<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="zh-TW" sourcelanguage="en">
<context>
    <name>CmdMeshAddFacet</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Add triangle</source>
        <translation>加入三角形</translation>
    </message>
    <message>
        <source>Add triangle manually to a mesh</source>
        <translation>手動於網格中加入三角形</translation>
    </message>
</context>
<context>
    <name>CmdMeshBoundingBox</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Boundings info...</source>
        <translation>範圍資訊...</translation>
    </message>
    <message>
        <source>Shows the boundings of the selected mesh</source>
        <translation>顯示所選網格範圍</translation>
    </message>
</context>
<context>
    <name>CmdMeshBuildRegularSolid</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Regular solid...</source>
        <translation>標準實體...</translation>
    </message>
    <message>
        <source>Builds a regular solid</source>
        <translation>建立一標準實體</translation>
    </message>
</context>
<context>
    <name>CmdMeshDemolding</name>
    <message>
        <source>Interactive demolding direction</source>
        <translation>互動脫模方向</translation>
    </message>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshDifference</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Difference</source>
        <translation>差集</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateFacet</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Face info</source>
        <translation>面資訊</translation>
    </message>
    <message>
        <source>Information about face</source>
        <translation>面之資訊</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateSolid</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Check solid mesh</source>
        <translation>檢查固體網格</translation>
    </message>
    <message>
        <source>Checks whether the mesh is a solid</source>
        <translation>不論網格是否為實體均檢查</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluation</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Opens a dialog to analyze and repair a mesh</source>
        <translation>開啟分析及修復網格對話窗</translation>
    </message>
    <message>
        <source>Evaluate &amp;&amp; Repair mesh...</source>
        <translation>評估&amp;&amp;修復網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeMesh</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Mesh</translation>
    </message>
    <message>
        <source>Make a Box</source>
        <translation type="obsolete">Make a Box</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeTool</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Mesh</translation>
    </message>
    <message>
        <source>Make a Tool</source>
        <translation type="obsolete">Make a Tool</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeUnion</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Mesh</translation>
    </message>
    <message>
        <source>Make Union</source>
        <translation type="obsolete">Make Union</translation>
    </message>
</context>
<context>
    <name>CmdMeshExport</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Export mesh...</source>
        <translation>匯出網格...</translation>
    </message>
    <message>
        <source>Exports a mesh to file</source>
        <translation>匯出網格至檔案</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillInteractiveHole</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Close hole</source>
        <translation>封閉空洞</translation>
    </message>
    <message>
        <source>Close holes interactively</source>
        <translation>以交集封閉孔洞</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillupHoles</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Fill holes...</source>
        <translation>填滿空洞...</translation>
    </message>
    <message>
        <source>Fill holes of the mesh</source>
        <translation>充填網格孔洞</translation>
    </message>
</context>
<context>
    <name>CmdMeshFlipNormals</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Flip normals</source>
        <translation>翻轉法線</translation>
    </message>
    <message>
        <source>Flips the normals of the mesh</source>
        <translation>翻轉網格法線</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromGeometry</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Create mesh from geometry...</source>
        <translation>從幾何建立網格...</translation>
    </message>
    <message>
        <source>Create mesh from the selected geometry</source>
        <translation>由所選幾何建立網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromPartShape</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Create mesh from shape...</source>
        <translation>由造型建立網格...</translation>
    </message>
    <message>
        <source>Tessellate shape</source>
        <translation>格紋造型</translation>
    </message>
</context>
<context>
    <name>CmdMeshHarmonizeNormals</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Harmonize normals</source>
        <translation>統一法線</translation>
    </message>
    <message>
        <source>Harmonizes the normals of the mesh</source>
        <translation>統一網格法線</translation>
    </message>
</context>
<context>
    <name>CmdMeshImport</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Import mesh...</source>
        <translation>匯入網格...</translation>
    </message>
    <message>
        <source>Imports a mesh from file</source>
        <translation>從檔案中匯入網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshIntersection</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Intersection</source>
        <translation>交集</translation>
    </message>
</context>
<context>
    <name>CmdMeshMerge</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Merge</source>
        <translation>合併</translation>
    </message>
    <message>
        <source>Merges selected meshes into one</source>
        <translation>將所選網格合而為一</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyCut</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Cut mesh</source>
        <translation>切割網格</translation>
    </message>
    <message>
        <source>Cuts a mesh with a picked polygon</source>
        <translation>以選取之多邊形切割網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySegm</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Make segment</source>
        <translation>建立分割</translation>
    </message>
    <message>
        <source>Creates a mesh segment</source>
        <translation>建立網格分割</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySelect</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Select mesh</source>
        <translation>選擇網格</translation>
    </message>
    <message>
        <source>Select an area of the mesh</source>
        <translation>選擇網格之區域</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySplit</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Split mesh</source>
        <translation>分割網格</translation>
    </message>
    <message>
        <source>Splits a mesh into two meshes</source>
        <translation>分為兩個網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyTrim</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Trim mesh</source>
        <translation>修剪網格</translation>
    </message>
    <message>
        <source>Trims a mesh with a picked polygon</source>
        <translation>依選定之多邊形修剪網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveCompByHand</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Remove components by hand...</source>
        <translation>手動移除元件...</translation>
    </message>
    <message>
        <source>Mark a component to remove it from the mesh</source>
        <translation>使元件由網格中移出</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveComponents</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Remove components...</source>
        <translation>刪除元件...</translation>
    </message>
    <message>
        <source>Remove topologic independent components from the mesh</source>
        <translation>自網格移除拓樸獨立元件</translation>
    </message>
</context>
<context>
    <name>CmdMeshSegmentation</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Create mesh segments...</source>
        <translation>建立網格分割...</translation>
    </message>
    <message>
        <source>Create mesh segments</source>
        <translation>建立網格分割</translation>
    </message>
</context>
<context>
    <name>CmdMeshSmoothing</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Smooth...</source>
        <translation>平滑...</translation>
    </message>
    <message>
        <source>Smooth the selected meshes</source>
        <translation>平滑化所選網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshToolMesh</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Segment by tool mesh</source>
        <translation>由工具網格分段</translation>
    </message>
    <message>
        <source>Creates a segment from a given tool mesh</source>
        <translation>由給定的工具網格建立分段</translation>
    </message>
</context>
<context>
    <name>CmdMeshTransform</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Transform mesh</source>
        <translation>轉換網格</translation>
    </message>
    <message>
        <source>Rotate or move a mesh</source>
        <translation>旋轉或移除網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshTrimByPlane</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Trim mesh with a plane</source>
        <translation>以平面修剪網格</translation>
    </message>
    <message>
        <source>Trims a mesh with a plane</source>
        <translation>以平面修剪網格</translation>
    </message>
</context>
<context>
    <name>CmdMeshUnion</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Union</source>
        <translation>聯集</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvature</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Calculates the curvature of the vertices of a mesh</source>
        <translation>計算網格的頂點的曲率</translation>
    </message>
    <message>
        <source>Curvature plot</source>
        <translation>曲率圖</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvatureInfo</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Mesh</translation>
    </message>
    <message>
        <source>Curvature info</source>
        <translation>曲率資訊</translation>
    </message>
    <message>
        <source>Information about curvature</source>
        <translation>曲率資訊</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMesh</name>
    <message>
        <source>&amp;Help</source>
        <translation type="obsolete">説明(&amp;H)</translation>
    </message>
    <message>
        <source>F1</source>
        <translation type="obsolete">F1</translation>
    </message>
    <message>
        <source>&amp;Close</source>
        <translation type="obsolete">關閉(&amp;C)</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation type="obsolete">Alt+C</translation>
    </message>
    <message>
        <source>Mesh information</source>
        <translation>網格資訊</translation>
    </message>
    <message>
        <source>No information</source>
        <translation>沒有資訊</translation>
    </message>
    <message>
        <source>Number of points:</source>
        <translation>點的數目：</translation>
    </message>
    <message>
        <source>Number of edges:</source>
        <translation>邊之數目：</translation>
    </message>
    <message>
        <source>Refresh</source>
        <translation>重新整理</translation>
    </message>
    <message>
        <source>Analyze</source>
        <translation>分析</translation>
    </message>
    <message>
        <source>Repair</source>
        <translation>修復</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>定位</translation>
    </message>
    <message>
        <source>Degenerated faces</source>
        <translation>簡化面</translation>
    </message>
    <message>
        <source>Face indices</source>
        <translation>面索引</translation>
    </message>
    <message>
        <source>Number of faces:</source>
        <translation>面數：</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>複製之面</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>複製之點</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>非重疊網格</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>自我交錯</translation>
    </message>
    <message>
        <source>All above tests together</source>
        <translation>所有上述測試一起</translation>
    </message>
    <message>
        <source>Repetitive repair</source>
        <translation>重複修復</translation>
    </message>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>評估和修復網格</translation>
    </message>
    <message>
        <source>Folds on surface</source>
        <translation>於面上有重疊</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMeshImp</name>
    <message>
        <source>No information</source>
        <translation>沒有資訊</translation>
    </message>
    <message>
        <source>Invalid neighbour indices</source>
        <translation>錯誤之相鄰索引</translation>
    </message>
    <message>
        <source>Invalid face indices</source>
        <translation>錯誤之面索引</translation>
    </message>
    <message>
        <source>Invalid point indices</source>
        <translation>錯誤之點索引</translation>
    </message>
    <message>
        <source>Multiple point indices</source>
        <translation>多點索引</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>非重疊網格</translation>
    </message>
    <message>
        <source>Cannot remove non-manifolds</source>
        <translation>無法移除非重疊網格</translation>
    </message>
    <message>
        <source>No selection</source>
        <translation>未選取</translation>
    </message>
    <message>
        <source>No flipped normals</source>
        <translation>無旋轉法線</translation>
    </message>
    <message>
        <source>%1 flipped normals</source>
        <translation>%1無旋轉法線</translation>
    </message>
    <message>
        <source>No non-manifolds</source>
        <translation>無非重疊網格</translation>
    </message>
    <message>
        <source>%1 non-manifolds</source>
        <translation>%1非重疊網格</translation>
    </message>
    <message>
        <source>No invalid indices</source>
        <translation>無錯誤索引</translation>
    </message>
    <message>
        <source>No degenerations</source>
        <translation>無簡化</translation>
    </message>
    <message>
        <source>%1 degenerated faces</source>
        <translation>%1簡化面</translation>
    </message>
    <message>
        <source>No duplicated faces</source>
        <translation>無重疊面</translation>
    </message>
    <message>
        <source>%1 duplicated faces</source>
        <translation>%1重疊面</translation>
    </message>
    <message>
        <source>No duplicated points</source>
        <translation>無重疊點</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>複製之點</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>定位</translation>
    </message>
    <message>
        <source>Indices</source>
        <translation>指數</translation>
    </message>
    <message>
        <source>Degenerations</source>
        <translation>簡化</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>複製之面</translation>
    </message>
    <message>
        <source>No self-intersections</source>
        <translation>無內部交錯</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>自我交錯</translation>
    </message>
    <message>
        <source>Mesh repair</source>
        <translation>修復網格</translation>
    </message>
    <message>
        <source>Flipped normals found</source>
        <translation>發現被翻轉之法線</translation>
    </message>
    <message>
        <source>Check failed due to folds on the surface.
Please run the command to repair folds first</source>
        <translation>檢查顯示面有重疊所產生之錯誤,請先執行修復重疊指令</translation>
    </message>
    <message>
        <source>No folds on surface</source>
        <translation>於面上無重疊</translation>
    </message>
    <message>
        <source>%1 folds on surface</source>
        <translation>於面上有%1的重疊</translation>
    </message>
    <message>
        <source>Folds</source>
        <translation>折疊</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolid</name>
    <message>
        <source>Regular Solid</source>
        <translation>矩形實體</translation>
    </message>
    <message>
        <source>&amp;Create</source>
        <translation>&amp;建立</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation>Alt+C</translation>
    </message>
    <message>
        <source>Cl&amp;ose</source>
        <translation>&amp;關閉</translation>
    </message>
    <message>
        <source>Alt+O</source>
        <translation type="unfinished">Alt+O</translation>
    </message>
    <message>
        <source>Solid:</source>
        <translation>實體：</translation>
    </message>
    <message>
        <source>Cube</source>
        <translation>立方體</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>圓柱</translation>
    </message>
    <message>
        <source>Cone</source>
        <translation>錐體</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>球體</translation>
    </message>
    <message>
        <source>Ellipsoid</source>
        <translation>橢球體</translation>
    </message>
    <message>
        <source>Torus</source>
        <translation>圓環</translation>
    </message>
    <message>
        <source>Height:</source>
        <translation>高度:</translation>
    </message>
    <message>
        <source>Length:</source>
        <translation>長度:</translation>
    </message>
    <message>
        <source>Width:</source>
        <translation>寬度:</translation>
    </message>
    <message>
        <source>Radius:</source>
        <translation>半徑:</translation>
    </message>
    <message>
        <source>Closed</source>
        <translation>關閉</translation>
    </message>
    <message>
        <source>Sampling:</source>
        <translation>採樣：</translation>
    </message>
    <message>
        <source>Edge length:</source>
        <translation>邊長：</translation>
    </message>
    <message>
        <source>Radius 1:</source>
        <translation>半徑 1:</translation>
    </message>
    <message>
        <source>Radius 2:</source>
        <translation>半徑 2:</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolidImp</name>
    <message>
        <source>Create %1</source>
        <translation>創建%1</translation>
    </message>
    <message>
        <source>No active document</source>
        <translation>未選擇文件</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsImportExport</name>
    <message>
        <source>Mesh Formats</source>
        <translation>網格格式</translation>
    </message>
    <message>
        <source>Export</source>
        <translation>匯出</translation>
    </message>
    <message>
        <source>Defines the deviation of tessellation to the actual surface</source>
        <translation>定義實際之面鑲嵌偏差</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Tessellation&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;&quot;&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;曲面細分&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;&quot;&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;定義曲面細分為網格之對大分割數量，較小的值也會使算繪器較慢，但有更好的呈現效果&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Maximum mesh deviation</source>
        <translation>網格最大偏差</translation>
    </message>
    <message>
        <source>mm</source>
        <translation type="obsolete">mm</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsMeshView</name>
    <message>
        <source>Mesh view</source>
        <translation>網格視圖</translation>
    </message>
    <message>
        <source>Two-side rendering</source>
        <translation>雙面算繪</translation>
    </message>
    <message>
        <source>Backface color</source>
        <translation>背面顏色</translation>
    </message>
    <message>
        <source>Smoothing</source>
        <translation>平滑</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;This is the smallest angle between two faces where normals get calculated to do flat shading.&lt;/p&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;這是介於兩個面法線間計算平面陰影的最小角&lt;/p&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;若介於兩個相鄰面法線間之夾角小於界限角度，將會使其共用邊平滑化陰影&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Crease angle</source>
        <translation>消除摺角</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Flat shading/Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Defines the appearance of surfaces.&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. &lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;If this option is set Phong shading is used, if it is unset flat shading is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Flat /Phong 著色法&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;定義表面之表現方式&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;當使用flat著色法時，將不會對每個頂點定義面之法線，並且導致曲面不夠真實。當使用Phong著色法則能有更平滑的表現。 &lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;若勾選時為Phong著色法，反之為flat著色法。&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Define normal per vertex</source>
        <translation>定義每個頂點法線</translation>
    </message>
    <message utf8="true">
        <source> °</source>
        <translation>°</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Hint&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Defining the normals per vertex is also called &lt;span style=&quot; font-style:italic;&quot;&gt;Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;&quot;&gt;&lt;span style=&quot; font-style:normal;&quot;&gt;while defining the normals per face is called &lt;/span&gt;Flat shading&lt;span style=&quot; font-style:normal;&quot;&gt;.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished">&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Hint&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Defining the normals per vertex is also called &lt;span style=&quot; font-style:italic;&quot;&gt;Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;&quot;&gt;&lt;span style=&quot; font-style:normal;&quot;&gt;while defining the normals per face is called &lt;/span&gt;Flat shading&lt;span style=&quot; font-style:normal;&quot;&gt;.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Default appearance for new meshes</source>
        <translation>新網格的預設外觀</translation>
    </message>
    <message>
        <source>Default line color</source>
        <translation>預設線條顏色</translation>
    </message>
    <message>
        <source>Mesh transparency</source>
        <translation>網格透明度</translation>
    </message>
    <message>
        <source>Default mesh color</source>
        <translation>預設網格顏色</translation>
    </message>
    <message>
        <source>Show bounding-box for highlighted or selected meshes</source>
        <translation>顯示突出或選定的網格邊界框</translation>
    </message>
    <message>
        <source>Line transparency</source>
        <translation>線條透明度</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSmoothing</name>
    <message>
        <source>Smoothing</source>
        <translation>平滑</translation>
    </message>
    <message>
        <source>Method</source>
        <translation>方法</translation>
    </message>
    <message>
        <source>Taubin</source>
        <translation>Taubin</translation>
    </message>
    <message>
        <source>Laplace</source>
        <translation>Laplace</translation>
    </message>
    <message>
        <source>Parameter</source>
        <translation>參數</translation>
    </message>
    <message>
        <source>Iterations:</source>
        <translation>迭代：</translation>
    </message>
    <message>
        <source>Lambda:</source>
        <translation>Lambda：</translation>
    </message>
    <message>
        <source>Mu:</source>
        <translation>Mu：</translation>
    </message>
    <message>
        <source>Only selection</source>
        <translation>僅有選取部份</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFaceAddition</name>
    <message>
        <source>Add triangle</source>
        <translation>加入三角形</translation>
    </message>
    <message>
        <source>Flip normal</source>
        <translation>翻轉正常面</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>清除</translation>
    </message>
    <message>
        <source>Finish</source>
        <translation>完成</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFillHole</name>
    <message>
        <source>Finish</source>
        <translation>完成</translation>
    </message>
</context>
<context>
    <name>MeshGui::RemoveComponents</name>
    <message>
        <source>Remove components</source>
        <translation>移除組件</translation>
    </message>
    <message>
        <source>Select</source>
        <translation>選擇</translation>
    </message>
    <message>
        <source>Select whole component</source>
        <translation>選擇整個組件</translation>
    </message>
    <message>
        <source>Pick triangle</source>
        <translation>選取三角形</translation>
    </message>
    <message>
        <source>&lt; faces than</source>
        <translation>&lt;面數</translation>
    </message>
    <message>
        <source>Region</source>
        <translation>面域</translation>
    </message>
    <message>
        <source>Components</source>
        <translation>組件</translation>
    </message>
    <message>
        <source>All</source>
        <translation>所有</translation>
    </message>
    <message>
        <source>Deselect</source>
        <translation>取消選擇</translation>
    </message>
    <message>
        <source>Deselect whole component</source>
        <translation>取消選擇整個組件</translation>
    </message>
    <message>
        <source>&gt; faces than</source>
        <translation>&gt;面數</translation>
    </message>
    <message>
        <source>Region options</source>
        <translation>面域選項</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>僅就法線正對畫面的三角形</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>僅就可見的三角形</translation>
    </message>
</context>
<context>
    <name>MeshGui::Segmentation</name>
    <message>
        <source>Mesh segmentation</source>
        <translation>網格分割</translation>
    </message>
    <message>
        <source>Smooth mesh</source>
        <translation>平滑化網格</translation>
    </message>
    <message>
        <source>Plane</source>
        <translation>平面</translation>
    </message>
    <message>
        <source>Tolerance</source>
        <translation>公差</translation>
    </message>
    <message>
        <source>Minumum number of faces</source>
        <translation>面之最小數量</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>圓柱</translation>
    </message>
    <message>
        <source>Radius</source>
        <translation>半徑</translation>
    </message>
    <message>
        <source>Tolerance (Flat)</source>
        <translation>誤差(平面)</translation>
    </message>
    <message>
        <source>Tolerance (Curved)</source>
        <translation>誤差(曲面)</translation>
    </message>
    <message>
        <source>Minimum number of faces</source>
        <translation>面之最小數量</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>球體</translation>
    </message>
</context>
<context>
    <name>MeshGui::Selection</name>
    <message>
        <source>Selection</source>
        <translation>選擇</translation>
    </message>
    <message>
        <source>Add</source>
        <translation>新增</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>清除</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>僅就可見的三角形</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>僅就法線正對畫面的三角形</translation>
    </message>
    <message>
        <source>Use a brush tool to select the area</source>
        <translation>使用刷子工具來選取範圍</translation>
    </message>
    <message>
        <source>Clears completely the selected area</source>
        <translation>完全清除所有範圍</translation>
    </message>
</context>
<context>
    <name>MeshGui::TaskRemoveComponents</name>
    <message>
        <source>Delete</source>
        <translation>刪除</translation>
    </message>
    <message>
        <source>Invert</source>
        <translation>反轉</translation>
    </message>
</context>
<context>
    <name>Mesh_TrimByPlane</name>
    <message>
        <source>Select plane</source>
        <translation>選取平面</translation>
    </message>
    <message>
        <source>Please select a plane at which you trim the mesh.</source>
        <translation>請選取一個您修剪網格的平面</translation>
    </message>
</context>
<context>
    <name>Mesh_Union</name>
    <message>
        <source>OpenSCAD</source>
        <translation>OpenSCAD</translation>
    </message>
    <message>
        <source>Unknwon error occured while running OpenSCAD.</source>
        <translation>執行OpenSCAD時發生未知錯誤</translation>
    </message>
    <message>
        <source>OpenSCAD cannot be found on your system.
Please visit http://www.openscad.org/index.html to install it.</source>
        <translation>於您的系統上未發現OpenSCAD
請至http://www.openscad.org/index.html來安裝</translation>
    </message>
</context>
<context>
    <name>QDockWidget</name>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>評估和修復網格</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <source>Import mesh</source>
        <translation>匯入網格</translation>
    </message>
    <message>
        <source>Export mesh</source>
        <translation>匯出網格</translation>
    </message>
    <message>
        <source>Solid Mesh</source>
        <translation>固體網格</translation>
    </message>
    <message>
        <source>Boundings</source>
        <translation>範圍</translation>
    </message>
    <message>
        <source>Fill holes</source>
        <translation>填充孔</translation>
    </message>
    <message>
        <source>Fill holes with maximum number of edges:</source>
        <translation>填充開口藉由最多邊之數量：</translation>
    </message>
    <message>
        <source>Binary STL (*.stl)</source>
        <translation type="obsolete">Binary STL (*.stl)</translation>
    </message>
    <message>
        <source>ASCII STL (*.ast)</source>
        <translation type="obsolete">ASCII STL (*.ast)</translation>
    </message>
    <message>
        <source>Binary Mesh (*.bms)</source>
        <translation type="obsolete">二進位網格 (*.bms)</translation>
    </message>
    <message>
        <source>Alias Mesh (*.obj)</source>
        <translation type="obsolete">Alias網格(*.obj)</translation>
    </message>
    <message>
        <source>Inventor V2.1 ascii (*.iv)</source>
        <translation type="obsolete">Inventor V2.1 ascii (*.iv)</translation>
    </message>
    <message>
        <source>All Files (*.*)</source>
        <translation type="obsolete">所有檔 (*.*)</translation>
    </message>
    <message>
        <source>ASCII STL (*.stl)</source>
        <translation type="obsolete">ASCII STL (*.stl)</translation>
    </message>
    <message>
        <source>VRML V2.0 (*.wrl *.vrml)</source>
        <translation type="obsolete">VRML V2.0 (*.wrl *.vrml)</translation>
    </message>
    <message>
        <source>Compressed VRML 2.0 (*.wrz)</source>
        <translation type="obsolete">Compressed VRML 2.0 (*.wrz)</translation>
    </message>
    <message>
        <source>Nastran (*.nas *.bdf)</source>
        <translation type="obsolete">Nastran (*.nas *.bdf)</translation>
    </message>
    <message>
        <source>Python module def (*.py)</source>
        <translation type="obsolete">Python module def (*.py)</translation>
    </message>
    <message>
        <source>Meshing Tolerance</source>
        <translation>網格公差</translation>
    </message>
    <message>
        <source>Enter tolerance for meshing geometry:</source>
        <translation>輸入製作網格幾何公差：</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is a solid.</source>
        <translation>網格&apos;%1&apos;為實體</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is not a solid.</source>
        <translation>網格&apos;%1&apos;不為實體</translation>
    </message>
    <message>
        <source>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</source>
        <translation>最小=&lt;%1,%2,%3&gt;

最大=&lt;%4,%5,%6&gt;</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2 Faces: %3]</source>
        <translation type="obsolete">[點: %1, 邊緣: %2 面: %3]</translation>
    </message>
    <message>
        <source>Leave info mode</source>
        <translation>離開訊息模式</translation>
    </message>
    <message>
        <source>Index: %1</source>
        <translation>索引：%1</translation>
    </message>
    <message>
        <source>Leave hole-filling mode</source>
        <translation>離開填充孔模式</translation>
    </message>
    <message>
        <source>Leave removal mode</source>
        <translation>離開移除模式</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.ply)</source>
        <translation type="obsolete">All Mesh Files (*.stl *.ast *.bms *.obj *.ply)</translation>
    </message>
    <message>
        <source>Stanford Polygon (*.ply)</source>
        <translation type="obsolete">Stanford Polygon (*.ply)</translation>
    </message>
    <message>
        <source>Object File Format (*.off)</source>
        <translation type="obsolete">Object File Format (*.off)</translation>
    </message>
    <message>
        <source>Standford Polygon (*.ply)</source>
        <translation type="obsolete">Standford Polygon (*.ply)</translation>
    </message>
    <message>
        <source>Delete selected faces</source>
        <translation>刪除選定面</translation>
    </message>
    <message>
        <source>Clear selected faces</source>
        <translation>清除所選面</translation>
    </message>
    <message>
        <source>Annotation</source>
        <translation>注釋</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.off *.ply)</source>
        <translation type="obsolete">所有網格檔案(*.stl *.ast *.bms *.obj *.off *.ply)</translation>
    </message>
    <message>
        <source>X3D Extensible 3D (*.x3d)</source>
        <translation type="obsolete">X3D Extensible 3D (*.x3d)</translation>
    </message>
    <message>
        <source>Display components</source>
        <translation>顯示元件</translation>
    </message>
    <message>
        <source>All Mesh Files</source>
        <translation>所有網格檔</translation>
    </message>
    <message>
        <source>Binary STL</source>
        <translation>二進位 STL</translation>
    </message>
    <message>
        <source>ASCII STL</source>
        <translation>ASCII STL</translation>
    </message>
    <message>
        <source>Binary Mesh</source>
        <translation>二進位網格</translation>
    </message>
    <message>
        <source>Alias Mesh</source>
        <translation>Alias 網格</translation>
    </message>
    <message>
        <source>Object File Format</source>
        <translation>Obj檔案格式</translation>
    </message>
    <message>
        <source>Inventor V2.1 ascii</source>
        <translation>Inventor V2.1 ascii</translation>
    </message>
    <message>
        <source>Stanford Polygon</source>
        <translation>Stanford Polygon</translation>
    </message>
    <message>
        <source>All Files</source>
        <translation>所有檔案</translation>
    </message>
    <message>
        <source>X3D Extensible 3D</source>
        <translation>X3D Extensible 3D</translation>
    </message>
    <message>
        <source>VRML V2.0</source>
        <translation>VRML V2.0</translation>
    </message>
    <message>
        <source>Compressed VRML 2.0</source>
        <translation>壓縮之 VRML 2.0</translation>
    </message>
    <message>
        <source>Nastran</source>
        <translation>Nastran</translation>
    </message>
    <message>
        <source>Python module def</source>
        <translation>Python模組設定</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2, Faces: %3]</source>
        <translation>[點：%1, 線：%2, 面：%3]</translation>
    </message>
    <message>
        <source>Import-Export</source>
        <translation>匯入-匯出</translation>
    </message>
</context>
<context>
    <name>Workbench</name>
    <message>
        <source>Analyze</source>
        <translation>分析</translation>
    </message>
    <message>
        <source>Boolean</source>
        <translation>布林運算</translation>
    </message>
    <message>
        <source>&amp;Meshes</source>
        <translation>網面(&amp;M)</translation>
    </message>
    <message>
        <source>Mesh tools</source>
        <translation>網面工具</translation>
    </message>
</context>
</TS>
