BasicLightDelegate Constant attenuation of the light, i.e. the intensity of the light will be unaffected by distance. <p>Constant attenuation of the light, i.e. the intensity of the light will be unaffected by distance. Linear attenuation of the light, i.e. the light intensity will diminish at a fixed rate as it travels from its source. <p>Linear attenuation of the light, i.e. the light intensity will diminish at a fixed rate as it travels from its source. Quadratic attenuation of the light, i.e. the further the light travels from its source, the more it will be diminished. <p>Quadratic attenuation of the light, i.e. the further the light travels from its source, the more it will be diminished. Color Color The color of the light. The color of the light. Intensity Intensity Light intensity, i.e. the brightness. <p>Light intensity, i.e. the brightness. ButtonViewHeader Reset Transform Reset Transform Transform Transform Show/Hide View Show/Hide View CameraEntityDelegate Camera Camera Projection Type Projection Type Orthographic Orthographic Use orthographic projection, i.e. camera with no perspective correction. <p>Use orthographic projection, i.e. camera with no perspective correction. Perspective Perspective Use perspective projection, i.e. camera with perspective correction based on field-of-view. <p>Use perspective projection, i.e. camera with perspective correction based on field-of-view. Near Plane Near Plane Near plane of the camera, i.e. objects closer to the camera than this will be cropped. <p>Near plane of the camera, i.e. objects closer to the camera than this will be cropped. Far Plane Far Plane Far plane of the camera, i.e. objects further away from the camera than this will be cropped. <p>Far plane of the camera, i.e. objects further away from the camera than this will be cropped. Field of View Field of View Field of view (FOV) of the camera. <p>Field of view (FOV) of the camera. Aspect Ratio Aspect Ratio Aspect ratio, i.e. width to height ratio of the intended view. <p>Aspect ratio, i.e. width to height ratio of the intended view. Left Left Left limit of the view. Left limit of the view. Right Right Right limit of the view. Right limit of the view. Bottom Bottom Bottom limit of the view. Bottom limit of the view. Top Top Top limit of the view. Top limit of the view. Position Position Position of the camera on the %1 axis. <p>Position of the camera on the <i>%1</i> axis. Up Up Which way is up for the camera.%1 <p>Which way is <i>up</i> for the camera.%1 View Center View Center The point the camera is facing on the %1 axis. <p>The point the camera is facing on the <i>%1</i> axis. ColorPropertyInputField Color Color ComponentDelegate Show/Hide Transform Properties <p>Show/Hide Transform Properties ComponentMenu Add Component Add Component Add scene camera here Add New Scene Camera Move active camera here Relocate Active Camera Object Picker Object Picker Remove Remove Duplicate Duplicate Copy (Ctrl + c) Copy (Ctrl+C) Cut (Ctrl + x) Cut (Ctrl+X) Paste (Ctrl + v) Paste (Ctrl+V) Reset Reset Entity Reset Transform Reset Transform Group Selected Create Group CuboidMeshDelegate X Extent X Extent Size of the cuboid on X axis. <p>Size of the cuboid on <i>X</i> axis. Y Extent Y Extent Size of the cuboid on Y axis. <p>Size of the cuboid on <i>Y</i> axis. Z Extent Z Extent Size of the cuboid on Z axis. <p>Size of the cuboid on <i>Z</i> axis. Resolution Resolution Y - Z Y - Z X - Z X - Z X - Y X - Y Resolution in the YZ direction, i.e. how many strips the mesh is divided into. <p>Resolution in the <i>YZ</i> direction, i.e. how many strips the mesh is divided into. Resolution in the XZ direction, i.e. how many strips the mesh is divided into. <p>Resolution in the <i>XZ</i> direction, i.e. how many strips the mesh is divided into. Resolution in the XY direction, i.e. how many strips the mesh is divided into. <p>Resolution in the <i>XY</i> direction, i.e. how many strips the mesh is divided into. CustomMeshDelegate Source Source Wavefront files (*.obj) Wavefront files (*.obj) The path to the object file to be loaded. <p>The path to the object file to be loaded. CylinderMeshDelegate Rings Rings Ring count of the cylinder. Minimum is 2. <p>Ring count of the cylinder. Minimum is <i>2</i>. Slices Slices Slice count of the cylinder. Minimum is 2. <p>Slice count of the cylinder. Minimum is <i>2</i>. Radius Radius Radius of the cylinder. Radius of the cylinder. Length Length Length of the cylinder. Length of the cylinder. DiffuseMapMaterialDelegate Diffuse Map Diffuse Map Ambient Color Ambient Color Specular Color Specular Color Texture Scale Texture Scale DiffuseSpecularMapMaterialDelegate Diffuse Map Diffuse Map Specular Map Specular Map Ambient Color Ambient Color Texture Scale Texture Scale DirectionalLightDelegate Direction Direction The point the light is facing at on the %1 axis. <p>The point the light is facing at on the <i>%1</i> axis. EditorScene Failed to save the scene Failed to save the scene Failed to load a new scene Failed to load the scene Camera Camera Cube Cube Light Light Scene root This string is entity name, no non-ascii characters allowed Scene Root EditorSceneItemModel New Cube This string is entity name, no non-ascii characters allowed New Cube New Cylinder This string is entity name, no non-ascii characters allowed New Cylinder New Plane This string is entity name, no non-ascii characters allowed New Plane New Sphere This string is entity name, no non-ascii characters allowed New Sphere New Torus This string is entity name, no non-ascii characters allowed New Torus New Custom This string is entity name, no non-ascii characters allowed New Custom New imported entity This string is entity name, no non-ascii characters allowed New Imported Entity New Scene Loader This string is entity name, no non-ascii characters allowed New Scene Loader Unnamed Entity Unnamed Entity New Camera This string is entity name, no non-ascii characters allowed New Camera Failed to import an Entity Failed to import an Entity Failed to load a scene with scene loader Failed to Load a Scene with Scene Loader New Light This string is entity name, no non-ascii characters allowed New Light New Group This string is entity name, no non-ascii characters allowed New Group New Empty Entity This string is entity name, no non-ascii characters allowed New Empty Entity EditorToolbar New New Scene (Ctrl+N) Load (Ctrl + O) Load Scene (Ctrl+O) Import Entity Import Entities to Scene Save Save (Ctrl+S) Save As Save As (Shift+Ctrl+S) Undo Undo (Ctrl+Z) Undo '%1' Undo '%1' (Ctrl+Z) Redo Redo (Ctrl+Y) Redo '%1' Redo '%1' (Ctrl+Y) Normal X (Ctrl + 1) Show Plane on X-Axis (Ctrl+1) Normal Y (Ctrl + 2) Show Plane on Y-Axis (Ctrl+2) Normal Z (Ctrl + 3) Show Plane on on Z-Axis (Ctrl+3) Hide helper plane (Ctrl + 4) Hide Planes (Ctrl+4) Snap to active camera position (Ctrl + 5) Snap to Active Camera Position (Ctrl+5) Reset to default position (Ctrl + 0) Reset to Default Postition (Ctrl+0) Free view Free View Change active camera Change Active Camera Settings Settings EntityLibrary Shapes Shapes Show/Hide Shapes View <p>Show/Hide Shapes View You can click here or drag'n'drop to add a new <i>%1</i> to the scene. <p>You can click here or drag'n'drop to add a new <i>%1</i> to the scene. EntityMenu Add Entity Add Entity Mesh Mesh Camera Camera Light Light Group Group EntityModel Cube Cube Cylinder Cylinder Plane Plane Sphere Sphere Torus Torus Custom Custom Camera Camera Light Light Group Group EntityTree Entities Entities Scene Scene Show/Hide Scene View Show/Hide Scene View Visibility Visibility FilePropertyInputField File File FloatPropertyInputField Float Value Float Value FloatSliderInputField Float Slider Float Slider GeneralPropertyView Properties Properties Show/Hide Properties View <p>Show/Hide Properties View Entity name Entity Name Name of the entity. Name may not be a duplicate to an already existing one, or it will be automatically renamed. <p>Name of the entity. Name may not be a duplicate to an already existing one, or it will be automatically renamed. Show Properties: Show Properties: Buttons to show or hide the properties of the selected entity. <p>Buttons to show or hide the properties of the selected entity. Show/Hide Light Properties <p>Show/Hide Light Properties Show/Hide Transform Properties <p>Show/Hide Transform Properties Show/Hide Camera Properties <p>Show/Hide Camera Properties Show/Hide Mesh Properties <p>Show/Hide Mesh Properties Show/Hide Material Properties <p>Show/Hide Material Properties GoochMaterialDelegate Diffuse Color Diffuse Color Specular Color Specular Color Cool Color Cool Color Cool color of the material, i.e. the color in the areas away from the light source. <p>Cool color of the material, i.e. the color in the areas away from the light source. Warm Color Warm Color Warm color of the material, i.e. the color in the areas facing the light source. <p>Warm color of the material, i.e. the color in the areas facing the light source. Alpha Alpha Alpha of the material, i.e. the scale factor that controls the combination of cool color and base color. <p>Alpha of the material, i.e. the scale factor that controls the combination of cool color and base color. Beta Beta Beta of the material, i.e. the scale factor that controls the combination of warm color and base color. <p>Beta of the material, i.e. the scale factor that controls the combination of warm color and base color. IntPropertyInputField Integer Value Integer Value LightComponentDelegate Light Light Directional Light Directional Light Point Light Point Light Spot Light Spot Light MaterialComponentDelegate Material Material Imported custom material Imported Custom Material Diffuse Map Diffuse Map Diffuse & Specular Map Diffuse & Specular Map Gooch Gooch Normal & Diffuse Map Normal & Diffuse Map Normal & Diffuse Map Alpha Normal & Diffuse Map Alpha Normal, Diffuse & Specular Map Normal, Diffuse & Specular Map Phong Alpha Phong Alpha Phong Phong MaterialDelegate Ambient color of the material, i.e. the color seen in the absence of light. <p>Ambient color of the material, i.e. the color seen in the absence of light. Diffuse color of the material, i.e. the color in the area of light. <p>Diffuse color of the material, i.e. the color in the area of light. Specular color of the material, i.e. the color in the specular highlights. <p>Specular color of the material, i.e. the color in the specular highlights. Path to the file containing the diffuse texture image. <p>Path to the file containing the diffuse texture image. Path to the file containing the normal texture image. <p>Polku tekstuurin sisältävään tiedostoon. Path to the file containing the specular texture image. <p>Path to the file containing the specular texture image. Scale of the texture. Scale affects in inverse, i.e. setting the value to 2 makes the texture half the size. <p>Scale of the texture. Scale affects in inverse, i.e. setting the value to <i>2</i> makes the texture half the size. Shininess Shininess Shininess of the material. The smaller the value, the wider and less intense the specular highlight. <p>Shininess of the material. The smaller the value, the wider and less intense the specular highlight. Matrix4x4InputField Matrix4x4 Matrix4x4 MatrixTransformDelegate Transform Matrix Transform Matrix Transform matrix of the entity. <p>Transform matrix of the entity. MeshComponentDelegate Mesh Mesh Imported custom mesh Imported Custom Mesh Cube Cube Custom Custom Cylinder Cylinder Plane Plane Sphere Sphere Torus Torus NormalDiffuseMapAlphaMaterialDelegate Normal Map Normal Map Diffuse Map Diffuse Map Ambient Color Ambient Color Specular Color Specular Color Texture Scale Texture Scale NormalDiffuseMapMaterialDelegate Normal Map Normal Map Diffuse Map Diffuse Map Ambient Color Ambient Color Texture Scale Texture Scale NormalDiffuseSpecularMapMaterialDelegate Normal Map Normal Map Diffuse Map Diffuse Map Specular Map Specular Map Ambient Color Ambient Color Texture Scale Texture Scale ObjectPickerComponentDelegate Object Picker Object Picker Hover Enabled Hover Enabled PhongAlphaMaterialDelegate Ambient Color Ambient Color Diffuse Color Diffuse Color Specular Color Specular Color Alpha is the transparency of the material. 0 is fully transparent, and 1 is fully opaque. <p>The transparency of the material. <i>0</i> is fully transparent, and <i>1</i> is fully opaque. Alpha Alpha PhongMaterialDelegate Ambient Color Ambient Color Diffuse Color Diffuse Color Specular Color Specular Color PlaneMeshDelegate Width Width Width of the plane. Width of the plane. Height Height Height of the plane. Height of the plane. Resolution Resolution W - H Width - Height W - H Resolution of the plane, i.e. how many strips the mesh is divided into. <p>Resolution of the plane, i.e. how many strips the mesh is divided into. PointLightDelegate Quadratic Attenuation Quadratic Attenuation Linear Attenuation Linear Attenuation Constant Attenuation Constant Attenuation PropertyLockButton Lock '%1' Properties Lock <i>%1</i> Properties QObject _Copy _Copy RotationPropertyInputField Rotate Rotate The rotation factor of the object on the %1 axis. <p>The rotation factor of the object on the <i>%1</i> axis. Rotation Angle Angle SRTTransformDelegate Scale Scale The scale of the object on the %1 axis. <p>The scale of the object on the <i>%1</i> axis. Angle of the rotation. Is applied to axes that have non-zero value. <p>Angle of the rotation. Is applied to axes that have non-zero value. Translate Translate The position of the object on the %1 axis. <p>The position of the object on the <i>%1</i> axis. SettingsDialog Settings Settings Automatic Saving Automatic Saving Save work every 10 minutes Save work every 10 minutes Language Language English English Finnish Finnish Grid Spacing Grid Spacing Default Folder Default Folder Apply Apply Cancel Cancel Ok Ok SizePropertyInputField Size Size X X Y Y SphereMeshDelegate Rings Rings Ring count of the sphere. Minimum is 2. <p>Ring count of the sphere. Minimum is <i>2</i>. Slices Slices Slice count of the sphere. Minimum is 2. <p>Slice count of the sphere. Minimum is <i>2</i>. Radius Radius Radius of the sphere. Radius of the sphere. Generate Tangents Generate Tangents Check to enable automatic tangent generation for the sphere. Needs to be checked for textures to work properly. <p>Check to enable automatic tangent generation for the sphere. Needs to be checked for textures to work properly. SpotLightDelegate Direction Direction The point the light is facing at on the %1 axis. <p>The point the light is facing at on the <i>%1</i> axis. Cut-Off Angle Cut-Off Angle Angle of the spotlight cone. <p>Angle of the spotlight cone. Quadratic Attenuation Quadratic Attenuation Linear Attenuation Linear Attenuation Constant Attenuation Constant Attenuation TextInputField Text Text TextureInputField Change texture Change Texture File File TorusMeshDelegate Rings Rings Ring count of the torus. Minimum is 2. <p>Ring count of the torus. Minimum is <i>2</i>. Slices Slices Slice count of the torus. Minimum is 2. <p>Slice count of the torus. Minimum is <i>2</i>. Ring Radius Ring Radius Ring radius, i.e. the size of the torus. <p>Ring radius, i.e. the size of the torus. Tube Radius Thickness Tube radius, i.e. the radius of the tube. <p>Thickness of the torus, i.e. tube radius. TransformComponentDelegate Transform Transform Scale, Rotate & Translate Scale, Rotate & Translate Matrix Matrix UnknownComponentDelegate Transform Transform Mesh Mesh Material Material Layer Layer Unknown Unknown UnknownLightDelegate Unknown Light Unknown Light Vector3DInputField Vector3D Vector3D X X Y Y Z Z main Qt 3D Scene Editor Qt 3D Scene Editor Load Scene Load Scene Qt3D Scenes (*.qt3d.qrc) Qt3D Scenes (*.qt3d.qrc) Save Scene Save Scene Import Entity Import Entity All files (*) All Files (*) Exit Qt 3D Scene Editor Exit Qt 3D Scene Editor There are unsaved changes. Save changes before exiting? There are unsaved changes. Save changes before exiting? Save changes? Save changes? There are unsaved changes. Save changes? There are unsaved changes. Save changes? Error Error