[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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