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authorAlbert Thuswaldner <albert.thuswaldner@gmail.com>2011-04-07 15:47:21 +0300
committerTor Lillqvist <tlillqvist@novell.com>2011-04-07 15:49:17 +0300
commit265a8353a0bd75c9416110b4a27bbff45c0491d5 (patch)
treec561cb668bb4a6c62aa746a07aae19dfcc129aa7 /svx
parent7074b7b7be105cccb6a914860814b4a98ebfdcaf (diff)
Translation of German comments
Diffstat (limited to 'svx')
-rw-r--r--svx/source/engine3d/camera3d.cxx29
-rw-r--r--svx/source/engine3d/cube3d.cxx47
-rw-r--r--svx/source/engine3d/deflt3d.cxx17
-rw-r--r--svx/source/engine3d/dragmt3d.cxx120
-rw-r--r--svx/source/engine3d/e3dundo.cxx78
-rw-r--r--svx/source/engine3d/extrud3d.cxx47
-rw-r--r--svx/source/engine3d/float3d.cxx361
-rw-r--r--svx/source/engine3d/float3d.src10
-rw-r--r--svx/source/engine3d/lathe3d.cxx69
-rw-r--r--svx/source/engine3d/obj3d.cxx398
-rw-r--r--svx/source/engine3d/objfac3d.cxx27
-rw-r--r--svx/source/engine3d/polygn3d.cxx142
-rw-r--r--svx/source/engine3d/polysc3d.cxx6
-rw-r--r--svx/source/engine3d/scene3d.cxx248
-rw-r--r--svx/source/engine3d/sphere3d.cxx78
-rw-r--r--svx/source/engine3d/string3d.src2
-rw-r--r--svx/source/engine3d/view3d.cxx334
-rw-r--r--svx/source/engine3d/view3d1.cxx37
-rw-r--r--svx/source/engine3d/viewpt3d2.cxx140
19 files changed, 594 insertions, 1596 deletions
diff --git a/svx/source/engine3d/camera3d.cxx b/svx/source/engine3d/camera3d.cxx
index 823c0d259642..e353c2623c1c 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 ee35d1e221b1..46feb2ded38f 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 adf41573e67d..7ab3bf792481 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 bb03588e1d53..283d24c42a42 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 51ce68346940..bacb8b06781b 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 6098b1506da1..aa8ba478ea6f 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 b146ec1588cb..20d9c96739ab 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 e03ab866fe08..3c90a26f838c 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 323aeff0b58b..3af96e0a2cec 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 8e2aa78acb39..a31523b47ebd 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()
}
}
-/*************************************************************************
-|*
-|* hierarchische Transformation ueber alle Parents bestimmen, in
-|* maFullTransform ablegen und diese zurueckgeben
-|*
-\************************************************************************/
+// Define the hierarchical transformation over all Parents, store in
+// maFullTransform and return them
const basegfx::B3DHomMatrix& E3dObject::GetFullTransform() const
{
@@ -779,23 +644,11 @@ const basegfx::B3DHomMatrix& E3dObject::GetFullTransform() const
return maFullTransform;
}
-/*************************************************************************
-|*
-|* Transformationsmatrix abfragen
-|*
-\************************************************************************/
-
const basegfx::B3DHomMatrix& E3dObject::GetTransform() const
{
return maTransformation;
}
-/*************************************************************************
-|*
-|* Transformationsmatrix setzen
-|*
-\************************************************************************/
-
void E3dObject::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
{
if(maTransformation != rMatrix)
@@ -806,17 +659,12 @@ void E3dObject::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
}
}
-/*************************************************************************
-|*
-|* Transformationsmatrix setzen mit Repaint-Broadcast
-|*
-\************************************************************************/
+// Set transformation matrix with repaint broadcast
void E3dObject::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
{
if(rMatrix != maTransformation)
{
- // #110094#-14 SendRepaintBroadcast();
NbcSetTransform(rMatrix);
SetChanged();
BroadcastObjectChange();
@@ -824,24 +672,13 @@ void E3dObject::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
}
}
-/*************************************************************************
-|*
-|* Linien fuer die Wireframe-Darstellung des Objekts dem uebergebenen
-|* basegfx::B3DPolygon hinzufuegen
-|*
-\************************************************************************/
-
basegfx::B3DPolyPolygon E3dObject::CreateWireframe() const
{
const basegfx::B3DRange aBoundVolume(GetBoundVolume());
return basegfx::tools::createCubePolyPolygonFromB3DRange(aBoundVolume);
}
-/*************************************************************************
-|*
-|* Get the name of the object (singular)
-|*
-\************************************************************************/
+// Get the name of the object (singular)
void E3dObject::TakeObjNameSingul(XubString& rName) const
{
@@ -857,11 +694,7 @@ void E3dObject::TakeObjNameSingul(XubString& rName) const
}
}
-/*************************************************************************
-|*
-|* Get the name of the object (plural)
-|*
-\************************************************************************/
+// Get the name of the object (plural)
void E3dObject::TakeObjNamePlural(XubString& rName) const
{
@@ -873,12 +706,6 @@ E3dObject* E3dObject::Clone() const
return CloneHelper< E3dObject >();
}
-/*************************************************************************
-|*
-|* Zuweisungsoperator
-|*
-\************************************************************************/
-
E3dObject& E3dObject::operator=(const E3dObject& rObj)
{
if( this == &rObj )
@@ -891,38 +718,24 @@ E3dObject& E3dObject::operator=(const E3dObject& rObj)
maSubList.CopyObjects(*r3DObj.GetSubList());
}
- // BoundVol kann uebernommen werden, da die Childs auch kopiert werden
+ // BoundVol can be copied since also the children are copied
maLocalBoundVol = r3DObj.maLocalBoundVol;
maTransformation = r3DObj.maTransformation;
- // Da sich der Parent geaendert haben kann, Gesamttransformation beim
- // naechsten Mal auf jeden Fall neu bestimmen
+ // Because the parent may have changed, definitely redefine the total
+ // transformation next time
SetTransformChanged();
- // Selektionsstatus kopieren
+ // Copy selection status
mbIsSelected = r3DObj.mbIsSelected;
return *this;
}
-/*************************************************************************
-|*
-|* erstelle neues GeoData-Objekt
-|*
-\************************************************************************/
-
SdrObjGeoData *E3dObject::NewGeoData() const
{
- // Theoretisch duerfen auch nur Szenen ihre GeoDatas erstellen und verwalten !!
- // AW: Dies stimmt nicht mehr, diese Stelle ist mit der neuen Engine OK!
return new E3DObjGeoData;
}
-/*************************************************************************
-|*
-|* uebergebe aktuelle werte an das GeoData-Objekt
-|*
-\************************************************************************/
-
void E3dObject::SaveGeoData(SdrObjGeoData& rGeo) const
{
SdrAttrObj::SaveGeoData (rGeo);
@@ -931,12 +744,6 @@ void E3dObject::SaveGeoData(SdrObjGeoData& rGeo) const
((E3DObjGeoData &) rGeo).maTransformation = maTransformation;
}
-/*************************************************************************
-|*
-|* uebernehme werte aus dem GeoData-Objekt
-|*
-\************************************************************************/
-
void E3dObject::RestGeoData(const SdrObjGeoData& rGeo)
{
maLocalBoundVol = ((E3DObjGeoData &) rGeo).maLocalBoundVol;
@@ -945,34 +752,29 @@ void E3dObject::RestGeoData(const SdrObjGeoData& rGeo)
SdrAttrObj::RestGeoData (rGeo);
}
-/*************************************************************************
-|*
-|* Rotation eines 3d-Koerpers
-|*
-\************************************************************************/
-// 2D-rotation eines 3D-Koerpers, normalerweise macht das die Szene selbst
-// Ist aber eine korrekte Implementierung, denn alles was passiert ist eine
-// Rotation um die Achse die senkrecht auf dem Bildschirm steht und zwar
-// unabhaengig davon, wie die Szene bisher gedreht worden ist.
+// 2D-rotation of a 3D-body, normally this is done by the scene itself.
+// This is however a correct implementation, because everything that has
+// happened is a rotation around the axis perpendicular to the screen and that
+// is regardless of how the scene has been rotated up until now.
void E3dObject::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
{
- // Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen
- // werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil
- // dafuer gibt es den
- SetGlueReallyAbsolute(sal_True);
+ // So currently the glue points are defined relative to the scene aOutRect.
+ // Before turning the glue points are defined relative to the page. They
+ // take no part in the rotation of the scene. To ensure this, there is the
+ // SetGlueReallyAbsolute(sal_True);
- // SendRepaintBroadcast();
double fWinkelInRad = nWink/100 * F_PI180;
basegfx::B3DHomMatrix aRotateZ;
aRotateZ.rotate(0.0, 0.0, fWinkelInRad);
NbcSetTransform(aRotateZ * GetTransform());
- SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects
- NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ
- // zum Urpsung des Blattes
- SetGlueReallyAbsolute(sal_False); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert)
+ SetRectsDirty(); // This forces a recalculation of all BoundRects
+ NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotate the glue points (who still
+ // have coordinates relative to the
+ // original page)
+ SetGlueReallyAbsolute(sal_False); // from now they are again relative to BoundRect (that is defined as aOutRect)
}
/*************************************************************************/
@@ -984,23 +786,17 @@ sdr::properties::BaseProperties* E3dCompoundObject::CreateObjectSpecificProperti
return new sdr::properties::E3dCompoundProperties(*this);
}
-////////////////////////////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
TYPEINIT1(E3dCompoundObject, E3dObject);
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
-
E3dCompoundObject::E3dCompoundObject()
: E3dObject(),
aMaterialAmbientColor(),
bCreateNormals(false),
bCreateTexture(false)
{
- // Defaults setzen
+ // Set defaults
E3dDefaultAttributes aDefault;
SetDefaultAttributes(aDefault);
}
@@ -1011,35 +807,23 @@ E3dCompoundObject::E3dCompoundObject(E3dDefaultAttributes& rDefault)
bCreateNormals(false),
bCreateTexture(false)
{
- // Defaults setzen
+ // Set defaults
SetDefaultAttributes(rDefault);
}
void E3dCompoundObject::SetDefaultAttributes(E3dDefaultAttributes& rDefault)
{
- // Defaults setzen
+ // Set defaults
aMaterialAmbientColor = rDefault.GetDefaultAmbientColor();
bCreateNormals = rDefault.GetDefaultCreateNormals();
bCreateTexture = rDefault.GetDefaultCreateTexture();
}
-/*************************************************************************
-|*
-|* Destruktor
-|*
-\************************************************************************/
-
E3dCompoundObject::~E3dCompoundObject ()
{
}
-/*************************************************************************
-|*
-|* Drag-Polygon zurueckgeben
-|*
-\************************************************************************/
-
basegfx::B2DPolyPolygon E3dCompoundObject::TakeXorPoly() const
{
basegfx::B2DPolyPolygon aRetval;
@@ -1059,24 +843,12 @@ basegfx::B2DPolyPolygon E3dCompoundObject::TakeXorPoly() const
return aRetval;
}
-/*************************************************************************
-|*
-|* Anzahl der Handles zurueckgeben
-|*
-\************************************************************************/
-
sal_uInt32 E3dCompoundObject::GetHdlCount() const
{
- // 8 Eckpunkte + 1 E3dVolumeMarker (= Wireframe-Darstellung)
+ // 8 corners + 1 E3dVolumeMarker (= Wireframe representation)
return 9L;
}
-/*************************************************************************
-|*
-|* Handle-Liste fuellen
-|*
-\************************************************************************/
-
void E3dCompoundObject::AddToHdlList(SdrHdlList& rHdlList) const
{
const uno::Sequence< beans::PropertyValue > aEmptyParameters;
@@ -1130,23 +902,11 @@ void E3dCompoundObject::AddToHdlList(SdrHdlList& rHdlList) const
}
}
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
sal_uInt16 E3dCompoundObject::GetObjIdentifier() const
{
return E3D_COMPOUNDOBJ_ID;
}
-/*************************************************************************
-|*
-|* SnapRect berechnen
-|*
-\************************************************************************/
-
void E3dCompoundObject::RecalcSnapRect()
{
const uno::Sequence< beans::PropertyValue > aEmptyParameters;
@@ -1196,12 +956,6 @@ E3dCompoundObject* E3dCompoundObject::Clone() const
return CloneHelper< E3dCompoundObject >();
}
-/*************************************************************************
-|*
-|* Parameter Geometrieerzeugung setzen
-|*
-\************************************************************************/
-
void E3dCompoundObject::SetCreateNormals(sal_Bool bNew)
{
if(bCreateNormals != bNew)
@@ -1220,11 +974,7 @@ void E3dCompoundObject::SetCreateTexture(sal_Bool bNew)
}
}
-/*************************************************************************
-|*
-|* Material des Objektes
-|*
-\************************************************************************/
+// Material of the object
void E3dCompoundObject::SetMaterialAmbientColor(const Color& rColor)
{
@@ -1234,11 +984,7 @@ void E3dCompoundObject::SetMaterialAmbientColor(const Color& rColor)
}
}
-/*************************************************************************
-|*
-|* convert given basegfx::B3DPolyPolygon to screen coor
-|*
-\************************************************************************/
+// convert given basegfx::B3DPolyPolygon to screen coor
basegfx::B2DPolyPolygon E3dCompoundObject::TransformToScreenCoor(const basegfx::B3DPolyPolygon& rCandidate)
{
diff --git a/svx/source/engine3d/objfac3d.cxx b/svx/source/engine3d/objfac3d.cxx
index 8e29358c14f9..83797deb1f40 100644
--- a/svx/source/engine3d/objfac3d.cxx
+++ b/svx/source/engine3d/objfac3d.cxx
@@ -39,12 +39,6 @@
#include "svx/objfac3d.hxx"
#include <svx/svdobj.hxx>
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
-
static sal_Bool bInit = sal_False;
E3dObjFactory::E3dObjFactory()
@@ -56,21 +50,11 @@ E3dObjFactory::E3dObjFactory()
}
}
-/*************************************************************************
-|*
-|* Destruktor
-|*
-\************************************************************************/
-
E3dObjFactory::~E3dObjFactory()
{
}
-/*************************************************************************
-|*
-|* Chart-interne Objekte erzeugen
-|*
-\************************************************************************/
+// Generate chart internal objects
IMPL_LINK( E3dObjFactory, MakeObject, SdrObjFactory*, pObjFactory)
{
@@ -88,10 +72,11 @@ IMPL_LINK( E3dObjFactory, MakeObject, SdrObjFactory*, pObjFactory)
pObjFactory->pNewObj = new E3dCubeObj();
break;
case E3D_SPHEREOBJ_ID:
- // FG: ruft den dummy constructor, da dieser Aufruf nur beim Laden von Dokumenten erfolgt.
- // die wirkliche Anzahkl Segmente wird aber erst nach dem Laden der Member festgelegt.
- // dies hat zur Folge das die erste Kugel gleich wieder zerstoert wird, obwohl sie nie
- // gebraucht worden ist.
+ // Gets the dummy constructor, as this is only called when
+ // loading documents. The actual number of segments is however
+ // determined only after loading the members. This will result
+ // in that the first sphere will be immediately destroyed,
+ // although it was never used.
pObjFactory->pNewObj = new E3dSphereObj(123);
break;
case E3D_EXTRUDEOBJ_ID:
diff --git a/svx/source/engine3d/polygn3d.cxx b/svx/source/engine3d/polygn3d.cxx
index 00f3c4432c85..008ab42bf165 100644
--- a/svx/source/engine3d/polygn3d.cxx
+++ b/svx/source/engine3d/polygn3d.cxx
@@ -39,19 +39,13 @@
TYPEINIT1(E3dPolygonObj, E3dCompoundObject);
//////////////////////////////////////////////////////////////////////////////
-// #110094# DrawContact section
+// DrawContact section
sdr::contact::ViewContact* E3dPolygonObj::CreateObjectSpecificViewContact()
{
return new sdr::contact::ViewContactOfE3dPolygon(*this);
}
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
-
E3dPolygonObj::E3dPolygonObj(
E3dDefaultAttributes& rDefault,
const basegfx::B3DPolyPolygon& rPolyPoly3D,
@@ -59,22 +53,16 @@ E3dPolygonObj::E3dPolygonObj(
: E3dCompoundObject(rDefault),
bLineOnly(bLinOnly)
{
- // Geometrie setzen
+ // Set geometry
SetPolyPolygon3D(rPolyPoly3D);
- // Default-Normals erzeugen
+ // Create default normals
CreateDefaultNormals();
- // Default-Texturkoordinaten erzeugen
+ // Create default texture coordinates
CreateDefaultTexture();
}
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
-
E3dPolygonObj::E3dPolygonObj(
E3dDefaultAttributes& rDefault,
const basegfx::B3DPolyPolygon& rPolyPoly3D,
@@ -83,20 +71,14 @@ E3dPolygonObj::E3dPolygonObj(
: E3dCompoundObject(rDefault),
bLineOnly(bLinOnly)
{
- // Geometrie und Normalen setzen
+ // Set geometry and the normal
SetPolyPolygon3D(rPolyPoly3D);
SetPolyNormals3D(rPolyNormals3D);
- // Default-Texturkoordinaten erzeugen
+ // Create default texture coordinates
CreateDefaultTexture();
}
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
-
E3dPolygonObj::E3dPolygonObj(
E3dDefaultAttributes& rDefault,
const basegfx::B3DPolyPolygon& rPolyPoly3D,
@@ -111,105 +93,85 @@ E3dPolygonObj::E3dPolygonObj(
SetPolyTexture2D(rPolyTexture2D);
}
-/*************************************************************************
-|*
-|* Leer-Konstruktor
-|*
-\************************************************************************/
-
E3dPolygonObj::E3dPolygonObj()
: E3dCompoundObject(),
bLineOnly(false) // added missing initialisation
{
- // Keine Geometrie erzeugen
+ // Create no geometry
}
-/*************************************************************************
-|*
-|* Default-Normalen erzeugen
-|*
-\************************************************************************/
-
void E3dPolygonObj::CreateDefaultNormals()
{
basegfx::B3DPolyPolygon aPolyNormals;
- // Komplettes PolyPolygon mit den Ebenennormalen anlegen
+ // Create a complete PolyPolygon with the plane normal
for(sal_uInt32 a(0L); a < aPolyPoly3D.count(); a++)
{
- // Quellpolygon finden
+ // Find source polygon
const basegfx::B3DPolygon aPolygon(aPolyPoly3D.getB3DPolygon(a));
- // Neues Polygon fuer Normalen anlegen
+ // Creating a new polygon for the normal
basegfx::B3DPolygon aNormals;
- // Normale holen (und umdrehen)
+ // Get normal (and invert)
basegfx::B3DVector aNormal(-basegfx::tools::getNormal(aPolygon));
- // Neues Polygon fuellen
+ // Fill new polygon
for(sal_uInt32 b(0L); b < aPolygon.count(); b++)
{
aNormals.append(aNormal);
}
- // Neues Polygon in PolyPolygon einfuegen
+ // Insert new polygon into the PolyPolygon
aPolyNormals.append(aNormals);
}
- // Default-Normalen setzen
+ // Set default normal
SetPolyNormals3D(aPolyNormals);
}
-/*************************************************************************
-|*
-|* Default-Texturkoordinaten erzeugen
-|*
-\************************************************************************/
-
void E3dPolygonObj::CreateDefaultTexture()
{
basegfx::B2DPolyPolygon aPolyTexture;
-
- // Komplettes PolyPolygon mit den Texturkoordinaten anlegen
- // Die Texturkoordinaten erstrecken sich ueber X,Y und Z
- // ueber die gesamten Extremwerte im Bereich 0.0 .. 1.0
+ // Create a complete PolyPolygon with the texture coordinates
+ // The texture coordinates extend over X,Y and Z
+ // on the whole extreme values in the range 0.0 .. 1.0
for(sal_uInt32 a(0L); a < aPolyPoly3D.count(); a++)
{
- // Quellpolygon finden
+ // Find source polygon
const basegfx::B3DPolygon& aPolygon(aPolyPoly3D.getB3DPolygon(a));
- // Gesamtgroesse des Objektes feststellen
+ // Determine the total size of the object
basegfx::B3DRange aVolume(basegfx::tools::getRange(aPolygon));
- // Normale holen
+ // Get normal
basegfx::B3DVector aNormal(basegfx::tools::getNormal(aPolygon));
aNormal.setX(fabs(aNormal.getX()));
aNormal.setY(fabs(aNormal.getY()));
aNormal.setZ(fabs(aNormal.getZ()));
- // Entscheiden, welche Koordinaten als Source fuer das
- // Mapping benutzt werden sollen
+ // Decide which coordinates should be used as a source for the mapping
sal_uInt16 nSourceMode = 0;
- // Groessten Freiheitsgrad ermitteln
+ // Determine the greatest degree of freedom
if(!(aNormal.getX() > aNormal.getY() && aNormal.getX() > aNormal.getZ()))
{
if(aNormal.getY() > aNormal.getZ())
{
- // Y ist am groessten, benutze X,Z als mapping
+ // Y is the largest, use X,Z as mapping
nSourceMode = 1;
}
else
{
- // Z ist am groessten, benutze X,Y als mapping
+ // Z is the largest, use X,Y as mapping
nSourceMode = 2;
}
}
- // Neues Polygon fuer Texturkoordinaten anlegen
+ // Create new polygon for texture coordinates
basegfx::B2DPolygon aTexture;
- // Neues Polygon fuellen
+ // Fill new polygon
for(sal_uInt32 b(0L); b < aPolygon.count(); b++)
{
basegfx::B2DPoint aTex;
@@ -217,21 +179,21 @@ void E3dPolygonObj::CreateDefaultTexture()
switch(nSourceMode)
{
- case 0: // Quelle ist Y,Z
+ case 0: //Source is Y,Z
if(aVolume.getHeight())
aTex.setX((aCandidate.getY() - aVolume.getMinY()) / aVolume.getHeight());
if(aVolume.getDepth())
aTex.setY((aCandidate.getZ() - aVolume.getMinZ()) / aVolume.getDepth());
break;
- case 1: // Quelle ist X,Z
+ case 1: // Source is X,Z
if(aVolume.getWidth())
aTex.setX((aCandidate.getX() - aVolume.getMinX()) / aVolume.getWidth());
if(aVolume.getDepth())
aTex.setY((aCandidate.getZ() - aVolume.getMinZ()) / aVolume.getDepth());
break;
- case 2: // Quelle ist X,Y
+ case 2: // Source is X,Y
if(aVolume.getWidth())
aTex.setX((aCandidate.getX() - aVolume.getMinX()) / aVolume.getWidth());
if(aVolume.getHeight())
@@ -242,49 +204,31 @@ void E3dPolygonObj::CreateDefaultTexture()
aTexture.append(aTex);
}
- // Neues Polygon in PolyPolygon einfuegen
+ // Insert new polygon into the PolyPolygon
aPolyTexture.append(aTexture);
}
- // Default-Texturkoordinaten setzen
+ // Set default Texture coordinates
SetPolyTexture2D(aPolyTexture);
}
-/*************************************************************************
-|*
-|* Destruktor
-|*
-\************************************************************************/
-
E3dPolygonObj::~E3dPolygonObj()
{
}
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
sal_uInt16 E3dPolygonObj::GetObjIdentifier() const
{
return E3D_POLYGONOBJ_ID;
}
-/*************************************************************************
-|*
-|* Polygon setzen
-|*
-\************************************************************************/
-
void E3dPolygonObj::SetPolyPolygon3D(const basegfx::B3DPolyPolygon& rNewPolyPoly3D)
{
if ( aPolyPoly3D != rNewPolyPoly3D )
{
- // Neues PolyPolygon; kopieren
+ // New PolyPolygon; copying
aPolyPoly3D = rNewPolyPoly3D;
- // Geometrie neu erzeugen
+ // Create new geometry
ActionChanged();
}
}
@@ -293,10 +237,10 @@ void E3dPolygonObj::SetPolyNormals3D(const basegfx::B3DPolyPolygon& rNewPolyNorm
{
if ( aPolyNormals3D != rNewPolyNormals3D )
{
- // Neue Normalen; kopieren
+ // New PolyPolygon; copying
aPolyNormals3D = rNewPolyNormals3D;
- // Geometrie neu erzeugen
+ // Create new geometry
ActionChanged();
}
}
@@ -305,19 +249,15 @@ void E3dPolygonObj::SetPolyTexture2D(const basegfx::B2DPolyPolygon& rNewPolyText
{
if ( aPolyTexture2D != rNewPolyTexture2D )
{
- // Neue Texturkoordinaten; kopieren
+ // New PolyPolygon; copying
aPolyTexture2D = rNewPolyTexture2D;
- // Geometrie neu erzeugen
+ // Create new geometry
ActionChanged();
}
}
-/*************************************************************************
-|*
-|* Wandle das Objekt in ein Gruppenobjekt bestehend aus 6 Polygonen
-|*
-\************************************************************************/
+// Convert the object into a group object consisting of 6 polygons
SdrObject *E3dPolygonObj::DoConvertToPolyObj(sal_Bool /*bBezier*/) const
{
@@ -329,12 +269,6 @@ E3dPolygonObj* E3dPolygonObj::Clone() const
return CloneHelper< E3dPolygonObj >();
}
-/*************************************************************************
-|*
-|* LineOnly setzen
-|*
-\************************************************************************/
-
void E3dPolygonObj::SetLineOnly(sal_Bool bNew)
{
if(bNew != bLineOnly)
diff --git a/svx/source/engine3d/polysc3d.cxx b/svx/source/engine3d/polysc3d.cxx
index ab6f2686ae32..bd2b081c7112 100644
--- a/svx/source/engine3d/polysc3d.cxx
+++ b/svx/source/engine3d/polysc3d.cxx
@@ -61,12 +61,6 @@ E3dPolyScene::E3dPolyScene(E3dDefaultAttributes& rDefault)
{
}
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
sal_uInt16 E3dPolyScene::GetObjIdentifier() const
{
return E3D_POLYSCENE_ID;
diff --git a/svx/source/engine3d/scene3d.cxx b/svx/source/engine3d/scene3d.cxx
index 159daf97badc..1f9f7fde4b49 100644
--- a/svx/source/engine3d/scene3d.cxx
+++ b/svx/source/engine3d/scene3d.cxx
@@ -62,14 +62,13 @@
#define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue()
//////////////////////////////////////////////////////////////////////////////
-// #110988#
class ImpRemap3DDepth
{
sal_uInt32 mnOrdNum;
double mfMinimalDepth;
- // bitfield
+ // bit field
unsigned mbIsScene : 1;
public:
@@ -125,7 +124,6 @@ bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
//////////////////////////////////////////////////////////////////////////////
-// #110988#
class Imp3DDepthRemapper
{
@@ -194,30 +192,24 @@ sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
}
//////////////////////////////////////////////////////////////////////////////
-// #110094# DrawContact section
+// DrawContact section
sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
{
return new sdr::contact::ViewContactOfE3dScene(*this);
}
-////////////////////////////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
TYPEINIT1(E3dScene, E3dObject);
-/*************************************************************************
-|*
-|* E3dScene-Konstruktor
-|*
-\************************************************************************/
-
E3dScene::E3dScene()
: E3dObject(),
aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
mp3DDepthRemapper(0L),
bDrawOnlySelected(false)
{
- // Defaults setzen
+ // Set defaults
E3dDefaultAttributes aDefault;
SetDefaultAttributes(aDefault);
}
@@ -228,27 +220,27 @@ E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
mp3DDepthRemapper(0L),
bDrawOnlySelected(false)
{
- // Defaults setzen
+ // Set defaults
SetDefaultAttributes(rDefault);
}
void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
{
- // Fuer OS/2 die FP-Exceptions abschalten
+ // For OS/2 turn off the FP-Exceptions
#if defined(OS2)
#define SC_FPEXCEPTIONS_ON() _control87( MCW_EM, 0 )
#define SC_FPEXCEPTIONS_OFF() _control87( MCW_EM, MCW_EM )
SC_FPEXCEPTIONS_OFF();
#endif
- // Fuer WIN95/NT die FP-Exceptions abschalten
+ // For WIN95/NT turn off the FP-Exceptions
#if defined(WNT)
#define SC_FPEXCEPTIONS_ON() _control87( _MCW_EM, 0 )
#define SC_FPEXCEPTIONS_OFF() _control87( _MCW_EM, _MCW_EM )
SC_FPEXCEPTIONS_OFF();
#endif
- // Defaults setzen
+ // Set defaults
aCamera.SetViewWindow(-2, -2, 4, 4);
aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
@@ -269,15 +261,8 @@ void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
aCamera.SetFocalLength(fNew);
}
-/*************************************************************************
-|*
-|* Destruktor
-|*
-\************************************************************************/
-
E3dScene::~E3dScene()
{
- // #110988#
ImpCleanup3DDepthMapper();
}
@@ -294,7 +279,6 @@ basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
return aRetval;
}
-// #110988#
void E3dScene::ImpCleanup3DDepthMapper()
{
if(mp3DDepthRemapper)
@@ -304,7 +288,6 @@ void E3dScene::ImpCleanup3DDepthMapper()
}
}
-// #110988#
sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
{
if(!mp3DDepthRemapper)
@@ -325,12 +308,6 @@ sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
return nNewOrdNum;
}
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
sal_uInt16 E3dScene::GetObjIdentifier() const
{
return E3D_SCENE_ID;
@@ -352,12 +329,6 @@ void E3dScene::SetBoundRectDirty()
}
}
-/*************************************************************************
-|*
-|* SetSnapRect
-|*
-\************************************************************************/
-
void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
{
SetRectsDirty();
@@ -365,16 +336,9 @@ void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
aCamera.SetDeviceWindow(rRect);
aCameraSet.SetViewportRectangle((Rectangle&)rRect);
- // #110988#
ImpCleanup3DDepthMapper();
}
-/*************************************************************************
-|*
-|* Objekt verschieben
-|*
-\************************************************************************/
-
void E3dScene::NbcMove(const Size& rSize)
{
Rectangle aNewSnapRect = GetSnapRect();
@@ -382,12 +346,6 @@ void E3dScene::NbcMove(const Size& rSize)
NbcSetSnapRect(aNewSnapRect);
}
-/*************************************************************************
-|*
-|* Objekt Resizen
-|*
-\************************************************************************/
-
void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
const Fraction& rYFact)
{
@@ -396,51 +354,40 @@ void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
NbcSetSnapRect(aNewSnapRect);
}
-/*************************************************************************
-|*
-|* Neue Kamera setzen, und dabei die Szene und ggf. das BoundVolume
-|* als geaendert markieren
-|*
-\************************************************************************/
+// Set new camera, and thus mark the scene and if possible the bound volume
+// as changed
void E3dScene::SetCamera(const Camera3D& rNewCamera)
{
- // Alte Kamera setzen
+ // Set old camera
aCamera = rNewCamera;
((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
SetRectsDirty();
- // Neue Kamera aus alter fuellen
+ // Fill new camera from old
Camera3D& rCam = (Camera3D&)GetCamera();
- // Ratio abschalten
+ // Turn off ratio
if(rCam.GetAspectMapping() == AS_NO_MAPPING)
GetCameraSet().SetRatio(0.0);
- // Abbildungsgeometrie setzen
+ // Set Imaging geometry
basegfx::B3DPoint aVRP(rCam.GetViewPoint());
basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
basegfx::B3DVector aVUV(rCam.GetVUV());
- // #91047# use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
+ // use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
// Else these values would not be exported/imported correctly.
GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
- // Perspektive setzen
+ // Set perspective
GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
- // #110988#
ImpCleanup3DDepthMapper();
}
-/*************************************************************************
-|*
-|* 3D-Objekt einfuegen
-|*
-\************************************************************************/
-
void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
{
E3dObject::NewObjectInserted(p3DObj);
@@ -448,30 +395,20 @@ void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
if ( p3DObj == this )
return;
- // #110988#
ImpCleanup3DDepthMapper();
}
-/*************************************************************************
-|*
-|* Parent ueber Aenderung eines Childs informieren
-|*
-\************************************************************************/
+// Inform parent of changes of a child
void E3dScene::StructureChanged()
{
E3dObject::StructureChanged();
SetRectsDirty();
- // #110988#
ImpCleanup3DDepthMapper();
}
-/*************************************************************************
-|*
-|* Uebergeordnetes Szenenobjekt bestimmen
-|*
-\************************************************************************/
+// Determine the overall scene object
E3dScene* E3dScene::GetScene() const
{
@@ -534,12 +471,6 @@ E3dScene* E3dScene::Clone() const
return CloneHelper< E3dScene >();
}
-/*************************************************************************
-|*
-|* Zuweisungsoperator
-|*
-\************************************************************************/
-
E3dScene& E3dScene::operator=(const E3dScene& rObj)
{
if( this == &rObj )
@@ -549,16 +480,13 @@ E3dScene& E3dScene::operator=(const E3dScene& rObj)
const E3dScene& r3DObj = (const E3dScene&) rObj;
aCamera = r3DObj.aCamera;
- // neu ab 377:
aCameraSet = r3DObj.aCameraSet;
((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
- // SetSnapRect(r3DObj.GetSnapRect());
InvalidateBoundVolume();
RebuildLists();
SetRectsDirty();
- // #110988#
ImpCleanup3DDepthMapper();
// #i101941#
@@ -576,20 +504,16 @@ E3dScene& E3dScene::operator=(const E3dScene& rObj)
return *this;
}
-/*************************************************************************
-|*
-|* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung)
-|*
-\************************************************************************/
+// Rebuild Light- and label- object lists rebuild (after loading, allocation)
void E3dScene::RebuildLists()
{
- // zuerst loeschen
+ // first delete
SdrLayerID nCurrLayerID = GetLayer();
SdrObjListIter a3DIterator(maSubList, IM_FLAT);
- // dann alle Objekte in der Szene pruefen
+ // then examine all the objects in the scene
while ( a3DIterator.IsMore() )
{
E3dObject* p3DObj = (E3dObject*) a3DIterator.Next();
@@ -598,23 +522,11 @@ void E3dScene::RebuildLists()
}
}
-/*************************************************************************
-|*
-|* erstelle neues GeoData-Objekt
-|*
-\************************************************************************/
-
SdrObjGeoData *E3dScene::NewGeoData() const
{
return new E3DSceneGeoData;
}
-/*************************************************************************
-|*
-|* uebergebe aktuelle werte an das GeoData-Objekt
-|*
-\************************************************************************/
-
void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
{
E3dObject::SaveGeoData (rGeo);
@@ -622,12 +534,6 @@ void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
((E3DSceneGeoData &) rGeo).aCamera = aCamera;
}
-/*************************************************************************
-|*
-|* uebernehme werte aus dem GeoData-Objekt
-|*
-\************************************************************************/
-
void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
{
// #i94832# removed E3DModifySceneSnapRectUpdater here.
@@ -636,11 +542,7 @@ void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
SetCamera (((E3DSceneGeoData &) rGeo).aCamera);
}
-/*************************************************************************
-|*
-|* Am StyleSheet wurde etwas geaendert, also Scene aendern
-|*
-\************************************************************************/
+// Something was changed in the style sheet, so change scene
void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
{
@@ -648,10 +550,6 @@ void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
E3dObject::Notify(rBC, rHint);
}
-/*************************************************************************
-|*
-\************************************************************************/
-
void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs)
{
Point UpperLeft, LowerRight, Center, NewCenter;
@@ -666,13 +564,14 @@ void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double
Rectangle RectQuelle(aOutRect), RectZiel(aOutRect);
- // Nur der Mittelpunkt wird bewegt. Die Ecken werden von NbcMove bewegt.
- // Fuer das Drehen wird von mir ein kartesisches Koordinatensystem verwendet in dem der Drehpunkt
- // der Nullpunkt ist und die Y- Achse nach oben ansteigt, die X-Achse nach rechts.
- // Dies muss bei den Y-Werten beachtet werden. (Auf dem Blatt zeigt die Y-Achse nach unten
+ // Only the center is moved. The corners are moved by NbcMove. For the
+ // rotation a cartesian coordinate system is used in which the pivot
+ // point is the origin, and the y-axis increases upward, the X-axis to
+ // the right. This must be especially noted for the Y-values.
+ // (When considering a flat piece of paper the Y-axis pointing downwards
Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
- // Ein paar Spezialfaelle zuerst abhandeln (n*90 Grad n ganzzahlig)
+ // A few special cases has to be dealt with first (n * 90 degrees n integer)
if (sn==1.0 && cs==0.0) { // 90deg
NewCenter.X() = -Center.Y();
NewCenter.Y() = -Center.X();
@@ -683,11 +582,12 @@ void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double
NewCenter.X() = Center.Y();
NewCenter.Y() = -Center.X();
}
- else // Hier wird um einen beliebigen Winkel in mathematisch positiver Richtung gedreht!
- { // xneu = x * cos(alpha) - y * sin(alpha)
- // yneu = x * sin(alpha) + y * cos(alpha)
- // Unten Rechts wird nicht gedreht: die Seiten von RectQuelle muessen parallel
- // zu den Koordinatenachsen bleiben.
+ else // Here it is rotated to any angle in the mathematically
+ // positive direction!
+ { // xnew = x * cos(alpha) - y * sin(alpha)
+ // ynew = x * sin(alpha) + y * cos(alpha)
+ // Bottom Right is not rotated: the pages of RectQuelle must
+ // remain parallel to the coordinate axes.
NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
}
@@ -695,16 +595,10 @@ void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double
Size Differenz;
Point DiffPoint = (NewCenter - Center);
Differenz.Width() = DiffPoint.X();
- Differenz.Height() = -DiffPoint.Y(); // Man beachte dass die Y-Achse nach unten positiv gezaehlt wird.
- NbcMove (Differenz); // fuehrt die eigentliche Koordinatentransformation durch.
+ Differenz.Height() = -DiffPoint.Y(); // Note that the Y-axis is counted ad positive downward.
+ NbcMove (Differenz); // Actually executes the coordinate transformation.
}
-/*************************************************************************
-|*
-|* Get the name of the object (singular)
-|*
-\************************************************************************/
-
void E3dScene::TakeObjNameSingul(XubString& rName) const
{
rName=ImpGetResStr(STR_ObjNameSingulScene3d);
@@ -719,24 +613,14 @@ void E3dScene::TakeObjNameSingul(XubString& rName) const
}
}
-/*************************************************************************
-|*
-|* Get the name of the object (plural)
-|*
-\************************************************************************/
-
void E3dScene::TakeObjNamePlural(XubString& rName) const
{
rName=ImpGetResStr(STR_ObjNamePluralScene3d);
}
-/*************************************************************************
-|*
-|* Die NbcRotate-Routine ueberlaedt die des SdrObject. Die Idee ist die Scene
-|* drehen zu koennen und relativ zur Lage der Scene dann auch die Objekte
-|* in der Scene
-|*
-\************************************************************************/
+// The NbcRotate routine overloads the one of the SdrObject. The idea is
+// to be able to rotate the scene relative to the position of the scene
+// and then the objects in the scene
void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
{
@@ -758,72 +642,60 @@ void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
{
- // Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen
- // werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil
- // dafuer gibt es den
- SetGlueReallyAbsolute(sal_True);
+ // So currently the glue points are defined relative to the scene aOutRect.
+ // Before turning the glue points are defined relative to the page. They
+ // take no part in the rotation of the scene. To ensure this, there is the
+ // SetGlueReallyAbsolute(sal_True);
- // So dass war die Szene, ab jetzt kommen die Objekte in der Szene
- // 3D-Objekte gibt es nur ein einziges das kann zwar mehrere Flaechen haben aber die Flaechen
- // muessen ja nicht zusammenhaengend sein
- // es ermoeglicht den Zugriff auf Kindobjekte
- // Ich gehe also die gesamte Liste durch und rotiere um die Z-Achse die durch den
- // Mittelpunkt von aOutRect geht (Satz von Steiner), also RotateZ
+ // So that was the scene, now the objects used in the scene
+ // 3D objects, if there is only one it can still have multiple surfaces but
+ // the surfaces do not hve to be connected. This allows you to access child
+ // objects. So going through the entire list and rotate around the Z axis
+ // through the enter of aOutRect's (Steiner's theorem), so RotateZ
- RotateScene (rRef, nWink, sn, cs); // Rotiert die Szene
+ RotateScene (rRef, nWink, sn, cs); // Rotates the scene
double fWinkelInRad = nWink/100 * F_PI180;
basegfx::B3DHomMatrix aRotation;
aRotation.rotate(0.0, 0.0, fWinkelInRad);
NbcSetTransform(aRotation * GetTransform());
- SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects
- NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ
- // zum Urpsung des Blattes
- SetGlueReallyAbsolute(sal_False); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert)
+ SetRectsDirty(); // This forces a recalculation of all BoundRects
+ NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotate the glue points (who still
+ // have coordinates relative to the
+ // original page)
+ SetGlueReallyAbsolute(sal_False); // from now they are again relative to BoundRect (that is defined as aOutRect)
SetRectsDirty();
}
-/*************************************************************************
-|*
-|* SnapRect berechnen
-|*
-\************************************************************************/
-
void E3dScene::RecalcSnapRect()
{
E3dScene* pScene = GetScene();
if(pScene == this)
{
- // Szene wird als 2D-Objekt benutzt, nimm SnapRect aus der
- // 2D Bildschrimdarstellung
+ // The Scene is used as a 2D-Objekt, take the SnapRect from the
+ // 2D Display settings
Camera3D& rCam = (Camera3D&)pScene->GetCamera();
maSnapRect = rCam.GetDeviceWindow();
}
else
{
- // Szene ist selbst Mitglied einer anderen Szene, hole das
- // SnapRect als zusammengesetztes Objekt
+ // The Scene itself is a member of another scene, get the SnapRect
+ // as a composite object
E3dObject::RecalcSnapRect();
}
}
-/*************************************************************************
-|*
-|* Aufbrechen
-|*
-\************************************************************************/
-
sal_Bool E3dScene::IsBreakObjPossible()
{
- // Szene ist aufzubrechen, wenn alle Mitglieder aufzubrechen sind
+ // Break scene, if all members are able to break
SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS);
while ( a3DIterator.IsMore() )
{
E3dObject* pObj = (E3dObject*) a3DIterator.Next();
- DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!");
+ DBG_ASSERT(pObj->ISA(E3dObject), "only 3D objects are allowed in scenes!");
if(!pObj->IsBreakObjPossible())
return sal_False;
}
diff --git a/svx/source/engine3d/sphere3d.cxx b/svx/source/engine3d/sphere3d.cxx
index b847fa96c2ab..3b6ce894a9be 100644
--- a/svx/source/engine3d/sphere3d.cxx
+++ b/svx/source/engine3d/sphere3d.cxx
@@ -45,7 +45,7 @@
#include <basegfx/polygon/b3dpolygon.hxx>
//////////////////////////////////////////////////////////////////////////////
-// #110094# DrawContact section
+// DrawContact section
sdr::contact::ViewContact* E3dSphereObj::CreateObjectSpecificViewContact()
{
@@ -63,19 +63,15 @@ sdr::properties::BaseProperties* E3dSphereObj::CreateObjectSpecificProperties()
TYPEINIT1(E3dSphereObj, E3dCompoundObject);
-/*************************************************************************
-|*
-|* Kugel aus Polygonfacetten nach Laengen und Breitengrad aufbauen
-|*
-\************************************************************************/
+
+// Build Sphere from polygon facets in latitude and longitude
E3dSphereObj::E3dSphereObj(E3dDefaultAttributes& rDefault, const basegfx::B3DPoint& rCenter, const basegfx::B3DVector& r3DSize)
: E3dCompoundObject(rDefault)
{
- // Defaults setzen
+ // Set defaults
SetDefaultAttributes(rDefault);
- // Uebergebene drueberbuegeln
aCenter = rCenter;
aSize = r3DSize;
}
@@ -83,63 +79,47 @@ E3dSphereObj::E3dSphereObj(E3dDefaultAttributes& rDefault, const basegfx::B3DPoi
E3dSphereObj::E3dSphereObj()
: E3dCompoundObject()
{
- // Defaults setzen
+ // Set defaults
E3dDefaultAttributes aDefault;
SetDefaultAttributes(aDefault);
}
-/*************************************************************************
-|*
-|* Kugel erzeugen ohne die Polygone darin zu erzeugen
-|*
-\************************************************************************/
-
-// FG: Dieser Aufruf erfolgt von der 3D-Object Factory (objfac3d.cxx) und zwar ausschliesslich beim
-// laden von Dokumenten. Hier braucht man keinen CreateSphere-Aufruf, denn die wirkliche
-// Anzahl Segmente ist ja noch nicht bekannt. Dies war bis zum 10.2.97 ein (kleines)
-// Speicherleck.
-E3dSphereObj::E3dSphereObj(int /*dummy*/) // den Parameter braucht es um unterscheiden zu koennen, welcher
-{ // der beiden Konstruktoren gemeint ist. Der obige halt per Default
- // Defaults setzen
+
+// Create Sphere without creating the Polygons within
+
+// This call is from the 3D Object Factory (objfac3d.cxx) and only when loading
+// of documents. Here you do not need CreateSphere call, since the real number
+// of segments is not even known yet. This was until 10.02.1997 a (small)
+// memory leak.
+
+E3dSphereObj::E3dSphereObj(int /*dummy*/)
+// the parameters it needs to be able to distinguish which
+// constructors of the two is meant. The above is the default.
+{
+ // Set defaults
E3dDefaultAttributes aDefault;
SetDefaultAttributes(aDefault);
}
void E3dSphereObj::SetDefaultAttributes(E3dDefaultAttributes& rDefault)
{
- // Defaults setzen
+ // Set defaults
aCenter = rDefault.GetDefaultSphereCenter();
aSize = rDefault.GetDefaultSphereSize();
}
-/*************************************************************************
-|*
-|* Identifier zurueckgeben
-|*
-\************************************************************************/
-
sal_uInt16 E3dSphereObj::GetObjIdentifier() const
{
return E3D_SPHEREOBJ_ID;
}
-/*************************************************************************
-|*
-|* Wandle das Objekt in ein Gruppenobjekt bestehend aus n Polygonen
-|*
-\************************************************************************/
+// Convert the object into a group object consisting of n polygons
SdrObject *E3dSphereObj::DoConvertToPolyObj(sal_Bool /*bBezier*/) const
{
return NULL;
}
-/*************************************************************************
-|*
-|* Leer-Konstruktor
-|*
-\************************************************************************/
-
void E3dSphereObj::ReSegment(sal_uInt32 nHSegs, sal_uInt32 nVSegs)
{
if((nHSegs != GetHorizontalSegments() || nVSegs != GetVerticalSegments()) && (nHSegs != 0 || nVSegs != 0))
@@ -156,11 +136,7 @@ E3dSphereObj* E3dSphereObj::Clone() const
return CloneHelper< E3dSphereObj >();
}
-/*************************************************************************
-|*
-|* Lokale Parameter setzen mit Geometrieneuerzeugung
-|*
-\************************************************************************/
+// Set local parameters with geometry re-creating
void E3dSphereObj::SetCenter(const basegfx::B3DPoint& rNew)
{
@@ -180,11 +156,7 @@ void E3dSphereObj::SetSize(const basegfx::B3DVector& rNew)
}
}
-/*************************************************************************
-|*
-|* Get the name of the object (singular)
-|*
-\************************************************************************/
+// Get the name of the object (singular)
void E3dSphereObj::TakeObjNameSingul(XubString& rName) const
{
@@ -200,11 +172,7 @@ void E3dSphereObj::TakeObjNameSingul(XubString& rName) const
}
}
-/*************************************************************************
-|*
-|* Get the name of the object (plural)
-|*
-\************************************************************************/
+// Get the name of the object (plural)
void E3dSphereObj::TakeObjNamePlural(XubString& rName) const
{
diff --git a/svx/source/engine3d/string3d.src b/svx/source/engine3d/string3d.src
index fd5e662305f3..9d23adc147af 100644
--- a/svx/source/engine3d/string3d.src
+++ b/svx/source/engine3d/string3d.src
@@ -28,7 +28,7 @@
#include <svx/dialogs.hrc>
// pragma -------------------------------------------------------------------
- // Strings fuer die Draw-Dialoge --------------------------------------------
+ // Strings for the Draw Dialog --------------------------------------------
String RID_SVX_3D_CREATE_LATHE
{
Text [ en-US ] = "Create 3D rotation object" ;
diff --git a/svx/source/engine3d/view3d.cxx b/svx/source/engine3d/view3d.cxx
index 9ac90d408085..08b2dc3ce4c0 100644
--- a/svx/source/engine3d/view3d.cxx
+++ b/svx/source/engine3d/view3d.cxx
@@ -82,7 +82,7 @@
TYPEINIT1(E3dView, SdrView);
-////////////////////////////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
// Migrate Marking
class Impl3DMirrorConstructOverlay
@@ -233,28 +233,18 @@ void Impl3DMirrorConstructOverlay::SetMirrorAxis(Point aMirrorAxisA, Point aMirr
}
}
-/*************************************************************************
-|*
-|* Konstruktor 1
-|*
-\************************************************************************/
-
E3dView::E3dView(SdrModel* pModel, OutputDevice* pOut) :
SdrView(pModel, pOut)
{
InitView ();
}
-/*************************************************************************
-|*
-|* DrawMarkedObj ueberladen, da eventuell nur einzelne 3D-Objekte
-|* gezeichnet werden sollen
-|*
-\************************************************************************/
+// DrawMarkedObj overloaded, since possibly only a single 3D object is to be
+// drawn
void E3dView::DrawMarkedObj(OutputDevice& rOut) const
{
- // Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
+ // Does 3D objects exist which scenes are not selected?
sal_Bool bSpecialHandling = sal_False;
E3dScene *pScene = NULL;
@@ -264,12 +254,12 @@ void E3dView::DrawMarkedObj(OutputDevice& rOut) const
SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
if(pObj && pObj->ISA(E3dCompoundObject))
{
- // zugehoerige Szene
+ // related scene
pScene = ((E3dCompoundObject*)pObj)->GetScene();
if(pScene && !IsObjMarked(pScene))
bSpecialHandling = sal_True;
}
- // Alle SelectionFlags zuruecksetzen
+ // Reset all selection flags
if(pObj && pObj->ISA(E3dObject))
{
pScene = ((E3dObject*)pObj)->GetScene();
@@ -280,15 +270,15 @@ void E3dView::DrawMarkedObj(OutputDevice& rOut) const
if(bSpecialHandling)
{
- // SelectionFlag bei allen zu 3D Objekten gehoerigen
- // Szenen und deren Objekten auf nicht selektiert setzen
+ // Set selection flag to "not selected" for scenes related to all 3D
+ // objects
long nObjs;
for(nObjs = 0;nObjs < nCnt;nObjs++)
{
SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
if(pObj && pObj->ISA(E3dCompoundObject))
{
- // zugehoerige Szene
+ // relatated scene
pScene = ((E3dCompoundObject*)pObj)->GetScene();
if(pScene)
pScene->SetSelected(sal_False);
@@ -300,7 +290,7 @@ void E3dView::DrawMarkedObj(OutputDevice& rOut) const
SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
if(pObj && pObj->ISA(E3dObject))
{
- // Objekt markieren
+ // Select object
E3dObject* p3DObj = (E3dObject*)pObj;
p3DObj->SetSelected(sal_True);
pScene = p3DObj->GetScene();
@@ -313,17 +303,17 @@ void E3dView::DrawMarkedObj(OutputDevice& rOut) const
SortMarkedObjects();
pScene->SetDrawOnlySelected(sal_True);
- pScene->SingleObjectPainter(rOut); // #110094#-17
+ pScene->SingleObjectPainter(rOut);
pScene->SetDrawOnlySelected(sal_False);
}
- // SelectionFlag zuruecksetzen
+ // Reset selection flag
for(nObjs = 0;nObjs < nCnt;nObjs++)
{
SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
if(pObj && pObj->ISA(E3dCompoundObject))
{
- // zugehoerige Szene
+ // releated scene
pScene = ((E3dCompoundObject*)pObj)->GetScene();
if(pScene)
pScene->SetSelected(sal_False);
@@ -337,16 +327,12 @@ void E3dView::DrawMarkedObj(OutputDevice& rOut) const
}
}
-/*************************************************************************
-|*
-|* Model holen ueberladen, da bei einzelnen 3D Objekten noch eine Szene
-|* untergeschoben werden muss
-|*
-\************************************************************************/
+// Get overloaded model, since in some 3D objects an additional scene
+// must be pushed in
SdrModel* E3dView::GetMarkedObjModel() const
{
- // Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
+ // Does 3D objects exist which scenes are not selected?
bool bSpecialHandling(false);
const sal_uInt32 nCount(GetMarkedObjectCount());
sal_uInt32 nObjs(0);
@@ -459,22 +445,17 @@ SdrModel* E3dView::GetMarkedObjModel() const
// restore old selection
rCurrentMarkList = aOldML;
- // model zurueckgeben
return pNewModel;
}
-/*************************************************************************
-|*
-|* Bei Paste muss - falls in eine Scene eingefuegt wird - die
-|* Objekte der Szene eingefuegt werden, die Szene selbst aber nicht
-|*
-\************************************************************************/
+// When pasting objects have to integrated if a scene is inserted, but
+// not the scene itself
sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst, sal_uInt32 nOptions)
{
sal_Bool bRetval = sal_False;
- // Liste holen
+ // Get list
Point aPos(rPos);
SdrObjList* pDstList = pLst;
ImpGetPasteObjList(aPos, pDstList);
@@ -482,14 +463,14 @@ sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLs
if(!pDstList)
return sal_False;
- // Owner der Liste holen
+ // Get owner of the list
SdrObject* pOwner = pDstList->GetOwnerObj();
if(pOwner && pOwner->ISA(E3dScene))
{
E3dScene* pDstScene = (E3dScene*)pOwner;
BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXCHANGE_PASTE));
- // Alle Objekte aus E3dScenes kopieren und direkt einfuegen
+ // Copy all objects from E3dScenes and insert them directly
for(sal_uInt16 nPg(0); nPg < rMod.GetPageCount(); nPg++)
{
const SdrPage* pSrcPg=rMod.GetPage(nPg);
@@ -499,7 +480,7 @@ sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLs
Rectangle aR = pSrcPg->GetAllObjBoundRect();
Point aDist(aPos - aR.Center());
- // Unterobjekte von Szenen einfuegen
+ // Insert sub-objects for scenes
for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
{
const SdrObject* pSrcOb = pSrcPg->GetObj(nOb);
@@ -518,11 +499,10 @@ sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLs
bRetval = SdrView::Paste(rMod, rPos, pLst, nOptions);
}
- // und Rueckgabewert liefern
return bRetval;
}
-// #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...)
+// Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...)
sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point /*aOffset*/)
{
sal_Bool bRetval(sal_False);
@@ -540,7 +520,6 @@ sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene*
if(pCompoundObj)
{
- // #116235#
E3dCompoundObject* pNewCompoundObj = dynamic_cast< E3dCompoundObject* >(pCompoundObj->Clone());
if(pNewCompoundObj)
@@ -622,7 +601,7 @@ sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene*
pDstScene->Insert3DObj(pNewCompoundObj);
bRetval = sal_True;
- // Undo anlegen
+ // Create undo
if( GetModel()->IsUndoEnabled() )
AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoNewObject(*pNewCompoundObj));
}
@@ -633,12 +612,6 @@ sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene*
return bRetval;
}
-/*************************************************************************
-|*
-|* 3D-Konvertierung moeglich?
-|*
-\************************************************************************/
-
sal_Bool E3dView::IsConvertTo3DObjPossible() const
{
sal_Bool bAny3D(sal_False);
@@ -687,11 +660,6 @@ void E3dView::ImpIsConvertTo3DPossible(SdrObject* pObj, sal_Bool& rAny3D,
}
}
-/*************************************************************************
-|*
-|* 3D-Konvertierung zu Extrude ausfuehren
-|*
-\************************************************************************/
#include <editeng/eeitem.hxx>
void E3dView::ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj)
@@ -702,10 +670,10 @@ void E3dView::ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj)
const SvxColorItem& rTextColorItem = (const SvxColorItem&)rSet.Get(EE_CHAR_COLOR);
if(rTextColorItem.GetValue() == RGB_Color(COL_BLACK))
{
- // Bei schwarzen Textobjekten wird die Farbe auf grau gesetzt
+ //For black text objects, the color set to gray
if(pObj->GetPage())
{
- // #84864# if black is only default attribute from
+ // if black is only default attribute from
// pattern set it hard so that it is used in undo.
pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_BLACK), EE_CHAR_COLOR));
@@ -743,7 +711,7 @@ void E3dView::ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj)
void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
{
- // Einzelnes PathObject, dieses umwanden
+ // Single PathObject, transform this
SdrPathObj* pPath = PTR_CAST(SdrPathObj, pObj);
if(pPath)
@@ -754,35 +722,34 @@ void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal
else
aDefault.SetDefaultLatheCharacterMode(sal_True);
- // ItemSet des Ursprungsobjektes holen
+ // Get Itemset of the original object
SfxItemSet aSet(pObj->GetMergedItemSet());
XFillStyle eFillStyle = ITEMVALUE(aSet, XATTR_FILLSTYLE, XFillStyleItem);
- // Linienstil ausschalten
+ // line style turned off
aSet.Put(XLineStyleItem(XLINE_NONE));
- // Feststellen, ob ein FILL_Attribut gesetzt ist.
+ //Determining if FILL_Attribut is set.
if(!pPath->IsClosed() || eFillStyle == XFILL_NONE)
{
- // Das SdrPathObj ist nicht gefuellt, lasse die
- // vordere und hintere Flaeche weg. Ausserdem ist
- // eine beidseitige Darstellung notwendig.
+ // This SdrPathObj is not filled, leave the front and rear face out.
+ // Moreover, a two-sided representation necessary.
aDefault.SetDefaultExtrudeCloseFront(sal_False);
aDefault.SetDefaultExtrudeCloseBack(sal_False);
aSet.Put(Svx3DDoubleSidedItem(sal_True));
- // Fuellattribut setzen
+ // Set fill attribute
aSet.Put(XFillStyleItem(XFILL_SOLID));
- // Fuellfarbe muss auf Linienfarbe, da das Objekt vorher
- // nur eine Linie war
+ // Fill color must be the color line, because the object was
+ // previously just a line
Color aColorLine = ((const XLineColorItem&)(aSet.Get(XATTR_LINECOLOR))).GetColorValue();
aSet.Put(XFillColorItem(String(), aColorLine));
}
- // Neues Extrude-Objekt erzeugen
+ // Create a new extrude object
E3dObject* p3DObj = NULL;
if(bExtrude)
{
@@ -795,7 +762,7 @@ void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal
p3DObj = new E3dLatheObj(aDefault, aPolyPoly2D);
}
- // Attribute setzen
+ // Set attribute
if(p3DObj)
{
p3DObj->NbcSetLayer(pObj->GetLayer());
@@ -804,7 +771,7 @@ void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal
p3DObj->NbcSetStyleSheet(pObj->GetStyleSheet(), sal_True);
- // Neues 3D-Objekt einfuegen
+ // Insert a new extrude object
pScene->Insert3DObj(p3DObj);
}
}
@@ -863,45 +830,39 @@ void E3dView::ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, sal_Bool bExt
else
ImpCreateSingle3DObjectFlat(pScene, pNewObj2, bExtrude, fDepth, rLatheMat);
- // delete zwi object
+ // delete object in between
if(pNewObj2 != pObj && pNewObj2 != pNewObj1 && pNewObj2)
SdrObject::Free( pNewObj2 );
}
- // delete zwi object
+ // delete object in between
if(pNewObj1 != pObj && pNewObj1)
SdrObject::Free( pNewObj1 );
}
}
}
-/*************************************************************************
-|*
-|* 3D-Konvertierung zu Extrude steuern
-|*
-\************************************************************************/
-
void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, basegfx::B2DPoint aPnt2)
{
if(AreObjectsMarked())
{
- // Undo anlegen
+ // Create undo
if(bExtrude)
BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXTRUDE));
else
BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_LATHE));
- // Neue Szene fuer zu erzeugende 3D-Objekte anlegen
+ // Create a new scene for the created 3D object
E3dScene* pScene = new E3dPolyScene(Get3DDefaultAttributes());
- // Rechteck bestimmen und evtl. korrigieren
+ // Determine rectangle and possibly correct it
Rectangle aRect = GetAllMarkedRect();
if(aRect.GetWidth() <= 1)
aRect.SetSize(Size(500, aRect.GetHeight()));
if(aRect.GetHeight() <= 1)
aRect.SetSize(Size(aRect.GetWidth(), 500));
- // Tiefe relativ zur Groesse der Selektion bestimmen
+ // Determine the depth relative to the size of the selection
double fDepth = 0.0;
double fRot3D = 0.0;
basegfx::B2DHomMatrix aLatheMat;
@@ -914,11 +875,11 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
}
if(!bExtrude)
{
- // Transformation fuer Polygone Rotationskoerper erstellen
+ // Create transformation for the polygons rotating body
if(aPnt1 != aPnt2)
{
- // Rotation um Kontrollpunkt1 mit eigestelltem Winkel
- // fuer 3D Koordinaten
+ // Rotation around control point #1 with set angle
+ // for 3D coordinates
basegfx::B2DPoint aDiff(aPnt1 - aPnt2);
fRot3D = atan2(aDiff.getY(), aDiff.getX()) - F_PI2;
@@ -934,7 +895,7 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
if(aPnt2.getX() != 0.0)
{
- // Translation auf Y=0 - Achse
+ // Translation to Y=0 - axis
aLatheMat.translate(-aPnt2.getX(), 0.0);
}
else
@@ -942,12 +903,11 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
aLatheMat.translate((double)-aRect.Left(), 0.0);
}
- // Inverse Matrix bilden, um die Zielausdehnung zu bestimmen
+ // Form the inverse matrix to determine the target expansion
basegfx::B2DHomMatrix aInvLatheMat(aLatheMat);
aInvLatheMat.invert();
- // SnapRect Ausdehnung mittels Spiegelung an der Rotationsachse
- // erweitern
+ // SnapRect extension enables mirroring in the axis of rotation
for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
{
SdrMark* pMark = GetSdrMarkByIndex(a);
@@ -986,8 +946,8 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
}
}
- // Ueber die Selektion gehen und in 3D wandeln, komplett mit
- // Umwandeln in SdrPathObject, auch Schriften
+ // Walk throguh the selection and convert it into 3D, complete with
+ // Convertion to SdrPathObject, also fonts
for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
{
SdrMark* pMark = GetSdrMarkByIndex(a);
@@ -998,24 +958,24 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
if(pScene->GetSubList() && pScene->GetSubList()->GetObjCount() != 0)
{
- // Alle angelegten Objekte Tiefenarrangieren
+ // Arrange all created objects by depth
if(bExtrude)
DoDepthArrange(pScene, fDepth);
- // 3D-Objekte auf die Mitte des Gesamtrechtecks zentrieren
+ // Center 3D objects in the middle of the overall rectangle
basegfx::B3DPoint aCenter(pScene->GetBoundVolume().getCenter());
basegfx::B3DHomMatrix aMatrix;
aMatrix.translate(-aCenter.getX(), -aCenter.getY(), -aCenter.getZ());
- pScene->SetTransform(aMatrix * pScene->GetTransform()); // #112587#
+ pScene->SetTransform(aMatrix * pScene->GetTransform());
- // Szene initialisieren
+ // Initialize scene
pScene->NbcSetSnapRect(aRect);
basegfx::B3DRange aBoundVol = pScene->GetBoundVolume();
InitScene(pScene, (double)aRect.GetWidth(), (double)aRect.GetHeight(), aBoundVol.getDepth());
- // Szene anstelle des ersten selektierten Objektes einfuegen
- // und alle alten Objekte weghauen
+ // Insert scene instead of the first selected object and throw away
+ // all the old objects
SdrObject* pRepObj = GetMarkedObjectByIndex(0);
SdrPageView* pPV = GetSdrPageViewOfMarkedByIndex(0);
MarkObj(pRepObj, pPV, sal_True);
@@ -1023,7 +983,7 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
DeleteMarked();
MarkObj(pScene, pPV);
- // Rotationskoerper um Rotationsachse drehen
+ // Rotate Rotation body around the axis of rotation
basegfx::B3DHomMatrix aRotate;
if(!bExtrude && fRot3D != 0.0)
@@ -1031,7 +991,7 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
aRotate.rotate(0.0, 0.0, fRot3D);
}
- // Default-Rotation setzen
+ // Set default rotation
{
double XRotateDefault = 20;
aRotate.rotate(DEG2RAD(XRotateDefault), 0.0, 0.0);
@@ -1042,25 +1002,20 @@ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, b
pScene->SetTransform(aRotate * pScene->GetTransform());
}
- // SnapRects der Objekte ungueltig
+ // Invalid SnapRects of objects
pScene->SetSnapRect(aRect);
}
else
{
- // Es wurden keine 3D Objekte erzeugt, schmeiss alles weg
+ // No 3D object was created, throw away everything
delete pScene;
}
- // Undo abschliessen
EndUndo();
}
}
-/*************************************************************************
-|*
-|* Alle enthaltenen Extrude-Objekte Tiefenarrangieren
-|*
-\************************************************************************/
+//Arrange all created extrude objects by depth
struct E3dDepthNeighbour
{
@@ -1237,11 +1192,7 @@ void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth)
}
}
-/*************************************************************************
-|*
-|* Drag beginnen, vorher ggf. Drag-Methode fuer 3D-Objekte erzeugen
-|*
-\************************************************************************/
+// Start drag, create for 3D objects before possibly drag method
sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
SdrHdl* pHdl, short nMinMov,
@@ -1249,7 +1200,7 @@ sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
{
if(Is3DRotationCreationActive() && GetMarkedObjectCount())
{
- // bestimme alle selektierten Polygone und gebe die gespiegelte Hilfsfigur aus
+ // Determine all selected polygons and return rhe mirrored helper overlay
mpMirrorOverlay->SetMirrorAxis(aRef1, aRef2);
}
else
@@ -1320,7 +1271,7 @@ sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
default: break;
}
- // die nicht erlaubten Rotationen ausmaskieren
+ // do not mask the allowed rotations
eConstraint = E3dDragConstraint(eConstraint& eDragConstraint);
pForcedMeth = new E3dDragRotate(*this, GetMarkedObjectList(), eConstraint, IsSolidDragging());
}
@@ -1335,7 +1286,7 @@ sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
}
break;
- // spaeter mal
+ // later on
case SDRDRAG_MIRROR:
case SDRDRAG_CROOK:
case SDRDRAG_DISTORT:
@@ -1352,23 +1303,11 @@ sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
return SdrView::BegDragObj(rPnt, pOut, pHdl, nMinMov, pForcedMeth);
}
-/*************************************************************************
-|*
-|* Pruefen, obj 3D-Szene markiert ist
-|*
-\************************************************************************/
-
sal_Bool E3dView::HasMarkedScene()
{
return (GetMarkedScene() != NULL);
}
-/*************************************************************************
-|*
-|* Pruefen, obj 3D-Szene markiert ist
-|*
-\************************************************************************/
-
E3dScene* E3dView::GetMarkedScene()
{
sal_uIntPtr nCnt = GetMarkedObjectCount();
@@ -1380,15 +1319,11 @@ E3dScene* E3dView::GetMarkedScene()
return NULL;
}
-/*************************************************************************
-|*
-|* aktuelles 3D-Zeichenobjekt setzen, dafuer Szene erzeugen
-|*
-\************************************************************************/
+// Set current 3D drawing object, create the scene for this
E3dScene* E3dView::SetCurrent3DObj(E3dObject* p3DObj)
{
- DBG_ASSERT(p3DObj != NULL, "Nana, wer steckt denn hier 'nen NULL-Zeiger rein?");
+ DBG_ASSERT(p3DObj != NULL, "Who puts in a NULL-pointer here");
E3dScene* pScene = NULL;
// get transformed BoundVolume of the object
@@ -1409,12 +1344,6 @@ E3dScene* E3dView::SetCurrent3DObj(E3dObject* p3DObj)
return pScene;
}
-/*************************************************************************
-|*
-|* neu erzeugte Szene initialisieren
-|*
-\************************************************************************/
-
void E3dView::InitScene(E3dScene* pScene, double fW, double fH, double fCamZ)
{
Camera3D aCam(pScene->GetCamera());
@@ -1432,32 +1361,19 @@ void E3dView::InitScene(E3dScene* pScene, double fW, double fH, double fCamZ)
pScene->SetCamera(aCam);
}
-/*************************************************************************
-|*
-|* startsequenz fuer die erstellung eines 3D-Rotationskoerpers
-|*
-\************************************************************************/
-
void E3dView::Start3DCreation()
{
if (GetMarkedObjectCount())
{
- // irgendwelche Markierungen ermitteln und ausschalten
- //HMHBOOL bVis = IsMarkHdlShown();
-
- //HMHif (bVis) HideMarkHdl();
-
- // bestimme die koordinaten fuer JOEs Mirrorachse
- // entgegen der normalen Achse wird diese an die linke Seite des Objektes
- // positioniert
+ //positioned
long nOutMin = 0;
long nOutMax = 0;
long nMinLen = 0;
long nObjDst = 0;
long nOutHgt = 0;
- OutputDevice* pOut = GetFirstOutputDevice(); //GetWin(0);
+ OutputDevice* pOut = GetFirstOutputDevice();
- // erstmal Darstellungsgrenzen bestimmen
+ // first determine representation boundaries
if (pOut != NULL)
{
nMinLen = pOut->PixelToLogic(Size(0,50)).Height();
@@ -1484,7 +1400,7 @@ void E3dView::Start3DCreation()
if (nTemp > nMinLen) nMinLen = nTemp;
}
- // und dann die Markierungen oben und unten an das Objekt heften
+ // and then attach the marks at the top and bottom of the object
basegfx::B2DRange aR;
for(sal_uInt32 nMark(0L); nMark < GetMarkedObjectCount(); nMark++)
{
@@ -1517,32 +1433,25 @@ void E3dView::Start3DCreation()
}
}
- aRef1.X() = basegfx::fround(aR.getMinX()); // Initial Achse um 2/100mm nach links
+ aRef1.X() = basegfx::fround(aR.getMinX()); // Initial move axis 2/100mm to the left
aRef1.Y() = nY1;
aRef2.X() = aRef1.X();
aRef2.Y() = nY2;
- // Markierungen einschalten
+ // Turn on marks
SetMarkHandles();
//HMHif (bVis) ShowMarkHdl();
if (AreObjectsMarked()) MarkListHasChanged();
- // SpiegelPolygone SOFORT zeigen
+ // Show mirror polygon IMMEDIATELY
const SdrHdlList &aHdlList = GetHdlList();
mpMirrorOverlay = new Impl3DMirrorConstructOverlay(*this);
mpMirrorOverlay->SetMirrorAxis(aHdlList.GetHdl(HDL_REF1)->GetPos(), aHdlList.GetHdl(HDL_REF2)->GetPos());
- //CreateMirrorPolygons ();
- //ShowMirrorPolygons (aHdlList.GetHdl (HDL_REF1)->GetPos (),
- // aHdlList.GetHdl (HDL_REF2)->GetPos ());
}
}
-/*************************************************************************
-|*
-|* was passiert bei einer Mausbewegung, wenn das Objekt erstellt wird ?
-|*
-\************************************************************************/
+// what happens with a mouse movement when the object is created?
void E3dView::MovAction(const Point& rPnt)
{
@@ -1554,15 +1463,15 @@ void E3dView::MovAction(const Point& rPnt)
{
SdrHdlKind eHdlKind = pHdl->GetKind();
- // reagiere nur bei einer spiegelachse
+ // reacts only due to a mirror axis
if ((eHdlKind == HDL_REF1) ||
(eHdlKind == HDL_REF2) ||
(eHdlKind == HDL_MIRX))
{
const SdrHdlList &aHdlList = GetHdlList ();
- // loesche das gespiegelte Polygon, spiegele das Original und zeichne es neu
- //ShowMirrored ();
+ // delete the mirroed polygon, mirrors the original and draws
+ // it anew
SdrView::MovAction (rPnt);
mpMirrorOverlay->SetMirrorAxis(
aHdlList.GetHdl (HDL_REF1)->GetPos(),
@@ -1580,15 +1489,11 @@ void E3dView::MovAction(const Point& rPnt)
}
}
-/*************************************************************************
-|*
-|* Schluss. Objekt und evtl. Unterobjekte ueber ImpCreate3DLathe erstellen
-|* [FG] Mit dem Parameterwert sal_True (SDefault: sal_False) wird einfach ein
-|* Rotationskoerper erzeugt, ohne den Benutzer die Lage der
-|* Achse fetlegen zu lassen. Es reicht dieser Aufruf, falls
-|* ein Objekt selektiert ist. (keine Initialisierung noetig)
-|*
-\************************************************************************/
+// The End. Create object and any child objects through ImpCreate3DLathe.
+// With the parameter value sal_True (SDefault: sal_False) is simply a
+// rotation body created, without letting the user set the position of the
+// axis. It is sufficient with this call, if an object is selected.
+// (No initialization necessary)
void E3dView::End3DCreation(sal_Bool bUseDefaultValuesForMirrorAxes)
{
@@ -1611,8 +1516,9 @@ void E3dView::End3DCreation(sal_Bool bUseDefaultValuesForMirrorAxes)
}
else
{
- // Hilfsfigur ausschalten
- // bestimme aus den Handlepositionen und den Versatz der Punkte
+ // Turn off helper overlay
+ // Determine from the handle positions and the displacement of
+ // the points
const SdrHdlList &aHdlList = GetHdlList();
Point aMirrorRef1 = aHdlList.GetHdl(HDL_REF1)->GetPos();
Point aMirrorRef2 = aHdlList.GetHdl(HDL_REF2)->GetPos();
@@ -1625,22 +1531,10 @@ void E3dView::End3DCreation(sal_Bool bUseDefaultValuesForMirrorAxes)
}
}
-/*************************************************************************
-|*
-|* Destruktor
-|*
-\************************************************************************/
-
E3dView::~E3dView ()
{
}
-/*************************************************************************
-|*
-|* beende das erzeugen und loesche die polygone
-|*
-\************************************************************************/
-
void E3dView::ResetCreationActive ()
{
if(mpMirrorOverlay)
@@ -1650,12 +1544,6 @@ void E3dView::ResetCreationActive ()
}
}
-/*************************************************************************
-|*
-|* Klasse initialisieren
-|*
-\************************************************************************/
-
void E3dView::InitView ()
{
eDragConstraint = E3DDRAG_CONSTR_XYZ;
@@ -1676,12 +1564,6 @@ void E3dView::InitView ()
mpMirrorOverlay = 0L;
}
-/*************************************************************************
-|*
-|* Koennen die selektierten Objekte aufgebrochen werden?
-|*
-\************************************************************************/
-
sal_Bool E3dView::IsBreak3DObjPossible() const
{
sal_uIntPtr nCount = GetMarkedObjectCount();
@@ -1715,17 +1597,11 @@ sal_Bool E3dView::IsBreak3DObjPossible() const
return sal_True;
}
-/*************************************************************************
-|*
-|* Selektierte Lathe-Objekte aufbrechen
-|*
-\************************************************************************/
-
void E3dView::Break3DObj()
{
if(IsBreak3DObjPossible())
{
- // ALLE selektierten Objekte werden gewandelt
+ // ALL selected objects are changed
sal_uInt32 nCount = GetMarkedObjectCount();
BegUndo(String(SVX_RESSTR(RID_SVX_3D_UNDO_BREAK_LATHE)));
@@ -1764,12 +1640,6 @@ void E3dView::BreakSingle3DObj(E3dObject* pObj)
}
}
-/*************************************************************************
-|*
-|* Szenen mischen
-|*
-\************************************************************************/
-
void E3dView::MergeScenes ()
{
sal_uIntPtr nCount = GetMarkedObjectCount();
@@ -1787,18 +1657,14 @@ void E3dView::MergeScenes ()
{
if (pObj->ISA(E3dScene))
{
- /**********************************************************
- * Es ist eine 3D-Scene oder 3D-PolyScene
- **********************************************************/
+ // It is a 3D-Scene or 3D-PolyScene
SdrObjList* pSubList = ((E3dObject*) pObj)->GetSubList();
SdrObjListIter aIter(*pSubList, IM_FLAT);
while (aIter.IsMore())
{
- /******************************************************
- * LatheObjekte suchen
- ******************************************************/
+ // Search for Lathe objects
SdrObject* pSubObj = aIter.Next();
E3dObject *pNewObj = 0;
@@ -1835,7 +1701,7 @@ void E3dView::MergeScenes ()
basegfx::B3DHomMatrix aMatrix;
aMatrix.translate(aBoundRect.Left() - aCenter.getX(), aCenter.getY(), 0.0);
- pNewObj->SetTransform(aMatrix * pNewObj->GetTransform()); // #112587#
+ pNewObj->SetTransform(aMatrix * pNewObj->GetTransform());
if (pNewObj) aBoundVol.expand(pNewObj->GetBoundVolume());
pScene->Insert3DObj (pNewObj);
@@ -1872,27 +1738,22 @@ void E3dView::MergeScenes ()
aCamera.SetFocalLength(GetDefaultCamFocal());
pScene->SetCamera (aCamera);
- // SnapRects der Objekte ungueltig
+ // Invalid SnapRects of Objects
pScene->SetRectsDirty();
InsertObjectAtView(pScene, *(GetSdrPageViewOfMarkedByIndex(0)));
- // SnapRects der Objekte ungueltig
+ // Invalid SnapRects of Objects
pScene->SetRectsDirty();
}
}
-/*************************************************************************
-|*
-|* Possibilities, hauptsaechlich gruppieren/ungruppieren
-|*
-\************************************************************************/
void E3dView::CheckPossibilities()
{
// call parent
SdrView::CheckPossibilities();
- // Weitere Flags bewerten
+ // Set other flags
if(bGroupPossible || bUnGroupPossible || bGrpEnterPossible)
{
sal_Int32 nMarkCnt = GetMarkedObjectCount();
@@ -1907,9 +1768,8 @@ void E3dView::CheckPossibilities()
b3DObject = sal_True;
}
- // Bisher: Es sind ZWEI oder mehr beliebiger Objekte selektiert.
- // Nachsehen, ob CompoundObjects beteiligt sind. Falls ja,
- // das Gruppieren verbieten.
+ // So far: there are two or more of any objects selected. See if
+ // compound objects are involved. If yes, ban grouping.
if(bGroupPossible && bCoumpound)
bGroupPossible = sal_False;
diff --git a/svx/source/engine3d/view3d1.cxx b/svx/source/engine3d/view3d1.cxx
index fac79c1d2cb2..688c4a698684 100644
--- a/svx/source/engine3d/view3d1.cxx
+++ b/svx/source/engine3d/view3d1.cxx
@@ -53,12 +53,6 @@
#include <svx/svdogrp.hxx>
#include <svx/e3dsceneupdater.hxx>
-/*************************************************************************
-|*
-|* Konvertierung in Polygone
-|*
-\************************************************************************/
-
void E3dView::ConvertMarkedToPolyObj(sal_Bool bLineToArea)
{
SdrObject* pNewObj = NULL;
@@ -87,12 +81,6 @@ void E3dView::ConvertMarkedToPolyObj(sal_Bool bLineToArea)
}
}
-/*************************************************************************
-|*
-|* Get3DAttributes
-|*
-\************************************************************************/
-
void Imp_E3dView_InorderRun3DObjects(const SdrObject* pObj, sal_uInt32& rMask)
{
if(pObj->ISA(E3dLatheObj))
@@ -121,7 +109,7 @@ void Imp_E3dView_InorderRun3DObjects(const SdrObject* pObj, sal_uInt32& rMask)
SfxItemSet E3dView::Get3DAttributes(E3dScene* pInScene, sal_Bool /*bOnly3DAttr*/) const
{
- // ItemSet mit entspr. Bereich anlegen
+ // Creating itemset with corresponding field
SfxItemSet aSet(
pMod->GetItemPool(),
SDRATTR_START, SDRATTR_END,
@@ -151,42 +139,35 @@ SfxItemSet E3dView::Get3DAttributes(E3dScene* pInScene, sal_Bool /*bOnly3DAttr*/
}
}
- // setze SID_ATTR_3D_INTERN auf den Status der selektierten Objekte
+ // Set SID_ATTR_3D_INTERN on the status of the selected objects
aSet.Put(SfxUInt32Item(SID_ATTR_3D_INTERN, nSelectedItems));
- // DefaultValues pflegen
+ // maintain default values
if(!nSelectedItems && !pInScene)
{
- // Defaults holen und hinzufuegen
+ // Get defaults and apply
SfxItemSet aDefaultSet(pMod->GetItemPool(), SDRATTR_3D_FIRST, SDRATTR_3D_LAST);
GetAttributes(aDefaultSet);
aSet.Put(aDefaultSet);
- // ... aber keine Linien fuer 3D
+ // ... but no lines for 3D
aSet.Put(XLineStyleItem (XLINE_NONE));
- // #84061# new defaults for distance and focal length
+ // new defaults for distance and focal length
aSet.Put(Svx3DDistanceItem(100));
aSet.Put(Svx3DFocalLengthItem(10000));
}
- // ItemSet zurueckgeben
+ // return ItemSet
return(aSet);
}
-/*************************************************************************
-|*
-|* Set3DAttributes:
-|*
-\************************************************************************/
-
void E3dView::Set3DAttributes( const SfxItemSet& rAttr, E3dScene* pInScene, sal_Bool bReplaceAll)
{
sal_uInt32 nSelectedItems(0L);
if(pInScene)
{
- //pInScene->SetItemSetAndBroadcast(rAttr, bReplaceAll);
pInScene->SetMergedItemSetAndBroadcast(rAttr, bReplaceAll);
}
else
@@ -208,10 +189,10 @@ void E3dView::Set3DAttributes( const SfxItemSet& rAttr, E3dScene* pInScene, sal_
}
}
- // DefaultValues pflegen
+ // Maintain default values
if(!nSelectedItems && !pInScene)
{
- // Defaults setzen
+ // Set defaults
SfxItemSet aDefaultSet(pMod->GetItemPool(), SDRATTR_3D_FIRST, SDRATTR_3D_LAST);
aDefaultSet.Put(rAttr);
SetAttributes(aDefaultSet);
diff --git a/svx/source/engine3d/viewpt3d2.cxx b/svx/source/engine3d/viewpt3d2.cxx
index b88126d45289..76dba241fe92 100644
--- a/svx/source/engine3d/viewpt3d2.cxx
+++ b/svx/source/engine3d/viewpt3d2.cxx
@@ -31,12 +31,6 @@
#include <svx/viewpt3d.hxx>
#include <svx/volume3d.hxx>
-/*************************************************************************
-|*
-|* Konstruktor
-|*
-\************************************************************************/
-
Viewport3D::Viewport3D() :
aVRP(0, 0, 5),
aVPN(0, 0, 1),
@@ -57,11 +51,7 @@ Viewport3D::Viewport3D() :
aViewWin.W = 2; aViewWin.H = 2;
}
-/*************************************************************************
-|*
-|* ViewWindow (in View-Koordinaten) setzen
-|*
-\************************************************************************/
+// Set ViewWindow (in View coordinates)
void Viewport3D::SetViewWindow(double fX, double fY, double fW, double fH)
{
@@ -76,12 +66,6 @@ void Viewport3D::SetViewWindow(double fX, double fY, double fW, double fH)
fHRatio = aDeviceRect.GetHeight() / aViewWin.H;
}
-/*************************************************************************
-|*
-|* ViewWindow zurueckgeben
-|*
-\************************************************************************/
-
void Viewport3D::GetViewWindow(double& rX, double& rY,
double& rW, double& rH) const
{
@@ -91,11 +75,7 @@ void Viewport3D::GetViewWindow(double& rX, double& rY,
rH = aViewWin.H;
}
-/*************************************************************************
-|*
-|* Beobachterposition (PRP) in Weltkoordinaten zurueckgeben
-|*
-\************************************************************************/
+// Returns observer position (PRP) in world coordinates
const basegfx::B3DPoint& Viewport3D::GetViewPoint()
{
@@ -104,11 +84,7 @@ const basegfx::B3DPoint& Viewport3D::GetViewPoint()
return aViewPoint;
}
-/*************************************************************************
-|*
-|* Transformationsmatrix zurueckgeben
-|*
-\************************************************************************/
+// Returns transformations matrix
const basegfx::B3DHomMatrix& Viewport3D::GetViewTransform()
{
@@ -117,17 +93,7 @@ const basegfx::B3DHomMatrix& Viewport3D::GetViewTransform()
return aViewTf;
}
-
-
-
-
-
-
-/*************************************************************************
-|*
-|* View-Transformationsmatrix berechnen
-|*
-\************************************************************************/
+// Calculate View transformations matrix
void Viewport3D::MakeTransform(void)
{
@@ -136,13 +102,13 @@ void Viewport3D::MakeTransform(void)
double fV, fXupVp, fYupVp;
aViewPoint = aVRP + aVPN * aPRP.getZ();
- // auf Einheitsmatrix zuruecksetzen
+ // Reset to Identity matrix
aViewTf.identity();
- // in den Ursprung verschieben
+ // shift in the origin
aViewTf.translate(-aVRP.getX(), -aVRP.getY(), -aVRP.getZ());
- // fV = Laenge der Projektion von aVPN auf die yz-Ebene:
+ // fV = Length of the projection of aVPN on the yz plane:
fV = aVPN.getYZLength();
if ( fV != 0 )
@@ -168,8 +134,8 @@ void Viewport3D::MakeTransform(void)
aViewTf *= aTemp;
}
- // X- und Y-Koordinaten des View Up Vektors in das (vorlaeufige)
- // View-Koordinatensytem umrechnen
+ // Convert X- and Y- coordinates of the view up vector to the
+ // (preliminary) view coordinate system.
fXupVp = aViewTf.get(0, 0) * aVUV.getX() + aViewTf.get(0, 1) * aVUV.getY() + aViewTf.get(0, 2) * aVUV.getZ();
fYupVp = aViewTf.get(1, 0) * aVUV.getX() + aViewTf.get(1, 1) * aVUV.getY() + aViewTf.get(1, 2) * aVUV.getZ();
fV = sqrt(fXupVp * fXupVp + fYupVp * fYupVp);
@@ -190,12 +156,6 @@ void Viewport3D::MakeTransform(void)
}
}
-/*************************************************************************
-|*
-|* DeviceWindow des Ausgabegeraetes setzen
-|*
-\************************************************************************/
-
void Viewport3D::SetDeviceWindow(const Rectangle& rRect)
{
long nNewW = rRect.GetWidth();
@@ -207,11 +167,11 @@ void Viewport3D::SetDeviceWindow(const Rectangle& rRect)
{
double fRatio, fTmp;
- // Mapping, ohne die reale Groesse der Objekte im Device-Window
- // zu aendern
+ // Mapping, without changing the real size of the objects in the
+ // Device Window
case AS_HOLD_SIZE:
- // Wenn Device ungueltig (w, h = -1), zunaechst
- // View mit AsHoldX anpassen
+ // When the Device is invalid (w, h = -1), adapt the View
+ // with AsHoldX
if ( nOldW > 0 && nOldH > 0 )
{
fRatio = (double) nNewW / nOldW;
@@ -223,7 +183,7 @@ void Viewport3D::SetDeviceWindow(const Rectangle& rRect)
break;
}
case AS_HOLD_X:
- // View-Hoehe an -Breite anpassen
+ // Adapt view height to view width
fRatio = (double) nNewH / nNewW;
fTmp = aViewWin.H;
aViewWin.H = aViewWin.W * fRatio;
@@ -231,7 +191,7 @@ void Viewport3D::SetDeviceWindow(const Rectangle& rRect)
break;
case AS_HOLD_Y:
- // View-Breite an -Hoehe anpassen
+ // Adapt view width to view height
fRatio = (double) nNewW / nNewH;
fTmp = aViewWin.W;
aViewWin.W = aViewWin.H * fRatio;
@@ -245,20 +205,7 @@ void Viewport3D::SetDeviceWindow(const Rectangle& rRect)
aDeviceRect = rRect;
}
-
-
-
-
-
-
-
-
-
-/*************************************************************************
-|*
-|* 3D-Punkt auf Viewplane projizieren
-|*
-\************************************************************************/
+// Project the 3D pointon the View plane
basegfx::B3DPoint Viewport3D::DoProjection(const basegfx::B3DPoint& rVec) const
{
@@ -275,8 +222,8 @@ basegfx::B3DPoint Viewport3D::DoProjection(const basegfx::B3DPoint& rVec) const
}
else
{
- // Das ist die Version fuer beliebigen PRP, wird aber
- // aus Performancegruenden nicht verwendet
+ // This is the version for any PRP, but not used due to
+ // performance reasons
fPrDist /= aVec.getZ() - aPRP.getZ();
aVec.setX(aVec.getX() * fPrDist);
aVec.setY(aVec.getY() * fPrDist);
@@ -286,18 +233,13 @@ basegfx::B3DPoint Viewport3D::DoProjection(const basegfx::B3DPoint& rVec) const
return aVec;
}
-/*************************************************************************
-|*
-|* 3D-Punkt auf Geraetekoordinaten mappen
-|*
-\************************************************************************/
+// Mapp 3D point to device coordinates
basegfx::B3DPoint Viewport3D::MapToDevice(const basegfx::B3DPoint& rVec) const
{
basegfx::B3DPoint aRetval;
- // Y-Koordinate subtrahieren, da die Device-Y-Achse von oben
- // nach unten verlaeuft
+ // Subtract Y-coordinate, since the device Y-Axis runs from top to bottom
aRetval.setX((double)aDeviceRect.Left() + ((rVec.getX() - aViewWin.X) * fWRatio));
aRetval.setY((double)aDeviceRect.Bottom() - ((rVec.getY() - aViewWin.Y) * fHRatio));
aRetval.setZ(rVec.getZ());
@@ -305,11 +247,7 @@ basegfx::B3DPoint Viewport3D::MapToDevice(const basegfx::B3DPoint& rVec) const
return aRetval;
}
-/*************************************************************************
-|*
-|* View Reference Point setzen
-|*
-\************************************************************************/
+// Set View Reference Point
void Viewport3D::SetVRP(const basegfx::B3DPoint& rNewVRP)
{
@@ -317,11 +255,7 @@ void Viewport3D::SetVRP(const basegfx::B3DPoint& rNewVRP)
bTfValid = sal_False;
}
-/*************************************************************************
-|*
-|* View Plane Normal setzen
-|*
-\************************************************************************/
+// Set View Plane Normal
void Viewport3D::SetVPN(const basegfx::B3DVector& rNewVPN)
{
@@ -330,11 +264,7 @@ void Viewport3D::SetVPN(const basegfx::B3DVector& rNewVPN)
bTfValid = sal_False;
}
-/*************************************************************************
-|*
-|* View Up Vector setzen
-|*
-\************************************************************************/
+// Set View Up Vector
void Viewport3D::SetVUV(const basegfx::B3DVector& rNewVUV)
{
@@ -342,11 +272,7 @@ void Viewport3D::SetVUV(const basegfx::B3DVector& rNewVUV)
bTfValid = sal_False;
}
-/*************************************************************************
-|*
-|* Center Of Projection setzen
-|*
-\************************************************************************/
+// Set Center Of Projection
void Viewport3D::SetPRP(const basegfx::B3DPoint& rNewPRP)
{
@@ -356,11 +282,7 @@ void Viewport3D::SetPRP(const basegfx::B3DPoint& rNewPRP)
bTfValid = sal_False;
}
-/*************************************************************************
-|*
-|* View Plane Distance setzen
-|*
-\************************************************************************/
+// Set View Plane Distance
void Viewport3D::SetVPD(double fNewVPD)
{
@@ -368,11 +290,7 @@ void Viewport3D::SetVPD(double fNewVPD)
bTfValid = sal_False;
}
-/*************************************************************************
-|*
-|* Abstand der vorderen Clippingebene setzen
-|*
-\************************************************************************/
+// Set distance of the front Clipping plane
void Viewport3D::SetNearClipDist(double fNewNCD)
{
@@ -380,11 +298,7 @@ void Viewport3D::SetNearClipDist(double fNewNCD)
bTfValid = sal_False;
}
-/*************************************************************************
-|*
-|* Abstand der hinteren Clippingebene setzen
-|*
-\************************************************************************/
+// Set distance of the rear Clipping plane
void Viewport3D::SetFarClipDist(double fNewFCD)
{