
             aInverseViewToEye.invert();
             aRotCenter3D = aInverseViewToEye * aRotCenter3D;
 
-        // X,Y des RotCenter und Tiefe der gemeinsamen Objektmitte aus
-        // Rotationspunkt im Raum benutzen
+        // Use X,Y of the RotCenter and depth of the common object centre
+        // as rotation point in the space
             maGlobalCenter.setX(aRotCenter3D.getX());
             maGlobalCenter.setY(aRotCenter3D.getY());
         }
     }
 }
 
-/*************************************************************************
-|*
-|* Das Objekt wird bewegt, bestimme die Winkel
-|*
-\************************************************************************/
+
+//The object is moved, determine the angle
 
 void E3dDragRotate::MoveSdrDrag(const Point& rPnt)
 {
@@ -388,7 +354,7 @@ void E3dDragRotate::MoveSdrDrag(const Point& rPnt)
 
     if(DragStat().CheckMinMoved(rPnt))
     {
-        // Modifier holen
+        // Get modifier
         sal_uInt16 nModifier = 0;
         if(getSdrDragView().ISA(E3dView))
         {
@@ -396,12 +362,12 @@ void E3dDragRotate::MoveSdrDrag(const Point& rPnt)
             nModifier = rLastMouse.GetModifier();
         }
 
-        // Alle Objekte rotieren
+        // Rotate all objects
         const sal_uInt32 nCnt(maGrp.size());
 
         for(sal_uInt32 nOb(0); nOb < nCnt; nOb++)
         {
-            // Rotationswinkel bestimmen
+            // Determine rotation angle
             double fWAngle, fHAngle;
             E3dDragMethodUnit& rCandidate = maGrp[nOb];
 
@@ -431,11 +397,11 @@ void E3dDragRotate::MoveSdrDrag(const Point& rPnt)
                 fHAngle = (double)(((long) fHAngle + nSnap/2) / nSnap * nSnap);
             }
 
-            // nach radiant
+            // to radians
             fWAngle *= F_PI180;
             fHAngle *= F_PI180;
 
-            // Transformation bestimmen
+            // Determine transformation
             basegfx::B3DHomMatrix aRotMat;
             if(E3DDRAG_CONSTR_Y & meConstraint)
             {
@@ -456,8 +422,7 @@ void E3dDragRotate::MoveSdrDrag(const Point& rPnt)
                 aRotMat.rotate(fHAngle, 0.0, 0.0);
             }
 
-            // Transformation in Eye-Koordinaten, dort rotieren
-            // und zurueck
+            // Transformation in eye coordinates, there rotate then and back
             const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(rCandidate.mp3DObj->GetScene()->GetViewContact());
             const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
             basegfx::B3DHomMatrix aInverseOrientation(aViewInfo3D.getOrientation());
@@ -471,7 +436,7 @@ void E3dDragRotate::MoveSdrDrag(const Point& rPnt)
             aTransMat *= aInverseOrientation;
             aTransMat *= rCandidate.maInvDisplayTransform;
 
-            // ...und anwenden
+            // ...and apply
             rCandidate.maTransform *= aTransMat;
             
             if(mbMoveFull)
@@ -500,14 +465,9 @@ Pointer E3dDragRotate::GetSdrDragPointer() const
     return Pointer(POINTER_ROTATE);
 }
 
-/*************************************************************************
-|*
-|* E3dDragMove
-|* Diese DragMethod wird nur bei Translationen innerhalb von 3D-Scenen
-|* benoetigt. Wird eine 3D-Scene selbst verschoben, so wird diese DragMethod
-|* nicht verwendet.
-|*
-\************************************************************************/
+// E3dDragMove. This drag method is only required for translations inside
+// 3D scenes. If a 3D-scene itself moved, then this drag method will drag
+// not be used.
 
 TYPEINIT1(E3dDragMove, E3dDragMethod);
 
@@ -546,11 +506,11 @@ E3dDragMove::E3dDragMove(SdrDragView &_rView,
             maScaleFixPos = maFullBound.TopLeft();
             break;
         default:
-            // Bewegen des Objektes, HDL_MOVE
+            // Moving the object, HDL_MOVE
             break;
     }
 
-    // Override wenn IsResizeAtCenter()
+    // Override when IsResizeAtCenter()
     if(getSdrDragView().IsResizeAtCenter())
     {
         meWhatDragHdl = HDL_USER;
@@ -558,11 +518,7 @@ E3dDragMove::E3dDragMove(SdrDragView &_rView,
     }
 }
 
-/*************************************************************************
-|*
-|* Das Objekt wird bewegt, bestimme die Translation
-|*
-\************************************************************************/
+// The object is moved, determine the translations
 
 void E3dDragMove::MoveSdrDrag(const Point& rPnt)
 {
@@ -574,12 +530,12 @@ void E3dDragMove::MoveSdrDrag(const Point& rPnt)
         if(HDL_MOVE == meWhatDragHdl)
         {
             // Translation
-            // Bewegungsvektor bestimmen
+            // Determine the motion vector
             basegfx::B3DPoint aGlobalMoveHead((double)(rPnt.X() - maLastPos.X()), (double)(rPnt.Y() - maLastPos.Y()), 32768.0);
             basegfx::B3DPoint aGlobalMoveTail(0.0, 0.0, 32768.0);
             const sal_uInt32 nCnt(maGrp.size());
 
-            // Modifier holen
+            // Get modifier
             sal_uInt16 nModifier(0);
 
             if(getSdrDragView().ISA(E3dView))
@@ -623,7 +579,7 @@ void E3dDragMove::MoveSdrDrag(const Point& rPnt)
                     aMoveTail3D.setZ(fZwi);
                 }
 
-                // Bewegungsvektor von Aug-Koordinaten nach Parent-Koordinaten
+                // Motion vector from eye coordinates to parent coordinates
                 basegfx::B3DHomMatrix aInverseOrientation(aViewInfo3D.getOrientation());
                 aInverseOrientation.invert();
                 basegfx::B3DHomMatrix aCompleteTrans(rCandidate.maInvDisplayTransform * aInverseOrientation);
@@ -654,8 +610,8 @@ void E3dDragMove::MoveSdrDrag(const Point& rPnt)
         }
         else
         {
-            // Skalierung
-            // Skalierungsvektor bestimmen
+            // Scaling
+            // Determine scaling vector
             Point aStartPos = DragStat().GetStart();
             const sal_uInt32 nCnt(maGrp.size());
 
@@ -693,7 +649,7 @@ void E3dDragMove::MoveSdrDrag(const Point& rPnt)
                 {
                     case HDL_LEFT:
                     case HDL_RIGHT:
-                        // constrain to auf X -> Y equal
+                        // to constrain on X -> Y equal
                         aScNext.setY(aScFixPos.getY());
                         break;
                     case HDL_UPPER:
@@ -755,7 +711,7 @@ void E3dDragMove::MoveSdrDrag(const Point& rPnt)
                 aNewTrans *= aInverseOrientation;
                 aNewTrans *= rCandidate.maInvDisplayTransform;
 
-                // ...und anwenden
+                // ...and apply
                 rCandidate.maTransform = aNewTrans;
                 
                 if(mbMoveFull)
diff --git a/svx/source/engine3d/e3dundo.cxx b/svx/source/engine3d/e3dundo.cxx
index 4d59b70..f830c02 100644
--- a/svx/source/engine3d/e3dundo.cxx
+++ b/svx/source/engine3d/e3dundo.cxx
@@ -39,20 +39,12 @@
 
 TYPEINIT1(E3dUndoAction, SfxUndoAction);
 
-/************************************************************************\
-|*
-|* Destruktor der Basisklasse
-|*
-\************************************************************************/
 E3dUndoAction::~E3dUndoAction ()
 {
 }
 
-/************************************************************************\
-|*
-|* Repeat gibt es nicht
-|*
-\************************************************************************/
+// Repeat does not exist
+
 sal_Bool E3dUndoAction::CanRepeat(SfxRepeatTarget&) const
 {
     return sal_False;
@@ -68,50 +60,30 @@ TYPEINIT1(E3dRotateUndoAction, E3dUndoAction);
 
 ************************************************************************/
 
-/************************************************************************\
-|*
-|* Undodestruktor fuer 3D-Rotation
-|*
-\************************************************************************/
+// Undo destructor for 3D-Rotation
+
 E3dRotateUndoAction::~E3dRotateUndoAction ()
 {
 }
 
-/************************************************************************\
-|*
-|* Undo fuer 3D-Rotation ueber die Rotationsmatrizen
-|*
-\************************************************************************/
+// Undo for 3D-Rotation on the Rotation matrix
+
 void E3dRotateUndoAction::Undo ()
 {
     E3DModifySceneSnapRectUpdater aUpdater(pMy3DObj);
     pMy3DObj->SetTransform(aMyOldRotation);
 }
 
-/************************************************************************\
-|*
-|* Undo fuer 3D-Rotation ueber die Rotationsmatrizen
-|*
-\************************************************************************/
+// Redo for 3D-Rotation on the Rotation matrix
+
 void E3dRotateUndoAction::Redo ()
 {
     E3DModifySceneSnapRectUpdater aUpdater(pMy3DObj);
     pMy3DObj->SetTransform(aMyNewRotation);
 }
 
-/*************************************************************************
-|*
-|* E3dAttributesUndoAction
-|*
-\************************************************************************/
-
 TYPEINIT1(E3dAttributesUndoAction, SdrUndoAction);
 
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
 E3dAttributesUndoAction::E3dAttributesUndoAction( SdrModel &rModel,
     E3dView*	p3dView,
     E3dObject*	pInObject,
@@ -127,54 +99,34 @@ E3dAttributesUndoAction::E3dAttributesUndoAction( SdrModel &rModel,
 {
 }
 
-/*************************************************************************
-|*
-|* Destruktor
-|*
-\************************************************************************/
 E3dAttributesUndoAction::~E3dAttributesUndoAction()
 {
 }
 
-/*************************************************************************
-|*
-|* Undo()
-|* Implementiert ueber Set3DAttributes(), um die Attribute nur an einer
-|* Stelle pflegen zu muessen!
-|*
-\************************************************************************/
+// Undo() implemented through Set3DAttributes() to only maintain the attributes
+// in one place
+
 void E3dAttributesUndoAction::Undo()
 {
     E3DModifySceneSnapRectUpdater aUpdater(pObject);
     pObject->SetMergedItemSetAndBroadcast(aOldSet);
 }
 
-/*************************************************************************
-|*
-|* Redo()
-|*
-\************************************************************************/
 void E3dAttributesUndoAction::Redo()
 {
     E3DModifySceneSnapRectUpdater aUpdater(pObject);
     pObject->SetMergedItemSetAndBroadcast(aNewSet);
 }
 
-/*************************************************************************
-|*
-|* Mehrfaches Undo nicht moeglich
-|*
-\************************************************************************/
+// Multiple Undo is not possible
+
 sal_Bool E3dAttributesUndoAction::CanRepeat(SfxRepeatTarget& /*rView*/) const
 {
     return sal_False;
 }
 
-/*************************************************************************
-|*
-|* Mehrfaches Undo nicht moeglich
-|*
-\************************************************************************/
+// Multiple Undo is not possible
+
 void E3dAttributesUndoAction::Repeat()
 {
 }
diff --git a/svx/source/engine3d/extrud3d.cxx b/svx/source/engine3d/extrud3d.cxx
index c67a520..a4cd222 100644
--- a/svx/source/engine3d/extrud3d.cxx
+++ b/svx/source/engine3d/extrud3d.cxx
@@ -49,7 +49,7 @@
 #include <basegfx/polygon/b3dpolypolygontools.hxx>
 
 //////////////////////////////////////////////////////////////////////////////
-// #110094# DrawContact section
+// DrawContact section
 
 sdr::contact::ViewContact* E3dExtrudeObj::CreateObjectSpecificViewContact()
 {
@@ -67,12 +67,8 @@ sdr::properties::BaseProperties* E3dExtrudeObj::CreateObjectSpecificProperties()
 
 TYPEINIT1(E3dExtrudeObj, E3dCompoundObject);
 
-/*************************************************************************
-|*
-|* Konstruktor, erzeugt zwei Deckelflaechen-PolyPolygone und (PointCount-1)
-|* Seitenflaechen-Rechtecke aus dem uebergebenen PolyPolygon
-|*
-\************************************************************************/
+// Constructor creates a two cover surface PolyPolygon and (point-count 1) side
+// surfaces rectangles from the passed PolyPolygon
 
 E3dExtrudeObj::E3dExtrudeObj(E3dDefaultAttributes& rDefault, const basegfx::B2DPolyPolygon& rPP, double fDepth)
 :	E3dCompoundObject(rDefault),
@@ -83,7 +79,7 @@ E3dExtrudeObj::E3dExtrudeObj(E3dDefaultAttributes& rDefault, const basegfx::B2DP
     aMirrorY.scale(1.0, -1.0);
     maExtrudePolygon.transform(aMirrorY);
 
-    // Defaults setzen
+    // Set Defaults
     SetDefaultAttributes(rDefault);
 
     // set extrude depth
@@ -93,7 +89,7 @@ E3dExtrudeObj::E3dExtrudeObj(E3dDefaultAttributes& rDefault, const basegfx::B2DP
 E3dExtrudeObj::E3dExtrudeObj()
 :	E3dCompoundObject()
 {
-    // Defaults setzen
+    // Set Defaults
     E3dDefaultAttributes aDefault;
     SetDefaultAttributes(aDefault);
 }
@@ -106,17 +102,11 @@ void E3dExtrudeObj::SetDefaultAttributes(E3dDefaultAttributes& rDefault)
     GetProperties().SetObjectItemDirect(Svx3DCloseFrontItem(rDefault.GetDefaultExtrudeCloseFront()));
     GetProperties().SetObjectItemDirect(Svx3DCloseBackItem(rDefault.GetDefaultExtrudeCloseBack()));
 
-    // Bei extrudes defaultmaessig StdTexture in X und Y
+    // For extrudes use StdTexture in X and Y by default
     GetProperties().SetObjectItemDirect(Svx3DTextureProjectionXItem(1));
     GetProperties().SetObjectItemDirect(Svx3DTextureProjectionYItem(1));
 }
 
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
 sal_uInt16 E3dExtrudeObj::GetObjIdentifier() const
 {
     return E3D_EXTRUDEOBJ_ID;
@@ -127,11 +117,8 @@ E3dExtrudeObj* E3dExtrudeObj::Clone() const
     return CloneHelper< E3dExtrudeObj >();
 }
 
-/*************************************************************************
-|*
-|* Lokale Parameter setzen mit Geometrieneuerzeugung
-|*
-\************************************************************************/
+
+// Set local parameters with geometry re-creating
 
 void E3dExtrudeObj::SetExtrudePolygon(const basegfx::B2DPolyPolygon &rNew)
 {
@@ -142,11 +129,7 @@ void E3dExtrudeObj::SetExtrudePolygon(const basegfx::B2DPolyPolygon &rNew)
     }
 }
 
-/*************************************************************************
-|*
-|* Get the name of the object (singular)
-|*
-\************************************************************************/
+// Get the name of the object (singular)
 
 void E3dExtrudeObj::TakeObjNameSingul(XubString& rName) const
 {
@@ -162,23 +145,13 @@ void E3dExtrudeObj::TakeObjNameSingul(XubString& rName) const
     }
 }
 
-/*************************************************************************
-|*
-|* Get the name of the object (plural)
-|*
-\************************************************************************/
+// Get the name of the object (plural)
 
 void E3dExtrudeObj::TakeObjNamePlural(XubString& rName) const
 {
     rName=ImpGetResStr(STR_ObjNamePluralExtrude3d);
 }
 
-/*************************************************************************
-|*
-|* Aufbrechen
-|*
-\************************************************************************/
-
 sal_Bool E3dExtrudeObj::IsBreakObjPossible()
 {
     return sal_True;
diff --git a/svx/source/engine3d/float3d.cxx b/svx/source/engine3d/float3d.cxx
index bd2dd5f..39a9453 100644
--- a/svx/source/engine3d/float3d.cxx
+++ b/svx/source/engine3d/float3d.cxx
@@ -53,7 +53,7 @@
 
 #include <svx/dlgutil.hxx>
 #include <svx/dialmgr.hxx>
-#include <svx/viewpt3d.hxx> // ProjectionType
+#include <svx/viewpt3d.hxx> // Projection Type
 
 #include <svx/svxids.hrc>
 #include <svx/dialogs.hrc>
@@ -113,7 +113,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
         aBtnAssign          ( this, SVX_RES( BTN_ASSIGN ) ),
         aFLGeometrie       ( this, SVX_RES( FL_GEOMETRIE ) ),
 
-        // Geometrie
+        // Geometry
         aFtPercentDiagonal  ( this, SVX_RES( FT_PERCENT_DIAGONAL ) ),
         aMtrPercentDiagonal ( this, SVX_RES( MTR_PERCENT_DIAGONAL ) ),
         aFtBackscale        ( this, SVX_RES( FT_BACKSCALE ) ),
@@ -138,7 +138,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
 
         aBtnDoubleSided   	( this, SVX_RES( BTN_DOUBLE_SIDED ) ),
 
-        // Darstellung
+        // Representation
         aFLRepresentation  ( this, SVX_RES( FL_REPRESENTATION ) ),
         aFtShademode        ( this, SVX_RES( FT_SHADEMODE ) ),
         aLbShademode        ( this, SVX_RES( LB_SHADEMODE ) ),
@@ -153,7 +153,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
         aFLCamera          ( this, SVX_RES( FL_CAMERA ) ),
         aFLLight           ( this, SVX_RES( FL_LIGHT ) ),
 
-        // Beleuchtung
+        // Lighting
         aBtnLight1          ( this, SVX_RES( BTN_LIGHT_1 ) ),
         aBtnLight2          ( this, SVX_RES( BTN_LIGHT_2 ) ),
         aBtnLight3          ( this, SVX_RES( BTN_LIGHT_3 ) ),
@@ -174,7 +174,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
 
         aBtnLightColor      ( this, SVX_RES( BTN_LIGHT_COLOR ) ),
 
-        // #99694# Keyboard shortcuts activate the next control, so the
+        // Keyboard shortcuts activate the next control, so the
         // order needed to be changed here
         aFTAmbientlight     ( this, SVX_RES( FT_AMBIENTLIGHT ) ),	// Text label
         aLbAmbientlight     ( this, SVX_RES( LB_AMBIENTLIGHT ) ),	// ListBox
@@ -219,7 +219,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
         aCtlPreview 		( this, SVX_RES( CTL_PREVIEW ) ),
         aCtlLightPreview 	( this, SVX_RES( CTL_LIGHT_PREVIEW ) ),
 
-        // Unterer Bereich
+        // Lower Range
         aBtnConvertTo3D		( this, SVX_RES( BTN_CHANGE_TO_3D ) ),
         aBtnLatheObject		( this, SVX_RES( BTN_LATHE_OBJ ) ),
         aBtnPerspective		( this, SVX_RES( BTN_PERSPECTIVE ) ),
@@ -253,7 +253,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
     mpImpl->pPool = NULL;
     FreeResource();
 
-    // Metrik einstellen
+    // Set Metric
     eFUnit = pInBindings->GetDispatcher()->GetModule()->GetFieldUnit();
 
     aMtrDepth.SetUnit( eFUnit );
@@ -279,7 +279,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
     aBtnConvertTo3D.SetClickHdl( aLink );
     aBtnLatheObject.SetClickHdl( aLink );
 
-    // Geometrie
+    // Geometry
     aBtnNormalsObj.SetClickHdl( aLink );
     aBtnNormalsFlat.SetClickHdl( aLink );
     aBtnNormalsSphere.SetClickHdl( aLink );
@@ -287,10 +287,10 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
     aBtnNormalsInvert.SetClickHdl( aLink );
     aBtnDoubleSided.SetClickHdl( aLink );
 
-    // Darstellung
+    // Representation
     aBtnShadow3d.SetClickHdl( aLink );
 
-    // Beleuchtung
+    // Lighting
     aBtnLight1.SetClickHdl( aLink );
     aBtnLight2.SetClickHdl( aLink );
     aBtnLight3.SetClickHdl( aLink );
@@ -305,7 +305,6 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
     aBtnTexColor.SetClickHdl( aLink );
     aBtnTexReplace.SetClickHdl( aLink );
     aBtnTexModulate.SetClickHdl( aLink );
-    //aBtnTexBlend.SetClickHdl( aLink );
     aBtnTexParallelX.SetClickHdl( aLink );
     aBtnTexCircleX.SetClickHdl( aLink );
     aBtnTexObjectX.SetClickHdl( aLink );
@@ -345,7 +344,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
     aNumVertical.SetModifyHdl( aLink );
     aMtrSlant.SetModifyHdl( aLink );
 
-    // Preview-Callback
+    // Preview callback
     aLink = LINK( this, Svx3DWin, ChangeLightCallbackHdl );
     aCtlLightPreview.SetUserInteractiveChangeCallback(aLink);
     aLink = LINK( this, Svx3DWin, ChangeSelectionCallbackHdl );
@@ -356,7 +355,7 @@ Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
 
     Construct();
 
-    // Initiierung der Initialisierung der ColorLBs
+    // Initiation of the initialization of the ColorLBs
     SfxDispatcher* pDispatcher = LocalGetDispatcher(pBindings);
     if (pDispatcher != NULL)
     {
@@ -478,14 +477,14 @@ void Svx3DWin::Construct()
 // -----------------------------------------------------------------------
 void Svx3DWin::Reset()
 {
-    // Diverse Initialisierungen, default ist AllAttributes
+    // Various initializations, default is AllAttributes
     aLbShademode.SelectEntryPos( 0 );
     aMtrMatSpecularIntensity.SetValue( 50 );
 
     aBtnLight1.Check();
     ClickUpdateHdl( NULL );
 
-    // Nichts selektieren, um Fehler beim erstselektieren zu vermeiden
+    // Select nothing, to avoid errors when selecting the first
     aCtlLightPreview.GetSvx3DLightControl().SelectLight(0);
 }
 
@@ -528,22 +527,21 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
     // construct field values
     const SfxPoolItem* pItem;
 
-    // evtl. PoolUnit ermitteln
+    // Possible determine PoolUnit
     if( !mpImpl->pPool )
     {
         mpImpl->pPool = rAttrs.GetPool();
-        DBG_ASSERT( mpImpl->pPool, "Wo ist der Pool?" );
+        DBG_ASSERT( mpImpl->pPool, "Where is the Pool? ");
         ePoolUnit = mpImpl->pPool->GetMetric( SID_ATTR_LINE_WIDTH );
     }
     eFUnit = GetModuleFieldUnit( rAttrs );
 
 
-// Segmentanzahl aenderbar ? und andere Stati
+    // Segment Number Can be changed? and other states
     SfxItemState eState = rAttrs.GetItemState( SID_ATTR_3D_INTERN, sal_False, &pItem );
     if( SFX_ITEM_SET == eState )
     {
         sal_uInt32 nState = ( ( const SfxUInt32Item* )pItem )->GetValue();
-        //sal_Bool bLathe   = (sal_Bool) ( nState & 1 );
         sal_Bool bExtrude = (sal_Bool) ( nState & 2 );
         sal_Bool bSphere  = (sal_Bool) ( nState & 4 );
         sal_Bool bCube    = (sal_Bool) ( nState & 8 );
@@ -552,7 +550,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
 
         if( !bChart )
         {
-            // Bei Cube-Objekten werden keine Segmente eingestellt
+            // For cube objects are no segments set
             aFtHorizontal.Enable( !bCube );
             aNumHorizontal.Enable( !bCube );
             aFtVertical.Enable( !bCube );
@@ -577,7 +575,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
                 aMtrDepth.SetEmptyFieldValue();
             }
 
-            // Nur bei Lathe-Objekten gibt es einen Endwinkel
+            // There is a final angle only for Lathe objects.
             aFtEndAngle.Enable( !bExtrude && !bCube && !bSphere );
             aMtrEndAngle.Enable( !bExtrude && !bCube && !bSphere );
             if( bExtrude || bCube || bSphere )
@@ -585,7 +583,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
         else
         {
-            // Geometrie
+            // Geometry
             aFtHorizontal.Enable( sal_False );
             aNumHorizontal.Enable( sal_False );
             aNumHorizontal.SetEmptyFieldValue();
@@ -600,7 +598,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             aMtrDepth.Enable( sal_False );
             aMtrDepth.SetEmptyFieldValue();
 
-            // Darstellung
+            // Representation
             aBtnShadow3d.Enable( sal_False );
             aFtSlant.Enable( sal_False );
             aMtrSlant.Enable( sal_False );
@@ -614,12 +612,12 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             aMtrFocalLength.SetEmptyFieldValue();
             aFLCamera.Enable( sal_False );
 
-            // Unterer Bereich
+            //Lower Range
             aBtnConvertTo3D.Enable( sal_False );
             aBtnLatheObject.Enable( sal_False );
         }
     }
-// Bitmapfuellung ? -> Status
+    // Bitmap fill ? -> Status
     sal_Bool bBitmap(sal_False);
     eState = rAttrs.GetItemState(XATTR_FILLSTYLE);
     if(eState != SFX_ITEM_DONTCARE)
@@ -648,8 +646,8 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
     aFLTexture.Enable( bBitmap );
 
 
-// Geometrie
-    // Anzahl Segmente (horizontal)
+    // Geometry
+    // Number of segments (horizontal)
     if( aNumHorizontal.IsEnabled() )
     {
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_HORZ_SEGS);
@@ -659,8 +657,6 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             if(nValue != (sal_uInt32 )aNumHorizontal.GetValue())
             {
                 aNumHorizontal.SetValue( nValue );
-                // evtl. am Ende...
-                // aCtlLightPreview.GetSvx3DLightControl().SetHorizontalSegments( (sal_uInt16)nValue );
                 bUpdate = sal_True;
             }
             else if( aNumHorizontal.IsEmptyFieldValue() )
@@ -676,7 +672,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Anzahl Segmente (vertikal)
+    //Number of segments (vertical)
     if( aNumVertical.IsEnabled() )
     {
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_VERT_SEGS);
@@ -686,8 +682,6 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             if( nValue != (sal_uInt32) aNumVertical.GetValue() )
             {
                 aNumVertical.SetValue( nValue );
-                // evtl. am Ende...
-                //aCtlLightPreview.GetSvx3DLightControl().SetVerticalSegments( (sal_uInt16)nValue );
                 bUpdate = sal_True;
             }
             else if( aNumVertical.IsEmptyFieldValue() )
@@ -703,7 +697,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Tiefe
+    // Depth
     if( aMtrDepth.IsEnabled() )
     {
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_DEPTH);
@@ -732,7 +726,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Doppelwandig/-seitig
+    // Double walled / Double sided
     eState = rAttrs.GetItemState(SDRATTR_3DOBJ_DOUBLE_SIDED);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -754,7 +748,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Kantenrundung
+    // Edge rounding
     if( aMtrPercentDiagonal.IsEnabled() )
     {
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_PERCENT_DIAGONAL);
@@ -779,7 +773,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Tiefenskalierung
+    // Depth scaling
     if( aMtrBackscale.IsEnabled() )
     {
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_BACKSCALE);
@@ -804,7 +798,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Endwinkel
+    // End angle
     if( aMtrEndAngle.IsEnabled() )
     {
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_END_ANGLE);
@@ -827,7 +821,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Normalentyp
+    // Normal type
     eState = rAttrs.GetItemState(SDRATTR_3DOBJ_NORMALS_KIND);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -856,7 +850,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Normalen invertieren
+    // Normal inverted
     eState = rAttrs.GetItemState(SDRATTR_3DOBJ_NORMALS_INVERT);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -878,7 +872,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // 2-seitige Beleuchtung
+    // 2-sided lighting
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -900,7 +894,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-// Darstellung
+    // Representation
     // Shademode
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_SHADE_MODE);
     if( eState != SFX_ITEM_DONTCARE )
@@ -921,7 +915,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // 3D-Shatten
+    // 3D-Shadow
     eState = rAttrs.GetItemState(SDRATTR_3DOBJ_SHADOW_3D);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -945,7 +939,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Neigung (Schatten)
+    // Inclination (Shadow)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_SHADOW_SLANT);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -965,7 +959,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Distanz
+    // Distance
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_DISTANCE);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -989,7 +983,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Brennweite
+    // Focal length
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_FOCAL_LENGTH);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1013,10 +1007,10 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-// Beleuchtung
+// Lighting
     Color aColor;
     basegfx::B3DVector aVector;
-    // Licht 1 (Farbe)
+    // Light 1 (Color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_1);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1036,7 +1030,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 1 (an/aus)
+    // Light 1 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_1);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1058,14 +1052,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 1 (Richtung)
+    // Light 1 (direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_1);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Licht 2 (Farbe)
+    //Light 2 (color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_2);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1085,7 +1079,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 2 (an/aus)
+    // Light 2 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_2);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1107,14 +1101,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 2 (Richtung)
+    //Light 2 (Direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_2);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Licht 3 (Farbe)
+    //Light 3 (color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_3);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1134,7 +1128,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 3 (an/aus)
+    // Ligh 3 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_3);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1156,14 +1150,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 3 (Richtung)
+    // Light 3 (Direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_3);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Licht 4 (Farbe)
+    // Light 4 (Color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_4);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1183,7 +1177,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 4 (an/aus)
+    // Light 4 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_4);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1205,14 +1199,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 4 (Richtung)
+    // Light 4 (direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_4);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Licht 5 (Farbe)
+    // Light 5 (color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_5);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1232,7 +1226,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 5 (an/aus)
+    // Light 5 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_5);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1254,14 +1248,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 5 (Richtung)
+    // Light 5 (direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_5);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Licht 6 (Farbe)
+    // Light 6 (color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_6);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1281,7 +1275,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 6 (an/aus)
+    // Light 6 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_6);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1303,14 +1297,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 6 (Richtung)
+    // Light 6 (direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_6);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Licht 7 (Farbe)
+    // Light 7 (color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_7);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1330,7 +1324,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 7 (an/aus)
+    // Light 7 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_7);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1352,14 +1346,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 7 (Richtung)
+    // Light 7 (direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_7);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Licht 8 (Farbe)
+    // Light 8 (color)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_8);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1379,7 +1373,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 8 (an/aus)
+    // Light 8 (on/off)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_8);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1401,14 +1395,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             bUpdate = sal_True;
         }
     }
-    // Licht 8 (Richtung)
+    // Light 8 (direction)
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_8);
     if( eState != SFX_ITEM_DONTCARE )
     {
         bUpdate = sal_True;
     }
 
-    // Umgebungslicht
+    // Ambient light
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_AMBIENTCOLOR);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1458,7 +1452,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             }
         }
 
-        // Modus
+        // Mode
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_MODE);
         if( eState != SFX_ITEM_DONTCARE )
         {
@@ -1469,7 +1463,6 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             {
                 aBtnTexReplace.Check( nValue == 1 );
                 aBtnTexModulate.Check( nValue == 2 );
-                //aBtnTexBlend.Check( nValue == 2 );
                 bUpdate = sal_True;
             }
         }
@@ -1480,12 +1473,11 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             {
                 aBtnTexReplace.Check( sal_False );
                 aBtnTexModulate.Check( sal_False );
-                //aBtnTexBlend.Check( sal_False );
                 bUpdate = sal_True;
             }
         }
 
-        // Projektion X
+        // Projection X
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_PROJ_X);
         if( eState != SFX_ITEM_DONTCARE )
         {
@@ -1514,7 +1506,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
             }
         }
 
-        // Projektion Y
+        // Projection Y
         eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_PROJ_Y);
         if( eState != SFX_ITEM_DONTCARE )
         {
@@ -1567,10 +1559,10 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
     }
 
 
-    // Material Favoriten
+    // Material Favorites
     aLbMatFavorites.SelectEntryPos( 0 );
 
-    // Objektfarbe
+    // Object color
     eState = rAttrs.GetItemState(XATTR_FILLCOLOR);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1591,7 +1583,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Slebstleuchtfarbe
+    // Self-luminous color
     eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_EMISSION);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1612,7 +1604,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Glanzpunkt
+    // Specular
     eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_SPECULAR);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1633,7 +1625,7 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
         }
     }
 
-    // Glanzpunkt Intensitaet
+    // Specular Intensity
     eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1654,8 +1646,8 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
     }
 
 
-// Sonstige
-    // Perspektive
+// Other
+    // Perspective
     eState = rAttrs.GetItemState(SDRATTR_3DSCENE_PERSPECTIVE);
     if( eState != SFX_ITEM_DONTCARE )
     {
@@ -1680,16 +1672,14 @@ void Svx3DWin::Update( SfxItemSet& rAttrs )
 
     if( !bUpdate && !bOnly3DChanged )
     {
-        // Eventuell sind aber die 2D-Attribute unterschiedlich. Vergleiche
-        // diese und entscheide
-
+        // however the 2D attributes may be different. Compare these and decide
 
         bUpdate = sal_True;
     }
 
     if( bUpdate || bOnly3DChanged )
     {
-        // Preview updaten
+        // Update preview
         SfxItemSet aSet(rAttrs);
 
         // set LineStyle hard to XLINE_NONE when it's not set so that
@@ -1757,8 +1747,8 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
         }
     }
 
-// Sonstige, muss vorne stehen da auf allen Seiten
-    // Perspektive
+//Others must stand as the front on all sides
+    // Perspective
     if( aBtnPerspective.GetState() != STATE_DONTKNOW )
     {
         sal_uInt16 nValue;
@@ -1771,19 +1761,19 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_PERSPECTIVE);
 
-// Geometrie
-    // evtl. PoolUnit ermitteln (Falls dies in Update() nicht passiert ist)
+// Geometry
+    // Possible determine PoolUnit (in this case this haas not happend in Update() )
     if( !mpImpl->pPool )
     {
-        OSL_FAIL( "Kein Pool in GetAttr()! Evtl. inkompatibel zu drviewsi.cxx ?" );
+        OSL_FAIL( "No Pool in GetAttr()! May be incompatible to drviewsi.cxx ?" );
         mpImpl->pPool = rAttrs.GetPool();
-        DBG_ASSERT( mpImpl->pPool, "Wo ist der Pool?" );
+        DBG_ASSERT( mpImpl->pPool, "Where is the Pool?" );
         ePoolUnit = mpImpl->pPool->GetMetric( SID_ATTR_LINE_WIDTH );
 
         eFUnit = GetModuleFieldUnit( rAttrs );
     }
 
-    // Anzahl Segmente (horizontal)
+    // Number of segments (horizontal)
     if( !aNumHorizontal.IsEmptyFieldValue() )
     {
         sal_uInt32 nValue = static_cast<sal_uInt32>(aNumHorizontal.GetValue());
@@ -1792,7 +1782,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_HORZ_SEGS);
 
-    // Anzahl Segmente (vertikal)
+    //  Number of segments (vertical)
     if( !aNumVertical.IsEmptyFieldValue() )
     {
         sal_uInt32 nValue = static_cast<sal_uInt32>(aNumVertical.GetValue());
@@ -1801,7 +1791,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_VERT_SEGS);
 
-    // Tiefe
+    // Depth
     if( !aMtrDepth.IsEmptyFieldValue() )
     {
         sal_uInt32 nValue = GetCoreValue( aMtrDepth, ePoolUnit );
@@ -1810,7 +1800,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_DEPTH);
 
-    // Doppelseitig
+    // Double-sided
     TriState eState = aBtnDoubleSided.GetState();
     if( eState != STATE_DONTKNOW )
     {
@@ -1820,7 +1810,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_DOUBLE_SIDED);
 
-    // Kantenrundung
+    // Edge rounding
     if( !aMtrPercentDiagonal.IsEmptyFieldValue() )
     {
         sal_uInt16 nValue = (sal_uInt16) aMtrPercentDiagonal.GetValue();
@@ -1829,7 +1819,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_PERCENT_DIAGONAL);
 
-    // Tiefenskalierung
+    // Depth scale
     if( !aMtrBackscale.IsEmptyFieldValue() )
     {
         sal_uInt16 nValue = (sal_uInt16)aMtrBackscale.GetValue();
@@ -1838,7 +1828,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_BACKSCALE);
 
-    // Endwinkel
+    // End angle
     if( !aMtrEndAngle.IsEmptyFieldValue() )
     {
         sal_uInt16 nValue = (sal_uInt16)aMtrEndAngle.GetValue();
@@ -1847,7 +1837,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_END_ANGLE);
 
-    // Normalentyp
+    // Normal type
     sal_uInt16 nValue = 99;
     if( aBtnNormalsObj.IsChecked() )
         nValue = 0;
@@ -1861,7 +1851,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_NORMALS_KIND);
 
-    // Normalen invertieren
+    // Normal inverted
     eState = aBtnNormalsInvert.GetState();
     if( eState != STATE_DONTKNOW )
     {
@@ -1871,7 +1861,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_NORMALS_INVERT);
 
-    // 2-seitige Beleuchtung
+    // 2-sided lighting
     eState = aBtnTwoSidedLighting.GetState();
     if( eState != STATE_DONTKNOW )
     {
@@ -1881,8 +1871,8 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING);
 
-// Darstellung
-    // Shademode
+// Representation
+    // Shade mode
     if( aLbShademode.GetSelectEntryCount() )
     {
         nValue = aLbShademode.GetSelectEntryPos();
@@ -1891,7 +1881,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_SHADE_MODE);
 
-    // 3D-Shatten
+    // 3D-Shadow
     eState = aBtnShadow3d.GetState();
     if( eState != STATE_DONTKNOW )
     {
@@ -1905,7 +1895,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
         rAttrs.InvalidateItem(SDRATTR_SHADOW);
     }
 
-    // Neigung (Schatten)
+    // Slant (Shadow)
     if( !aMtrSlant.IsEmptyFieldValue() )
     {
         sal_uInt16 nValue2 = (sal_uInt16) aMtrSlant.GetValue();
@@ -1914,7 +1904,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_SHADOW_SLANT);
 
-    // Distanz
+    // Distance
     if( !aMtrDistance.IsEmptyFieldValue() )
     {
         sal_uInt32 nValue2 = GetCoreValue( aMtrDistance, ePoolUnit );
@@ -1923,7 +1913,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_DISTANCE);
 
-    // Brennweite
+    // Focal length
     if( !aMtrFocalLength.IsEmptyFieldValue() )
     {
         sal_uInt32 nValue2 = GetCoreValue( aMtrFocalLength, ePoolUnit );
@@ -1932,13 +1922,13 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_FOCAL_LENGTH);
 
-// Beleuchtung
+// Lighting
     Image aImg;
     basegfx::B3DVector aVector;
     Color aColor;
     const SfxItemSet aLightItemSet(aCtlLightPreview.GetSvx3DLightControl().Get3DAttributes());
 
-    // Licht 1 Farbe
+    // Light 1 color
     if( aLbLight1.GetSelectEntryCount() )
     {
         aColor = aLbLight1.GetSelectEntryColor();
@@ -1946,14 +1936,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_1);
-    // Licht 1 (an/aus)
+    // Light 1 (on/off)
     eState = aBtnLight1.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight1 );
         rAttrs.Put(Svx3DLightOnOff1Item(bValue));
 
-        // Licht 1 (Richtung)
+        // Light 1 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1));
@@ -1963,7 +1953,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_1);
 
 
-    // Licht 2 Farbe
+    // Light 2 color
     if( aLbLight2.GetSelectEntryCount() )
     {
         aColor = aLbLight2.GetSelectEntryColor();
@@ -1971,14 +1961,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_2);
-    // Licht 2 (an/aus)
+    // Light 2 (on/off)
     eState = aBtnLight2.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight2 );
         rAttrs.Put(Svx3DLightOnOff2Item(bValue));
 
-        // Licht 2 (Richtung)
+        // Light 2 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2));
@@ -1987,7 +1977,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_2);
 
-    // Licht 3 Farbe
+    // Light 3 color
     if( aLbLight3.GetSelectEntryCount() )
     {
         aColor = aLbLight3.GetSelectEntryColor();
@@ -1995,14 +1985,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_3);
-    // Licht 3 (an/aus)
+    // Light 3 (on/off)
     eState = aBtnLight3.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight3 );
         rAttrs.Put(Svx3DLightOnOff3Item(bValue));
 
-        // Licht 3 (Richtung)
+        // Light 3 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3));
@@ -2011,7 +2001,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_3);
 
-    // Licht 4 Farbe
+    // Light 4 color
     if( aLbLight4.GetSelectEntryCount() )
     {
         aColor = aLbLight4.GetSelectEntryColor();
@@ -2019,14 +2009,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_4);
-    // Licht 4 (an/aus)
+    // Light 4 (on/off)
     eState = aBtnLight4.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight4 );
         rAttrs.Put(Svx3DLightOnOff4Item(bValue));
 
-        // Licht 4 (Richtung)
+        // Light 4 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4));
@@ -2035,7 +2025,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_4);
 
-    // Licht 5 Farbe
+    // Light 5 color
     if( aLbLight5.GetSelectEntryCount() )
     {
         aColor = aLbLight5.GetSelectEntryColor();
@@ -2043,14 +2033,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_5);
-    // Licht 5 (an/aus)
+    // Light 5 (on/off)
     eState = aBtnLight5.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight5 );
         rAttrs.Put(Svx3DLightOnOff5Item(bValue));
 
-        // Licht 5 (Richtung)
+        // Light 5 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5));
@@ -2059,7 +2049,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_5);
 
-    // Licht 6 Farbe
+    // Light 6 color
     if( aLbLight6.GetSelectEntryCount() )
     {
         aColor = aLbLight6.GetSelectEntryColor();
@@ -2067,14 +2057,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_6);
-    // Licht 6 (an/aus)
+    // Light 6 (on/off)
     eState = aBtnLight6.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight6 );
         rAttrs.Put(Svx3DLightOnOff6Item(bValue));
 
-        // Licht 6 (Richtung)
+        // Light 6 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6));
@@ -2083,7 +2073,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_6);
 
-    // Licht 7 Farbe
+    // Light 7 color
     if( aLbLight7.GetSelectEntryCount() )
     {
         aColor = aLbLight7.GetSelectEntryColor();
@@ -2091,14 +2081,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_7);
-    // Licht 7 (an/aus)
+    // Light 7 (on/off)
     eState = aBtnLight7.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight7 );
         rAttrs.Put(Svx3DLightOnOff7Item(bValue));
 
-        // Licht 7 (Richtung)
+        // Light 7 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7));
@@ -2107,7 +2097,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_7);
 
-    // Licht 8 Farbe
+    // Light 8 color
     if( aLbLight8.GetSelectEntryCount() )
     {
         aColor = aLbLight8.GetSelectEntryColor();
@@ -2115,14 +2105,14 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     }
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_8);
-    // Licht 8 (an/aus)
+    // Light 8 (on/off)
     eState = aBtnLight8.GetState();
     if( eState != STATE_DONTKNOW )
     {
         sal_Bool bValue = GetUILightState( aBtnLight8 );
         rAttrs.Put(Svx3DLightOnOff8Item(bValue));
 
-        // Licht 8 (Richtung)
+        // Light 8 (direction)
         if( bValue )
         {
             rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8));
@@ -2131,7 +2121,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_8);
 
-    // Umgebungslicht
+    // Ambient light
     if( aLbAmbientlight.GetSelectEntryCount() )
     {
         aColor = aLbAmbientlight.GetSelectEntryColor();
@@ -2154,21 +2144,19 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_KIND);
 
 
-    // Modus
+    // Mode
     nValue = 99;
     if( aBtnTexReplace.IsChecked() )
         nValue = 1;
     else if( aBtnTexModulate.IsChecked() )
         nValue = 2;
-    //else if( aBtnTexBlend.IsChecked() )
-    //	nValue = 2;
 
     if( nValue == 1 || nValue == 2 )
         rAttrs.Put(Svx3DTextureModeItem(nValue));
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_MODE);
 
-    // Projektion X
+    // X projection
     nValue = 99;
     if( aBtnTexObjectX.IsChecked() )
         nValue = 0;
@@ -2182,7 +2170,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_PROJ_X);
 
-    // Projektion Y
+    // Y projection
     nValue = 99;
     if( aBtnTexObjectY.IsChecked() )
         nValue = 0;
@@ -2209,7 +2197,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
 
 
 // Material
-    // Objektfarbe
+    // Object color
     if( aLbMatColor.GetSelectEntryCount() )
     {
         aColor = aLbMatColor.GetSelectEntryColor();
@@ -2220,7 +2208,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
         rAttrs.InvalidateItem( XATTR_FILLCOLOR );
     }
 
-    // Slebstleuchtfarbe
+    // luminous color
     if( aLbMatEmission.GetSelectEntryCount() )
     {
         aColor = aLbMatEmission.GetSelectEntryColor();
@@ -2229,7 +2217,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_MAT_EMISSION);
 
-    // Glanzpunkt
+    // Specular
     if( aLbMatSpecular.GetSelectEntryCount() )
     {
         aColor = aLbMatSpecular.GetSelectEntryColor();
@@ -2238,7 +2226,7 @@ void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
     else
         rAttrs.InvalidateItem(SDRATTR_3DOBJ_MAT_SPECULAR);
 
-    // Glanzpunkt Intensitaet
+    // Specular intensity
     if( !aMtrMatSpecularIntensity.IsEmptyFieldValue() )
     {
         sal_uInt16 nValue2 = (sal_uInt16) aMtrMatSpecularIntensity.GetValue();
@@ -2254,7 +2242,7 @@ void Svx3DWin::Resize()
     if ( !IsFloatingMode() ||
          !GetFloatingWindow()->IsRollUp() )
     {
-        Size aWinSize( GetOutputSizePixel() ); // vorher rSize im Resizing()
+        Size aWinSize( GetOutputSizePixel() ); // why rSize in Resizing()?
 
         if( aWinSize.Height() >= GetMinOutputSizePixel().Height() &&
             aWinSize.Width() >= GetMinOutputSizePixel().Width() )
@@ -2287,11 +2275,11 @@ void Svx3DWin::Resize()
             aFLTexture.Hide();
             aFLMaterial.Hide();
 
-            // Verschieben / Resizen
+            // Moving / resizing
             aBtnUpdate.SetPosPixel( aBtnUpdate.GetPosPixel() + aXPt );
             aBtnAssign.SetPosPixel( aBtnAssign.GetPosPixel() + aXPt );
 
-                // Preview-Controls
+            // Preview controls
             aObjSize = aCtlPreview.GetOutputSizePixel();
             aObjSize.Width() += aDiffSize.Width();
             aObjSize.Height() += aDiffSize.Height();
@@ -2310,7 +2298,7 @@ void Svx3DWin::Resize()
             aFLTexture.SetOutputSizePixel( aObjSize );
             aFLMaterial.SetOutputSizePixel( aObjSize );
 
-                // Y-Position der unteren Buttons
+            // Y-position of the lower buttons
             aBtnConvertTo3D.SetPosPixel( aBtnConvertTo3D.GetPosPixel() + aYPt );
             aBtnLatheObject.SetPosPixel( aBtnLatheObject.GetPosPixel() + aYPt );
             aBtnPerspective.SetPosPixel( aBtnPerspective.GetPosPixel() + aYPt );
@@ -2359,7 +2347,7 @@ IMPL_LINK( Svx3DWin, ClickUpdateHdl, void *, EMPTYARG )
     }
     else
     {
-        // Controls koennen u.U. disabled sein
+        // Controls can be disabled during certain circumstances
     }
 
     return( 0L );
@@ -2386,7 +2374,7 @@ IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
 
     if( pBtn )
     {
-        // Da das permanente Updaten der Preview zu teuer waere
+        // Since the permanent updating of the preview would be too expensive
         sal_Bool bUpdatePreview = aBtnLight.IsChecked();
 
         aBtnGeo.Check( &aBtnGeo	== pBtn );
@@ -2406,7 +2394,7 @@ IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
         if( aBtnMaterial.IsChecked() )
             eViewType = VIEWTYPE_MATERIAL;
 
-        // Geometrie
+        // Geometry
         if( eViewType == VIEWTYPE_GEO )
         {
             aFtHorizontal.Show();
@@ -2458,7 +2446,7 @@ IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
             aBtnDoubleSided.Hide();
         }
 
-        // Darstellung
+        // Representation
         if( eViewType == VIEWTYPE_REPRESENTATION )
         {
             aFtShademode.Show();
@@ -2490,7 +2478,7 @@ IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
             aFLRepresentation.Hide();
         }
 
-        // Beleuchtung
+        // Lighting
         if( eViewType == VIEWTYPE_LIGHT )
         {
             aBtnLight1.Show();
@@ -2501,17 +2489,12 @@ IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
             aBtnLight6.Show();
             aBtnLight7.Show();
             aBtnLight8.Show();
-            //aLbLight1.Show();
             aBtnLightColor.Show();
             aFTLightsource.Show();
             aLbAmbientlight.Show();
             aBtnAmbientColor.Show();
             aFTAmbientlight.Show();
             aFLLight.Show();
-            //aFtLightX.Show();
-            //aFtLightY.Show();
-            //aFtLightZ.Show();
-            //aGrpLightInfo.Show();
 
             ColorLB* pLb = GetLbByButton();
             if( pLb )
@@ -2561,7 +2544,6 @@ IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
             aFtTexMode.Show();
             aBtnTexReplace.Show();
             aBtnTexModulate.Show();
-            //aBtnTexBlend.Show();
             aFtTexProjectionX.Show();
             aBtnTexParallelX.Show();
             aBtnTexCircleX.Show();
@@ -2665,7 +2647,7 @@ IMPL_LINK( Svx3DWin, ClickHdl, PushButton *, pBtn )
         {
             nSId = SID_CONVERT_TO_3D_LATHE_FAST;
         }
-        // Geometrie
+        // Geometry
         else if( pBtn == &aBtnNormalsObj ||
                  pBtn == &aBtnNormalsFlat ||
                  pBtn == &aBtnNormalsSphere )
@@ -2684,7 +2666,7 @@ IMPL_LINK( Svx3DWin, ClickHdl, PushButton *, pBtn )
                  pBtn == &aBtnLight7 ||
                  pBtn == &aBtnLight8 )
         {
-            // Beleuchtung
+            // Lighting
             ColorLB* pLb = GetLbByButton( pBtn );
             pLb->Show();
 
@@ -2753,12 +2735,10 @@ IMPL_LINK( Svx3DWin, ClickHdl, PushButton *, pBtn )
             bUpdatePreview = sal_True;
         }
         else if( pBtn == &aBtnTexReplace ||
-                 pBtn == &aBtnTexModulate )// ||
-                 //pBtn == &aBtnTexBlend )
+                 pBtn == &aBtnTexModulate )
         {
             aBtnTexReplace.Check( pBtn == &aBtnTexReplace );
             aBtnTexModulate.Check( pBtn == &aBtnTexModulate );
-            //aBtnTexBlend.Check( pBtn == &aBtnTexBlend );
             bUpdatePreview = sal_True;
         }
         else if( pBtn == &aBtnTexParallelX ||
@@ -2786,7 +2766,7 @@ IMPL_LINK( Svx3DWin, ClickHdl, PushButton *, pBtn )
             aMtrSlant.Enable( pBtn->IsChecked() );
             bUpdatePreview = sal_True;
         }
-        // Sonstige (keine Gruppen)
+        // Other (no groups)
         else if( pBtn != NULL )
         {
             pBtn->Check( !pBtn->IsChecked() );
@@ -2876,7 +2856,7 @@ IMPL_LINK( Svx3DWin, SelectHdl, void *, p )
                 }
                 break;
 
-                case 3: // Chrom
+                case 3: // Chrome
                 {
                     aColObj = Color(36,117,153);
                     aColEmis = Color(18,30,51);
@@ -2885,7 +2865,7 @@ IMPL_LINK( Svx3DWin, SelectHdl, void *, p )
                 }
                 break;
 
-                case 4: // Plastik
+                case 4: // Plastic
                 {
                     aColObj = Color(255,48,57);
                     aColEmis = Color(35,0,0);
@@ -2894,7 +2874,7 @@ IMPL_LINK( Svx3DWin, SelectHdl, void *, p )
                 }
                 break;
 
-                case 5: // Holz
+                case 5: // Wood
                 {
                     aColObj = Color(153,71,1);
                     aColEmis = Color(21,22,0);
@@ -2917,7 +2897,7 @@ IMPL_LINK( Svx3DWin, SelectHdl, void *, p )
             aLbMatFavorites.SelectEntryPos( 0 );
             bUpdatePreview = sal_True;
         }
-        // Beleuchtung
+        // Lighting
         else if( p == &aLbAmbientlight )
         {
             bUpdatePreview = sal_True;
@@ -3010,12 +2990,7 @@ IMPL_LINK( Svx3DWin, ClickLightHdl, PushButton*, pBtn )
 // -----------------------------------------------------------------------
 IMPL_LINK( Svx3DWin, DoubleClickHdl, void*, EMPTYARG )
 {
-    //sal_uInt16 nItemId = aCtlFavorites.GetSelectItemId();
-
-    //SfxItemSet* pSet = (SfxItemSet*) pFavorSetList->GetObject( nItemId - 1 );
-    //Update( *pSet );
-
-    // und zuweisen
+    // and assign
     ClickAssignHdl( NULL );
 
     return( 0L );
@@ -3053,7 +3028,7 @@ IMPL_LINK( Svx3DWin, ChangeSelectionCallbackHdl, void*, EMPTYARG )
         ClickHdl( pBtn );
     else
     {
-        // Zustand: Keine Lampe selektiert
+        // Status: No lamp selected
         if( aBtnLight1.IsChecked() )
         {
             aBtnLight1.Check( sal_False );
@@ -3101,8 +3076,8 @@ IMPL_LINK( Svx3DWin, ChangeSelectionCallbackHdl, void*, EMPTYARG )
 }
 
 // -----------------------------------------------------------------------
-// Methode um sicherzustellen, dass die LB auch mit einer Farbe gesetzt ist
-// Liefert sal_True zurueck, falls Farbe hinzugefuegt wurde
+// Method to ensure that the LB is also associated with a color
+// returns true if color was added
 // -----------------------------------------------------------------------
 sal_Bool Svx3DWin::LBSelectColor( ColorLB* pLb, const Color& rColor )
 {
@@ -3137,7 +3112,7 @@ void Svx3DWin::UpdatePreview()
 
     if(bOnly3DChanged)
     {
-        // slot executen
+        // Execute slot
         SfxDispatcher* pDispatcher = LocalGetDispatcher(pBindings);
         if (pDispatcher != NULL)
         {
@@ -3145,21 +3120,21 @@ void Svx3DWin::UpdatePreview()
             pDispatcher->Execute(
                 SID_3D_STATE, SFX_CALLMODE_SYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
         }
-        // Flag zuruecksetzen
+        // Reset Flag
         bOnly3DChanged = sal_False;
     }
 
-    // ItemSet besorgen
+    // Get Itemset
     SfxItemSet aSet( pModel->GetItemPool(), SDRATTR_START, SDRATTR_END);
 
-    // Attribute holen und im Preview setzen
+    // Get Attributes and set the preview
     GetAttr( aSet );
     aCtlPreview.Set3DAttributes( aSet );
     aCtlLightPreview.GetSvx3DLightControl().Set3DAttributes( aSet );
 }
 
 //////////////////////////////////////////////////////////////////////////////
-// document is to be reloaded, destroy remembered ItemSet (#83951#)
+// document is to be reloaded, destroy remembered ItemSet
 void Svx3DWin::DocumentReload()
 {
     if(mpRemember2DAttributes)
@@ -3183,7 +3158,7 @@ void Svx3DWin::InitColorLB( const SdrModel* pDoc )
     aLbMatEmission.CopyEntries( aLbLight1 );
     aLbMatSpecular.CopyEntries( aLbLight1 );
 
-    // Erstmal...
+    // First...
     Color aColWhite( COL_WHITE );
     Color aColBlack( COL_BLACK );
     aLbLight1.SelectEntry( aColWhite );
@@ -3292,11 +3267,8 @@ ColorLB* Svx3DWin::GetLbByButton( const PushButton* pBtn )
     return( pLb );
 };
 
-/*************************************************************************
-|*
-|* Ableitung vom SfxChildWindow als "Behaelter" fuer Effekte
-|*
-\************************************************************************/
+// Derivation from SfxChildWindow as "containers" for effects
+
 Svx3DChildWindow::Svx3DChildWindow( Window* _pParent,
                                                          sal_uInt16 nId,
                                                          SfxBindings* pBindings,
@@ -3311,11 +3283,6 @@ Svx3DChildWindow::Svx3DChildWindow( Window* _pParent,
     pWin->Initialize( pInfo );
 }
 
-/*************************************************************************
-|*
-|* ControllerItem fuer 3DStatus
-|*
-\************************************************************************/
 Svx3DCtrlItem::Svx3DCtrlItem( sal_uInt16 _nId,
                                 Svx3DWin* pWin,
                                 SfxBindings* _pBindings) :
@@ -3330,11 +3297,7 @@ void Svx3DCtrlItem::StateChanged( sal_uInt16 /*nSId*/,
 {
 }
 
-/*************************************************************************
-|*
-|* ControllerItem fuer Status Slot SID_CONVERT_TO_3D
-|*
-\************************************************************************/
+// ControllerItem for Status Slot SID_CONVERT_TO_3D
 
 SvxConvertTo3DItem::SvxConvertTo3DItem(sal_uInt16 _nId, SfxBindings* _pBindings)
 :	SfxControllerItem(_nId, *_pBindings),
diff --git a/svx/source/engine3d/float3d.src b/svx/source/engine3d/float3d.src
index dfb14ec..1c91282 100644
--- a/svx/source/engine3d/float3d.src
+++ b/svx/source/engine3d/float3d.src
@@ -173,7 +173,7 @@ DockingWindow RID_SVXFLOAT_3D
         };
         QuickHelpText [ en-US ] = "Assign" ;
     };
-     // Unterer Teil
+     // Lower part
     ImageButton BTN_CHANGE_TO_3D
     {
         HelpID = "svx:ImageButton:RID_SVXFLOAT_3D:BTN_CHANGE_TO_3D";
@@ -333,7 +333,7 @@ DockingWindow RID_SVXFLOAT_3D
         Size = FIXED_LINE_SIZE;
         Text [ en-US ] = "Segments" ;
     };
-     // Geometrie
+     // Geometry
     FixedText FT_HORIZONTAL
     {
         Pos = MAP_APPFONT ( FT_INDENT , SEGMENTS_START_Y+13 ) ;
@@ -461,7 +461,7 @@ DockingWindow RID_SVXFLOAT_3D
         QuickHelpText [ en-US ] = "Double-Sided" ;
     };
 
-    // Darstellung
+    // Representation
     FixedText FT_SHADEMODE
     {
         Pos = MAP_APPFONT ( FT_INDENT , FIRST_FT_START_Y ) ;
@@ -588,7 +588,7 @@ DockingWindow RID_SVXFLOAT_3D
         Size = FIXED_LINE_SIZE;
         Text [ en-US ] = "Shading" ;
     };
-     // Beleuchtung
+     // Lighting
     FixedText FT_LIGHTSOURCE
     {
         Pos = MAP_APPFONT ( FT_INDENT , FIRST_FT_START_Y ) ;
@@ -819,7 +819,7 @@ DockingWindow RID_SVXFLOAT_3D
         Size = FIXED_LINE_SIZE ;
         Text [ en-US ] = "Illumination" ;
     };
-     // Texturen
+     // Textures
     FixedText FT_TEX_KIND
     {
         Pos = MAP_APPFONT ( FT_INDENT , FIRST_FT_START_Y ) ;
diff --git a/svx/source/engine3d/lathe3d.cxx b/svx/source/engine3d/lathe3d.cxx
index d4c0fde..af948b0 100644
--- a/svx/source/engine3d/lathe3d.cxx
+++ b/svx/source/engine3d/lathe3d.cxx
@@ -47,7 +47,7 @@
 #include <basegfx/matrix/b2dhommatrix.hxx>
 
 //////////////////////////////////////////////////////////////////////////////
-// #110094# DrawContact section
+// DrawContact section
 
 sdr::contact::ViewContact* E3dLatheObj::CreateObjectSpecificViewContact()
 {
@@ -65,12 +65,7 @@ sdr::properties::BaseProperties* E3dLatheObj::CreateObjectSpecificProperties()
 
 TYPEINIT1(E3dLatheObj, E3dCompoundObject);
 
-/*************************************************************************
-|*
-|* Konstruktor aus 3D-Polygon, Scale gibt den Umrechnungsfaktor fuer
-|* die Koordinaten an
-|*
-\************************************************************************/
+// Constructor from 3D polygon, scale is the conversion factor for the coordinates
 
 E3dLatheObj::E3dLatheObj(E3dDefaultAttributes& rDefault, const basegfx::B2DPolyPolygon rPoly2D)
 :	E3dCompoundObject(rDefault),
@@ -81,11 +76,11 @@ E3dLatheObj::E3dLatheObj(E3dDefaultAttributes& rDefault, const basegfx::B2DPolyP
     aMirrorY.scale(1.0, -1.0);
     maPolyPoly2D.transform(aMirrorY);
 
-    // Defaults setzen
+    // Set Defaults
     SetDefaultAttributes(rDefault);
 
-    // Ueberfluessige Punkte entfernen, insbesondere doppelte
-    // Start- und Endpunkte verhindern
+    // Superfluous items removed, in particular to prevent duplicate 
+    // start and end points
     maPolyPoly2D.removeDoublePoints();
 
     if(maPolyPoly2D.count())
@@ -102,16 +97,10 @@ E3dLatheObj::E3dLatheObj(E3dDefaultAttributes& rDefault, const basegfx::B2DPolyP
     }
 }
 
-/*************************************************************************
-|*
-|* Leer-Konstruktor
-|*
-\************************************************************************/
-
 E3dLatheObj::E3dLatheObj()
 :    E3dCompoundObject()
 {
-    // Defaults setzen
+    // Set Defaults
     E3dDefaultAttributes aDefault;
     SetDefaultAttributes(aDefault);
 }
@@ -125,12 +114,6 @@ void E3dLatheObj::SetDefaultAttributes(E3dDefaultAttributes& rDefault)
     GetProperties().SetObjectItemDirect(Svx3DCloseBackItem(rDefault.GetDefaultLatheCloseBack()));
 }
 
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
 sal_uInt16 E3dLatheObj::GetObjIdentifier() const
 {
     return E3D_LATHEOBJ_ID;
@@ -141,23 +124,13 @@ E3dLatheObj* E3dLatheObj::Clone() const
     return CloneHelper< E3dLatheObj >();
 }
 
-/*************************************************************************
-|*
-|* Wandle das Objekt in ein Gruppenobjekt bestehend aus n Polygonen
-|*
-\************************************************************************/
+// Convert the object to group object consisting of n polygons
 
 SdrObject *E3dLatheObj::DoConvertToPolyObj(sal_Bool /*bBezier*/) const
 {
     return NULL;
 }
 
-/*************************************************************************
-|*
-|* Neue Segmentierung (Beschreibung siehe Header-File)
-|*
-\************************************************************************/
-
 void E3dLatheObj::ReSegment(sal_uInt32 nHSegs, sal_uInt32 nVSegs)
 {
     if ((nHSegs != GetHorizontalSegments() || nVSegs != GetVerticalSegments()) &&
@@ -170,11 +143,7 @@ void E3dLatheObj::ReSegment(sal_uInt32 nHSegs, sal_uInt32 nVSegs)
     }
 }
 
-/*************************************************************************
-|*
-|* Lokale Parameter setzen mit Geometrieneuerzeugung
-|*
-\************************************************************************/
+// Set Local parameters set to re-create geometry 
 
 void E3dLatheObj::SetPolyPoly2D(const basegfx::B2DPolyPolygon& rNew)
 {
@@ -200,11 +169,7 @@ void E3dLatheObj::SetPolyPoly2D(const basegfx::B2DPolyPolygon& rNew)
     }
 }
 
-/*************************************************************************
-|*
-|* Get the name of the object (singular)
-|*
-\************************************************************************/
+// Get the name of the object (singular)
 
 void E3dLatheObj::TakeObjNameSingul(XubString& rName) const
 {
@@ -220,23 +185,13 @@ void E3dLatheObj::TakeObjNameSingul(XubString& rName) const
     }
 }
 
-/*************************************************************************
-|*
-|* Get the name of the object (plural)
-|*
-\************************************************************************/
+// Get the name of the object (plural)
 
 void E3dLatheObj::TakeObjNamePlural(XubString& rName) const
 {
     rName=ImpGetResStr(STR_ObjNamePluralLathe3d);
 }
 
-/*************************************************************************
-|*
-|* Aufbrechen
-|*
-\************************************************************************/
-
 sal_Bool E3dLatheObj::IsBreakObjPossible()
 {
     return sal_True;
@@ -251,10 +206,10 @@ SdrAttrObj* E3dLatheObj::GetBreakObj()
 
     if(pPathObj)
     {
-        // Attribute setzen
+        // Set Attribute
         SfxItemSet aSet(GetObjectItemSet());
 
-        // Linien aktivieren, um Objekt garantiert sichtbar zu machen
+        // Enable lines to guarantee that the object becomes visible
         aSet.Put(XLineStyleItem(XLINE_SOLID));
 
         pPathObj->SetMergedItemSet(aSet);
diff --git a/svx/source/engine3d/obj3d.cxx b/svx/source/engine3d/obj3d.cxx
index 8991691..d7d9032 100644
--- a/svx/source/engine3d/obj3d.cxx
+++ b/svx/source/engine3d/obj3d.cxx
@@ -96,11 +96,8 @@
 
 using namespace com::sun::star;
 
-/*************************************************************************
-|*
-|* Liste fuer 3D-Objekte
-|*
-\************************************************************************/
+
+// List for 3D-Objects
 
 TYPEINIT1(E3dObjList, SdrObjList);
 
@@ -120,27 +117,26 @@ E3dObjList::~E3dObjList()
 
 void E3dObjList::NbcInsertObject(SdrObject* pObj, sal_uIntPtr nPos, const SdrInsertReason* pReason)
 {
-    // Owner holen
-    DBG_ASSERT(GetOwnerObj()->ISA(E3dObject), "AW: Einfuegen 3DObject in Parent != 3DObject");
+    // Get owner
+    DBG_ASSERT(GetOwnerObj()->ISA(E3dObject), "Insert 3D object in parent != 3DObject");
 
-    // Ist es ueberhaupt ein 3D-Objekt?
+    // Is it even a 3D object?
     if(pObj && pObj->ISA(E3dObject))
     {
-        // Normales 3D Objekt, einfuegen mittels
+        // Normal 3D object, insert means
         // call parent
         SdrObjList::NbcInsertObject(pObj, nPos, pReason);
     }
     else
     {
-        // Kein 3D Objekt, fuege in Seite statt in Szene ein...
+        // No 3D object, inserted a page in place in a scene ...
         GetOwnerObj()->GetPage()->InsertObject(pObj, nPos);
     }
 }
 
 void E3dObjList::InsertObject(SdrObject* pObj, sal_uIntPtr nPos, const SdrInsertReason* pReason)
 {
-    OSL_ENSURE(GetOwnerObj()->ISA(E3dObject), "Insert 3DObject in non-3D Parent");
-    //E3DModifySceneSnapRectUpdater aUpdater(GetOwnerObj());
+    OSL_ENSURE(GetOwnerObj()->ISA(E3dObject), "Insert 3D object in non-3D Parent");
 
     // call parent
     SdrObjList::InsertObject(pObj, nPos, pReason);
@@ -154,8 +150,7 @@ void E3dObjList::InsertObject(SdrObject* pObj, sal_uIntPtr nPos, const SdrInsert
 
 SdrObject* E3dObjList::NbcRemoveObject(sal_uIntPtr nObjNum)
 {
-    DBG_ASSERT(GetOwnerObj()->ISA(E3dObject), "AW: Entfernen 3DObject aus Parent != 3DObject");
-    //E3DModifySceneSnapRectUpdater aUpdater(GetOwnerObj());
+    DBG_ASSERT(GetOwnerObj()->ISA(E3dObject), "Remove 3D object from Parent != 3DObject");
 
     // call parent
     SdrObject* pRetval = SdrObjList::NbcRemoveObject(nObjNum);
@@ -171,8 +166,7 @@ SdrObject* E3dObjList::NbcRemoveObject(sal_uIntPtr nObjNum)
 
 SdrObject* E3dObjList::RemoveObject(sal_uIntPtr nObjNum)
 {
-    OSL_ENSURE(GetOwnerObj()->ISA(E3dObject), "3DObject is removed from non-3D Parent");
-    //E3DModifySceneSnapRectUpdater aUpdater(GetOwnerObj());
+    OSL_ENSURE(GetOwnerObj()->ISA(E3dObject), "3D object is removed from non-3D Parent");
 
     // call parent
     SdrObject* pRetval = SdrObjList::RemoveObject(nObjNum);
@@ -186,12 +180,6 @@ SdrObject* E3dObjList::RemoveObject(sal_uIntPtr nObjNum)
     return pRetval;
 }
 
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
-
 //////////////////////////////////////////////////////////////////////////////
 
 sdr::properties::BaseProperties* E3dObject::CreateObjectSpecificProperties()
@@ -199,7 +187,7 @@ sdr::properties::BaseProperties* E3dObject::CreateObjectSpecificProperties()
     return new sdr::properties::E3dProperties(*this);
 }
 
-////////////////////////////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
 
 TYPEINIT1(E3dObject, SdrAttrObj);
 
@@ -217,22 +205,10 @@ E3dObject::E3dObject()
     bClosedObj = true;
 }
 
-/*************************************************************************
-|*
-|* Destruktor
-|*
-\************************************************************************/
-
 E3dObject::~E3dObject()
 {
 }
 
-/*************************************************************************
-|*
-|* Selektions-Flag setzen
-|*
-\************************************************************************/
-
 void E3dObject::SetSelected(bool bNew)
 {
     if((bool)mbIsSelected != bNew)
@@ -251,11 +227,7 @@ void E3dObject::SetSelected(bool bNew)
     }
 }
 
-/*************************************************************************
-|*
-|* Aufbrechen, default-Implementierungen
-|*
-\************************************************************************/
+// Break, default implementations
 
 sal_Bool E3dObject::IsBreakObjPossible()
 {
@@ -267,11 +239,7 @@ SdrAttrObj* E3dObject::GetBreakObj()
     return 0L;
 }
 
-/*************************************************************************
-|*
-|* SetRectsDirty muss ueber die lokale SdrSubList gehen
-|*
-\************************************************************************/
+// SetRectsDirty must be done through the local SdrSubList
 
 void E3dObject::SetRectsDirty(sal_Bool bNotMyself)
 {
@@ -289,33 +257,17 @@ void E3dObject::SetRectsDirty(sal_Bool bNotMyself)
     }
 }
 
-/*************************************************************************
-|*
-|* Inventor zurueckgeben
-|*
-\************************************************************************/
-
 sal_uInt32 E3dObject::GetObjInventor() const
 {
     return E3dInventor;
 }
 
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
 sal_uInt16 E3dObject::GetObjIdentifier() const
 {
     return E3D_OBJECT_ID;
 }
 
-/*************************************************************************
-|*
-|* Faehigkeiten des Objektes feststellen
-|*
-\************************************************************************/
+// Determine the capabilities of the object
 
 void E3dObject::TakeObjInfo(SdrObjTransformInfoRec& rInfo) const
 {
@@ -338,25 +290,17 @@ void E3dObject::TakeObjInfo(SdrObjTransformInfoRec& rInfo) const
     XFillStyle eFillStyle = ((XFillStyleItem&)(GetMergedItem(XATTR_FILLSTYLE))).GetValue();
     rInfo.bGradientAllowed = (eFillStyle == XFILL_GRADIENT);
 
-    // Umwandeln von 3D-Koerpern in Gruppe von Polygonen:
-    //
-    // Erst mal nicht moeglich, da die Erzeugung einer Gruppe von
-    // 2D-Polygonen notwendig waere, die tiefensortiert werden muessten,
-    // also bei Durchdringugnen auch gegeneinander geschnitten werden
-    // muessten. Auch die Texturkoorinaten waeren ein ungeloestes
-    // Problem.
+    // Convert 3D objects in a group of polygons: 
+    // At first not only possible, because the creation of a group of  
+    // 2D polygons would be required which need to be sorted by depth, 
+    // ie at intersections be cut relative to each other. Also the texture 
+    // coorinates were an unsolved problem.
     rInfo.bCanConvToPoly = sal_False;
     rInfo.bCanConvToContour = sal_False;
     rInfo.bCanConvToPathLineToArea = sal_False;
     rInfo.bCanConvToPolyLineToArea = sal_False;
 }
 
-/*************************************************************************
-|*
-|* Layer setzen
-|*
-\************************************************************************/
-
 void E3dObject::NbcSetLayer(SdrLayerID nLayer)
 {
     SdrAttrObj::NbcSetLayer(nLayer);
@@ -372,11 +316,7 @@ void E3dObject::NbcSetLayer(SdrLayerID nLayer)
     }
 }
 
-/*************************************************************************
-|*
-|* ObjList auch an SubList setzen
-|*
-\************************************************************************/
+// Set ObjList also on SubList
 
 void E3dObject::SetObjList(SdrObjList* pNewObjList)
 {
@@ -384,39 +324,23 @@ void E3dObject::SetObjList(SdrObjList* pNewObjList)
     maSubList.SetUpList(pNewObjList);
 }
 
-/*************************************************************************
-|*
-|* Layer setzen
-|*
-\************************************************************************/
-
 void E3dObject::SetPage(SdrPage* pNewPage)
 {
     SdrAttrObj::SetPage(pNewPage);
     maSubList.SetPage(pNewPage);
 }
 
-/*************************************************************************
-|*
-|* Layer setzen
-|*
-\************************************************************************/
-
 void E3dObject::SetModel(SdrModel* pNewModel)
 {
     SdrAttrObj::SetModel(pNewModel);
     maSubList.SetModel(pNewModel);
 }
 
-/*************************************************************************
-|*
-|* resize object, used from old 2d interfaces, e.g. in Move/Scale dialog
-|* (F4)
-|*
-\************************************************************************/
+// resize object, used from old 2d interfaces, e.g. in Move/Scale dialog (F4)
+
 void E3dObject::NbcResize(const Point& rRef, const Fraction& xFact, const Fraction& yFact)
 {
-    // Bewegung in X,Y im Augkoordinatensystem
+    // Movement in X, Y in the eye coordinate system
     E3dScene* pScene = GetScene();
 
     if(pScene)
@@ -436,7 +360,7 @@ void E3dObject::NbcResize(const Point& rRef, const Fraction& xFact, const Fracti
         aInverseViewToEye.invert();
         aScaleCenter3D = aInverseViewToEye * aScaleCenter3D;
 
-        // scale-faktoren holen
+        // Get scale factors
         double fScaleX(xFact);
         double fScaleY(yFact);
 
@@ -454,7 +378,7 @@ void E3dObject::NbcResize(const Point& rRef, const Fraction& xFact, const Fracti
         mFullTransform.invert();
         mTrans *= mFullTransform;
 
-        // anwenden
+        // Apply
         basegfx::B3DHomMatrix mObjTrans(GetTransform());
         mObjTrans *= mTrans;
     
@@ -463,22 +387,19 @@ void E3dObject::NbcResize(const Point& rRef, const Fraction& xFact, const Fracti
     }
 }
 
-/*************************************************************************
-|*
-|* Objekt verschieben in 2D, wird bei Cursortasten benoetigt
-|*
-\************************************************************************/
+
+// Move object in 2D is needed when using cursor keys
+
 void E3dObject::NbcMove(const Size& rSize)
 {
-    // Bewegung in X,Y im Augkoordinatensystem
+    // Movement in X, Y in the eye coordinate system
     E3dScene* pScene = GetScene();
 
     if(pScene)
     {
-        // Abmessungen der Szene in 3D und 2D als Vergleich
+        //Dimensions of the scene in 3D and 2D for comparison
         Rectangle aRect = pScene->GetSnapRect();
 
-        // Transformation Weltkoordinaten bis eine VOR Objektkoordinaten holen
         basegfx::B3DHomMatrix mInvDispTransform;
         if(GetParentObj())
         {
@@ -499,7 +420,7 @@ void E3dObject::NbcMove(const Size& rSize)
             0.0);
         basegfx::B3DPoint aPos(0.0, 0.0, 0.0);
 
-        // movement vektor to local coordinates of objects' parent
+        // movement vector to local coordinates of objects' parent
         basegfx::B3DHomMatrix aInverseOrientation(aViewInfo3D.getOrientation());
         aInverseOrientation.invert();
         basegfx::B3DHomMatrix aCompleteTrans(mInvDispTransform * aInverseOrientation);
@@ -516,23 +437,13 @@ void E3dObject::NbcMove(const Size& rSize)
     }
 }
 
-/*************************************************************************
-|*
-|* liefere die Sublist, aber nur dann, wenn darin Objekte enthalten sind !
-|*
-\************************************************************************/
+// Return the sublist, but only if it contains objects!
 
 SdrObjList* E3dObject::GetSubList() const
 {
     return &(const_cast< E3dObjList& >(maSubList));
 }
 
-/*************************************************************************
-|*
-|* SnapRect berechnen
-|*
-\************************************************************************/
-
 void E3dObject::RecalcSnapRect()
 {
     maSnapRect = Rectangle();
@@ -548,13 +459,8 @@ void E3dObject::RecalcSnapRect()
     }
 }
 
-/*************************************************************************
-|*
-|* Einfuegen eines 3D-Objekts an den Parent weitermelden, damit dieser
-|* ggf. eine Sonderbehandlung fuer spezielle Objekte durchfuehren kann
-|* (z.B. Light/Label in E3dScene)
-|*
-\************************************************************************/
+// Inform the parent about insertion of a 3D object, so that the parent is able
+// treat the particualar objects in a special way (eg Light / Label in E3dScene)
 
 void E3dObject::NewObjectInserted(const E3dObject* p3DObj)
 {
@@ -562,13 +468,8 @@ void E3dObject::NewObjectInserted(const E3dObject* p3DObj)
         GetParentObj()->NewObjectInserted(p3DObj);
 }
 
-/*************************************************************************
-|*
-|* Parent ueber Aenderung der Struktur (z.B. durch Transformation)
-|* informieren; dabei wird das Objekt, in welchem die Aenderung
-|* aufgetreten ist, uebergeben
-|*
-\************************************************************************/
+// Inform parent of changes in the structure (eg by transformation), in this 
+// process the object in which the change has occurred is returned.
 
 void E3dObject::StructureChanged()
 {
@@ -579,15 +480,9 @@ void E3dObject::StructureChanged()
     }
 }
 
-/*************************************************************************
-|*
-|* 3D-Objekt einfuegen
-|*
-\************************************************************************/
-
 void E3dObject::Insert3DObj(E3dObject* p3DObj)
 {
-    DBG_ASSERT(p3DObj, "Insert3DObj mit NULL-Zeiger!");
+    DBG_ASSERT(p3DObj, "Insert3DObj with NULL-pointer!");
     SdrPage* pPg = pPage;
     maSubList.InsertObject(p3DObj);
     pPage = pPg;
@@ -598,7 +493,7 @@ void E3dObject::Insert3DObj(E3dObject* p3DObj)
 
 void E3dObject::Remove3DObj(E3dObject* p3DObj)
 {
-    DBG_ASSERT(p3DObj, "Remove3DObj mit NULL-Zeiger!");
+    DBG_ASSERT(p3DObj, "Remove3DObj with NULL-pointer!");
 
     if(p3DObj->GetParentObj() == this)
     {
@@ -611,12 +506,6 @@ void E3dObject::Remove3DObj(E3dObject* p3DObj)
     }
 }
 
-/*************************************************************************
-|*
-|* Parent holen
-|*
-\************************************************************************/
-
 E3dObject* E3dObject::GetParentObj() const
 {
     E3dObject* pRetval = NULL;
@@ -628,11 +517,7 @@ E3dObject* E3dObject::GetParentObj() const
     return pRetval;
 }
 
-/*************************************************************************
-|*
-|* Uebergeordnetes Szenenobjekt bestimmen
-|*
-\************************************************************************/
+// Determine the top-level scene object
 
 E3dScene* E3dObject::GetScene() const
 {
@@ -641,11 +526,7 @@ E3dScene* E3dObject::GetScene() const
     return NULL;
 }
 
-/*************************************************************************
-|*
-|* umschliessendes Volumen inklusive aller Kindobjekte berechnen
-|*
-\************************************************************************/
+// Calculate enclosed volume, including all child objects
 
 basegfx::B3DRange E3dObject::RecalcBoundVolume() const
 {
@@ -690,11 +571,7 @@ basegfx::B3DRange E3dObject::RecalcBoundVolume() const
     return aRetval;
 }
 
-/*************************************************************************
-|*
-|* umschliessendes Volumen zurueckgeben und ggf. neu berechnen
-|*
-\************************************************************************/
+// Get enclosed volume and possibly recalculate it
 
 const basegfx::B3DRange& E3dObject::GetBoundVolume() const
 {
@@ -711,11 +588,7 @@ void E3dObject::InvalidateBoundVolume()
     maLocalBoundVol.reset();
 }
 
-/*************************************************************************
-|*
-|* Aederung des BoundVolumes an alle Kindobjekte weitergeben
-|*
-\************************************************************************/
+// Pass on the changes of the BoundVolumes to all child objects
 
 void E3dObject::SetBoundVolInvalid()
 {
@@ -732,11 +605,7 @@ void E3dObject::SetBoundVolInvalid()
     }
 }
 
-/*************************************************************************
-|*
-|* Aederung der Transformation an alle Kindobjekte weitergeben
-|*
-\************************************************************************/
+// Pass on the changes in transformation to all child objects
 
 void E3dObject::SetTransformChanged()
 {
@@ -754,12 +623,8 @@ void E3dObject::SetTransformChanged()
     }
 }
 
-/*************************************************************************
-|*

... etc. - the rest is truncated


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