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<!DOCTYPE TS>
<TS version="2.1" language="gl" sourcelanguage="en">
  <context>
    <name>AssemblyGui::TaskAssemblyConstraints</name>
    <message>
      <source>Constraints</source>
      <translation type="unfinished">Constraints</translation>
    </message>
  </context>
  <context>
    <name>AssemblyGui::Workbench</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyAddExistingComponent</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Add existing Component...</source>
      <translation>Engadir un compoñente existente...</translation>
    </message>
    <message>
      <source>Add a existing Component into the active Assembly, STEP, IGES or BREP</source>
      <translation>Engade un compoñente existente á Ensamblaxe activa, STEP, IGES ou BREP</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyAddNewComponent</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Add new Assembly</source>
      <translation>Engade unha nova Ensamblaxe</translation>
    </message>
    <message>
      <source>Add a new Subassembly into the active Assembly</source>
      <translation>Engade unha nova Sub-ensamblaxe á Ensamblaxe activa</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyAddNewPart</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Add new Part</source>
      <translation>Engadir nova Peza</translation>
    </message>
    <message>
      <source>Add a new Part into the active Assembly</source>
      <translation>Engade unha nova Peza á Ensamblaxe activa</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyConstraint</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Constraint</source>
      <translation>Constrición</translation>
    </message>
    <message>
      <source>Add arbitrary constraints to the assembly</source>
      <translation>Engade constricións arbitrarias á ensamblaxe</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyConstraintAlignment</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Constraint alignment...</source>
      <translation type="unfinished">Constraint alignment...</translation>
    </message>
    <message>
      <source>Align the selected entities</source>
      <translation type="unfinished">Align the selected entities</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyConstraintAngle</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Constraint Angle...</source>
      <translation>Constrinxir o ángulo...</translation>
    </message>
    <message>
      <source>Set the angle between two selected entities</source>
      <translation type="unfinished">Set the angle between two selected entities</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyConstraintCoincidence</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Constraint coincidence...</source>
      <translation>Constrinxir coincidentes...</translation>
    </message>
    <message>
      <source>Make the selected entities coincident</source>
      <translation type="unfinished">Make the selected entities coincident</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyConstraintDistance</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Constraint Distance...</source>
      <translation>Constrinxir a distancia...</translation>
    </message>
    <message>
      <source>Set the distance between two selected entities</source>
      <translation type="unfinished">Set the distance between two selected entities</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyConstraintFix</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Constraint Fix...</source>
      <translation>Constrición fixa...</translation>
    </message>
    <message>
      <source>Fix a part in it's rotation and translation</source>
      <translation>Fixa unha peza na súa rotación e mais na translación</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyConstraintOrientation</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Constraint Orientation...</source>
      <translation>Constrición de orientación...</translation>
    </message>
    <message>
      <source>Set the orientation of two selected entities in regard to each other</source>
      <translation type="unfinished">Set the orientation of two selected entities in regard to each other</translation>
    </message>
  </context>
  <context>
    <name>CmdAssemblyImport</name>
    <message>
      <source>Assembly</source>
      <translation type="unfinished">Assembly</translation>
    </message>
    <message>
      <source>Import assembly...</source>
      <translation>Importar ensamblaxe...</translation>
    </message>
    <message>
      <source>Import one or more files and create a assembly structure.</source>
      <translation>Importar un ou mais ficheiros e crear unha estrutura de ensamblaxe.</translation>
    </message>
  </context>
  <context>
    <name>QObject</name>
    <message>
      <source>No active or selected assembly</source>
      <translation>Ningunha ensamblaxe activa ou escolmada</translation>
    </message>
    <message>
      <source>You need a active or selected assembly to insert a part in.</source>
      <translation>Precisa dunha ensamblaxe activa ou escolmada para inserirlle unha peza.</translation>
    </message>
    <message>
      <source>You need a active or selected assembly to insert a component in.</source>
      <translation>Precisa dunha ensamblaxe activa ou escolmada para inserirlle un compoñente.</translation>
    </message>
    <message>
      <source>No active Assembly</source>
      <translation>Ningunha Ensamblaxe activa</translation>
    </message>
    <message>
      <source>You need a active (blue) Assembly to insert a Constraint. Please create a new one or make one active (double click).</source>
      <translation>Precisa dunha Ensamblaxe activa (azul) para inserirlle unha constrición. Por favor, faga unha nova ou faga unha activa (dobre clic).</translation>
    </message>
  </context>
  <context>
    <name>TaskAssemblyConstraints</name>
    <message>
      <source>Form</source>
      <translation>Formulario</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The first geometry to which the constraint relates. Note that first and second geometry can be swapt. If you want to clear it, use the button to the right. If it is empty, just select any geometry in the 3D view and it will be added here.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A primeira xeometría á que a constrición se refire. Note que a primeira e segunda xeometría poden ser trocadas. Se quere limpala, use o botón para a dereita. Se está baleira, abonda escoller calquera xeometría na vista 3D e engadirase aquí.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Clear the first geometry&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limpar a primeira xeometría&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>...</source>
      <translation>...</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The second geometry to which the constraint relates. Note that first and second geometry can be swapt. If you want to clear it, use the button to the right. If it is empty, just select any geometry in the 3D view and it will be added here.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A segunda xeometría á que a constrición se refire. Note que a primeira e segunda xeometría poden ser trocadas. Se quere limpala, use o botón para a dereita. Se está baleira, abonda escoller calquera xeometría na vista 3D e engadirase aquí.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Clear the second geometry&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limpar a segunda xeometría&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the angle between the geometries normals&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Estabelecer o ángulo entre as normais das xeometrías&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Angle</source>
      <translation>Ángulo</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Special constraint which is in general used to let the geometries be on each other. Therefore it's often the same as align, with the difference that it is also defined for points, as a point can lie on a plane. Note that this constraint has a special behaviour for cylinders. For example, a cylindrical surface can't be on a plane, only touch it. Therefore this is not valid. Furthermore point and line coincident with cylinders don't work on the cylinder surface, but on its center line. The reason for that it is, that this centerline would not be accessible with other constraints, but the surface coincident can be also achieved with the align constraint and value 0.  At last specialty the cylinder cylinder constraint shall be mentioned: It works also on the cylinder centerlines and therefore makes them concentric. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Special constraint which is in general used to let the geometries be on each other. Therefore it's often the same as align, with the difference that it is also defined for points, as a point can lie on a plane. Note that this constraint has a special behaviour for cylinders. For example, a cylindrical surface can't be on a plane, only touch it. Therefore this is not valid. Furthermore point and line coincident with cylinders don't work on the cylinder surface, but on its center line. The reason for that it is, that this centerline would not be accessible with other constraints, but the surface coincident can be also achieved with the align constraint and value 0.  At last specialty the cylinder cylinder constraint shall be mentioned: It works also on the cylinder centerlines and therefore makes them concentric. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Coincident</source>
      <translation>Coincidente</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fixes the first geometry in its rotation and translation. Note that fix only works its the direct parent assembly. If you stack assemblies, the parent assembly will not be fixed inside the other ones.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fixa a primeira xeometría na súa rotación e translación. Note que fixar funciona só na súa ensamblaxe pai directa. Se amorea ensamblaxes, a ensamblaxe pai non vai ser fixada no interior das outras.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Fix</source>
      <translation>Corrixir</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the distance between first and second geometry. Note that in many cases the shortest distance is used (e.g. line - line)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the distance between first and second geometry. Note that in many cases the shortest distance is used (e.g. line - line)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Distance</source>
      <translation type="unfinished">Distance</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Allows to set the orientation of the geometries normals in relation to each other. Possible values are parallel (means equal or opposite normals), equal normals, opposite normals or perpendicular ones. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Permite definir a orientación das xeometrías normais en relación a calquera outra. Os valores posibles son paralelas (significando iguais ou opostas as normais), normais iguais, normais opostas ou perpendiculares. Note que para os cilindros é usada a base circular normal.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Orientation</source>
      <translation>Orientación</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adds a orientation and a distance constraint. Therefore this constraint is only valid where both of the individual constraints are, e.g. you can't align a point and a plane as point-plane orientation is invalid. Furthermore it can happen that this constraint is only valid for a certain orientation, e.g. plane - line has only a defined distance, when the orientation is perpendicular. The reason behind this is, that a non-perpendicular line would always cut the plane and therefore the shortest distance would always be 0. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Engade unha orientación e unha constrición da distancia. Polo tanto, esta constrición é válida só onde ámbalas constricións son individuais, por exemplo, non pode aliñar un punto e un plano como punto-plano, a orientación non é válida. Ademais, pode ocorrer que esta constrición só sexa válida para unha certa orientación, por exemplo plano-liña ten só unha distancia definida, cando a orientación é perpendicular. A razón por tras disto é que unha liña non perpendicular sempre pode cortar o plano e, polo tanto, a distancia máis curta sería sempre 0.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Align</source>
      <translation type="unfinished">Align</translation>
    </message>
    <message>
      <source>value</source>
      <translation>valor</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use the full solution space. The nearest solution will be found.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use a solución completa de espazo. A solución máis próxima será atopada.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Positive solution space. Reduces the valid solutions to the positive domain, e.g. point over the plane at specified distance, not under. Or point outside a cylinder at specified distance, not inside.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Solución positiva do espazo. Reduce as solucións válidas no dominio positivo, ex. punto sobre o plano na distancia especificada, non embaixo. Ou punto fóra dun cilindro a distancia especificada, non dentro.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Negative solution space. Reduces the valid solutions to the negative domain, e.g. point under the plane at specified distance, not over. Or point inside a cylinder at specified distance, not outside.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Solución negativa do espazo. Reduce as solucións válidas no dominio negativo, ex. punto baixo o plano na distancia especificada, non enriba. Ou punto dentro dun cilindro a distancia especificada, non fóra.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals parallel, that means they can point in the same or opposite direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fai as xeometrías normais en paralelo, o que significa que poden apuntar na mesma ou en dirección oposta. Note que para os cilindros é usada a base circular normal.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Parallel</source>
      <translation>Paralela</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals point in the same direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fai as xeometrías normais apuntando na mesma dirección. Note que para os cilindros é usada a base circular normal.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Equal</source>
      <translation>Igual</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals point in the opposite direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals point in the opposite direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Opposite</source>
      <translation>Oposta</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals perpendicular. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals perpendicular. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Perpend.</source>
      <translation>Perpend.</translation>
    </message>
  </context>
</TS>
