<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="pt-PT" sourcelanguage="en">
<context>
    <name>CmdMeshAddFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Add triangle</source>
        <translation>Adicionar Triâgulo</translation>
    </message>
    <message>
        <source>Add triangle manually to a mesh</source>
        <translation>Adicionar Manualmente Triângulo p/ uma Malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshBoundingBox</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Boundings info...</source>
        <translation>Informação de delimitações...</translation>
    </message>
    <message>
        <source>Shows the boundings of the selected mesh</source>
        <translation>Mostra as delimitações da malha selecionada</translation>
    </message>
</context>
<context>
    <name>CmdMeshBuildRegularSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Regular solid...</source>
        <translation>Sólido Regular</translation>
    </message>
    <message>
        <source>Builds a regular solid</source>
        <translation>Cria um Sólido Regular</translation>
    </message>
</context>
<context>
    <name>CmdMeshDemolding</name>
    <message>
        <source>Interactive demolding direction</source>
        <translation>Direção de desmoldagem interativa</translation>
    </message>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshDifference</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Difference</source>
        <translation>Diferença</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Face info</source>
        <translation>Informação da Superfície</translation>
    </message>
    <message>
        <source>Information about face</source>
        <translation>Informação Sobre a Superfície</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Check solid mesh</source>
        <translation>Verificar Malha Sólida</translation>
    </message>
    <message>
        <source>Checks whether the mesh is a solid</source>
        <translation>Verificar se a malha é ou não um sólido</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluation</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Opens a dialog to analyze and repair a mesh</source>
        <translation>Abre uma janela para analisar e reparar a malha</translation>
    </message>
    <message>
        <source>Evaluate &amp;&amp; Repair mesh...</source>
        <translation>Avaliar &amp;e Reparar Malha ...</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeMesh</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Malha</translation>
    </message>
    <message>
        <source>Make a Box</source>
        <translation type="obsolete">Criar uma Caixa</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeTool</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Malha</translation>
    </message>
    <message>
        <source>Make a Tool</source>
        <translation type="obsolete">Criar um Ferramenta</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeUnion</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Malha</translation>
    </message>
    <message>
        <source>Make Union</source>
        <translation type="obsolete">Criar União</translation>
    </message>
</context>
<context>
    <name>CmdMeshExport</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Export mesh...</source>
        <translation>Exportar Malha ...</translation>
    </message>
    <message>
        <source>Exports a mesh to file</source>
        <translation>Exportar Malha para Ficheiro</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillInteractiveHole</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Close hole</source>
        <translation>Fechar Buraco</translation>
    </message>
    <message>
        <source>Close holes interactively</source>
        <translation>Fechar buracos interativamente</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillupHoles</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Fill holes...</source>
        <translation>Preencher buracos ...</translation>
    </message>
    <message>
        <source>Fill holes of the mesh</source>
        <translation>Preencher buracos na malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshFlipNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Flip normals</source>
        <translation>Inverter normais</translation>
    </message>
    <message>
        <source>Flips the normals of the mesh</source>
        <translation>Inverter os normais da malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromGeometry</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Create mesh from geometry...</source>
        <translation>Criar Malha a partir da Geometria</translation>
    </message>
    <message>
        <source>Create mesh from the selected geometry</source>
        <translation>Criar uma malha da geometria selecionada</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromPartShape</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Create mesh from shape...</source>
        <translation>Criar Malha a Partir da Forma ...</translation>
    </message>
    <message>
        <source>Tessellate shape</source>
        <translation>Forma Tessellate</translation>
    </message>
</context>
<context>
    <name>CmdMeshHarmonizeNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Harmonize normals</source>
        <translation>Harmonizar normais</translation>
    </message>
    <message>
        <source>Harmonizes the normals of the mesh</source>
        <translation>Harmoniza os normais da malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshImport</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Import mesh...</source>
        <translation>Importar Malha ...</translation>
    </message>
    <message>
        <source>Imports a mesh from file</source>
        <translation>Importar uma malha de um ficheiro</translation>
    </message>
</context>
<context>
    <name>CmdMeshIntersection</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Intersection</source>
        <translation>Interseção</translation>
    </message>
</context>
<context>
    <name>CmdMeshMerge</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Merge</source>
        <translation>Fundir</translation>
    </message>
    <message>
        <source>Merges selected meshes into one</source>
        <translation>Fundir as malhas selecionadas numa só</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyCut</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Cut mesh</source>
        <translation>Cortar Malha</translation>
    </message>
    <message>
        <source>Cuts a mesh with a picked polygon</source>
        <translation>Corta uma malha com um polígono selecionado</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySegm</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Make segment</source>
        <translation>Criar Segmento </translation>
    </message>
    <message>
        <source>Creates a mesh segment</source>
        <translation>Cria um segmento de malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySelect</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Select mesh</source>
        <translation>Selecionar Malha</translation>
    </message>
    <message>
        <source>Select an area of the mesh</source>
        <translation>Selecionar uma Área da Malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySplit</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Split mesh</source>
        <translation>Dividir Malha</translation>
    </message>
    <message>
        <source>Splits a mesh into two meshes</source>
        <translation>Divide uma malha em duas</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyTrim</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Trim mesh</source>
        <translation>Aparar malha</translation>
    </message>
    <message>
        <source>Trims a mesh with a picked polygon</source>
        <translation>Apara uma malha com um polígono escolhido</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveCompByHand</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Remove components by hand...</source>
        <translation>Remover manualmente os componentes ...</translation>
    </message>
    <message>
        <source>Mark a component to remove it from the mesh</source>
        <translation>Marcar um componente para o remover da malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveComponents</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Remove components...</source>
        <translation>Remover Componentes ...</translation>
    </message>
    <message>
        <source>Remove topologic independent components from the mesh</source>
        <translation>Remover componentes topológicos independentes da malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshSegmentation</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Create mesh segments...</source>
        <translation>Criar segmentos de malha...</translation>
    </message>
    <message>
        <source>Create mesh segments</source>
        <translation>Criar segmentos de malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshSmoothing</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Smooth...</source>
        <translation>Suavizar ...</translation>
    </message>
    <message>
        <source>Smooth the selected meshes</source>
        <translation>Suavizar as Malhas Selecionadas</translation>
    </message>
</context>
<context>
    <name>CmdMeshToolMesh</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Segment by tool mesh</source>
        <translation>Segmento por ferramenta de malha</translation>
    </message>
    <message>
        <source>Creates a segment from a given tool mesh</source>
        <translation>Cria um segmento a partir de uma dada ferramenta de malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshTransform</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Transform mesh</source>
        <translation>Transformar Malha</translation>
    </message>
    <message>
        <source>Rotate or move a mesh</source>
        <translation>Rodar ou Mover uma Malha</translation>
    </message>
</context>
<context>
    <name>CmdMeshTrimByPlane</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Trim mesh with a plane</source>
        <translation>Aparar malha com um plano</translation>
    </message>
    <message>
        <source>Trims a mesh with a plane</source>
        <translation>Aparar malha com um plano</translation>
    </message>
</context>
<context>
    <name>CmdMeshUnion</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Union</source>
        <translation>União</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvature</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Calculates the curvature of the vertices of a mesh</source>
        <translation>Calcula a curvatura dos vértices da malha</translation>
    </message>
    <message>
        <source>Curvature plot</source>
        <translation>Tracejado de curvatura</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvatureInfo</name>
    <message>
        <source>Mesh</source>
        <translation>Malha</translation>
    </message>
    <message>
        <source>Curvature info</source>
        <translation>Informação de curvatura</translation>
    </message>
    <message>
        <source>Information about curvature</source>
        <translation>Informações sobre a curvatura</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMesh</name>
    <message>
        <source>&amp;Help</source>
        <translation type="obsolete">&amp;Ajuda</translation>
    </message>
    <message>
        <source>F1</source>
        <translation type="obsolete">F1</translation>
    </message>
    <message>
        <source>&amp;Close</source>
        <translation type="obsolete">&amp;Fechar</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation type="obsolete">Alt + C</translation>
    </message>
    <message>
        <source>Mesh information</source>
        <translation>Informações de malha</translation>
    </message>
    <message>
        <source>No information</source>
        <translation>Nenhuma informação</translation>
    </message>
    <message>
        <source>Number of points:</source>
        <translation>Número de pontos:</translation>
    </message>
    <message>
        <source>Number of edges:</source>
        <translation>Número de arestas:</translation>
    </message>
    <message>
        <source>Refresh</source>
        <translation>Atualizar</translation>
    </message>
    <message>
        <source>Analyze</source>
        <translation>Analisar</translation>
    </message>
    <message>
        <source>Repair</source>
        <translation>Reparar</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientação</translation>
    </message>
    <message>
        <source>Degenerated faces</source>
        <translation>Faces degeneradas</translation>
    </message>
    <message>
        <source>Face indices</source>
        <translation>Índices de faces</translation>
    </message>
    <message>
        <source>Number of faces:</source>
        <translation>Número de faces:</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Faces duplicadas</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Pontos duplicados</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>Não-manifolds</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Auto-intersecções</translation>
    </message>
    <message>
        <source>All above tests together</source>
        <translation>Todos os testes acima juntos</translation>
    </message>
    <message>
        <source>Repetitive repair</source>
        <translation>Reparação repetitiva</translation>
    </message>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Avaliar &amp; Reparar Malha</translation>
    </message>
    <message>
        <source>Folds on surface</source>
        <translation>Dobras na superfície</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMeshImp</name>
    <message>
        <source>No information</source>
        <translation>Nenhuma informação</translation>
    </message>
    <message>
        <source>Invalid neighbour indices</source>
        <translation>Índices vizinhos inválidos</translation>
    </message>
    <message>
        <source>Invalid face indices</source>
        <translation>Índices de faces inválido</translation>
    </message>
    <message>
        <source>Invalid point indices</source>
        <translation>Índices de pontos inválido</translation>
    </message>
    <message>
        <source>Multiple point indices</source>
        <translation>Vários índices de pontos</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>Não-manifolds</translation>
    </message>
    <message>
        <source>Cannot remove non-manifolds</source>
        <translation>Não é possível remover não-manifolds</translation>
    </message>
    <message>
        <source>No selection</source>
        <translation>Nenhuma seleção</translation>
    </message>
    <message>
        <source>No flipped normals</source>
        <translation>Nenhuns normais invertidos</translation>
    </message>
    <message>
        <source>%1 flipped normals</source>
        <translation>%1 normais invertidos</translation>
    </message>
    <message>
        <source>No non-manifolds</source>
        <translation>Nenhuns não-manifolds</translation>
    </message>
    <message>
        <source>%1 non-manifolds</source>
        <translation>%1 não-manifolds</translation>
    </message>
    <message>
        <source>No invalid indices</source>
        <translation>Nenhuns índices inválidos</translation>
    </message>
    <message>
        <source>No degenerations</source>
        <translation>Nenhumas degenerações</translation>
    </message>
    <message>
        <source>%1 degenerated faces</source>
        <translation>%1 faces degeneradas</translation>
    </message>
    <message>
        <source>No duplicated faces</source>
        <translation>Nenhumas faces duplicadas</translation>
    </message>
    <message>
        <source>%1 duplicated faces</source>
        <translation>%1 faces duplicadas</translation>
    </message>
    <message>
        <source>No duplicated points</source>
        <translation>Nenhuns pontos duplicados</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Pontos duplicados</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientação</translation>
    </message>
    <message>
        <source>Indices</source>
        <translation>índices</translation>
    </message>
    <message>
        <source>Degenerations</source>
        <translation>Degenerações</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Faces duplicadas</translation>
    </message>
    <message>
        <source>No self-intersections</source>
        <translation>Nenhuma auto-intersecção</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Auto-intersecções</translation>
    </message>
    <message>
        <source>Mesh repair</source>
        <translation>Reparar malha (mesh)</translation>
    </message>
    <message>
        <source>Flipped normals found</source>
        <translation>Foram encontradas normais invertidas</translation>
    </message>
    <message>
        <source>Check failed due to folds on the surface.
Please run the command to repair folds first</source>
        <translation>Verificação falhou devido a dobras na superfície. Por favor, execute o comando &quot;reparar dobras&quot; primeiro</translation>
    </message>
    <message>
        <source>No folds on surface</source>
        <translation>Nenhuma dobra na superfície</translation>
    </message>
    <message>
        <source>%1 folds on surface</source>
        <translation>%1 dobras na superfície</translation>
    </message>
    <message>
        <source>Folds</source>
        <translation>Dobras</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolid</name>
    <message>
        <source>Regular Solid</source>
        <translation>Sólido regular</translation>
    </message>
    <message>
        <source>&amp;Create</source>
        <translation>&amp;Criar</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation>Alt + C</translation>
    </message>
    <message>
        <source>Cl&amp;ose</source>
        <translation>&amp;Fechar</translation>
    </message>
    <message>
        <source>Alt+O</source>
        <translation>Alt + O</translation>
    </message>
    <message>
        <source>Solid:</source>
        <translation> Sólido: </translation>
    </message>
    <message>
        <source>Cube</source>
        <translation>Cubo</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>Cilindro</translation>
    </message>
    <message>
        <source>Cone</source>
        <translation>Cone</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>Esfera</translation>
    </message>
    <message>
        <source>Ellipsoid</source>
        <translation>Elipsóide</translation>
    </message>
    <message>
        <source>Torus</source>
        <translation>Torus</translation>
    </message>
    <message>
        <source>Height:</source>
        <translation>Altura:</translation>
    </message>
    <message>
        <source>Length:</source>
        <translation>Comprimento:</translation>
    </message>
    <message>
        <source>Width:</source>
        <translation>Largura:</translation>
    </message>
    <message>
        <source>Radius:</source>
        <translation>Raio:</translation>
    </message>
    <message>
        <source>Closed</source>
        <translation>Fechado</translation>
    </message>
    <message>
        <source>Sampling:</source>
        <translation>Amostragem:</translation>
    </message>
    <message>
        <source>Edge length:</source>
        <translation>Comprimento da aresta:</translation>
    </message>
    <message>
        <source>Radius 1:</source>
        <translation>Raio 1:</translation>
    </message>
    <message>
        <source>Radius 2:</source>
        <translation>Raio 2:</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolidImp</name>
    <message>
        <source>Create %1</source>
        <translation>Criar %1</translation>
    </message>
    <message>
        <source>No active document</source>
        <translation>Nenhum documento ativo</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsImportExport</name>
    <message>
        <source>Mesh Formats</source>
        <translation>Formatos de malha</translation>
    </message>
    <message>
        <source>Export</source>
        <translation>Exportar</translation>
    </message>
    <message>
        <source>Defines the deviation of tessellation to the actual surface</source>
        <translation>Define o desvio do mosaico em relação à superfície real</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;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;Define o desvio máximo da malha em relação à superfície. Valores mais pequenos significam tempo de processamento maior e aparência melhor.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Maximum mesh deviation</source>
        <translation>Desvio máximo da malha</translation>
    </message>
    <message>
        <source>mm</source>
        <translation type="obsolete">mm</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsMeshView</name>
    <message>
        <source>Mesh view</source>
        <translation>Vista de malha</translation>
    </message>
    <message>
        <source>Two-side rendering</source>
        <translation>Renderização dos dois lados</translation>
    </message>
    <message>
        <source>Backface color</source>
        <translation>Cor da face posterior</translation>
    </message>
    <message>
        <source>Smoothing</source>
        <translation>Suavização</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; Este é o menor ângulo entre duas faces onde será usado o sombreamento plano.&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; se o ângulo entre as normais de duas faces vizinhas é menor do que o ângulo de vincos, as faces serão suavizadas ao redor de sua aresta comum.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Crease angle</source>
        <translation>Ângulo de dobra</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 sombreamento de sombreamento/Phong&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; define a aparência de superfícies.&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; com sombreamento plano as normais da superfície não são definidas por vértice, o que leva a uma aparência irreal para superfícies curvas. Use sombreamento Phong para uma aparência mais suave.&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; se essa opção for definida, o sombreamento Phong será usado, se estiver desactivado o sombreamento plano será usado.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Define normal per vertex</source>
        <translation>Definir normal por vértice</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>&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;Dica&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;Definir as normais por vértice também se chama &lt;span style=&quot; font-style:italic;&quot;&gt;sombreamento Phong&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;enquanto que definir as normais por face chama-se&lt;/span&gt;sombreamento Planar&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>Aparência predefinida para novas malhas</translation>
    </message>
    <message>
        <source>Default line color</source>
        <translation>Cor predefinida de linha</translation>
    </message>
    <message>
        <source>Mesh transparency</source>
        <translation>Transparência da malha</translation>
    </message>
    <message>
        <source>Default mesh color</source>
        <translation>Cor predefinida da malha</translation>
    </message>
    <message>
        <source>Show bounding-box for highlighted or selected meshes</source>
        <translation>Mostrar caixa delimitadora para malhas realçadas ou selecionadas</translation>
    </message>
    <message>
        <source>Line transparency</source>
        <translation>Transparência da linha</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSmoothing</name>
    <message>
        <source>Smoothing</source>
        <translation>Suavização</translation>
    </message>
    <message>
        <source>Method</source>
        <translation>Método</translation>
    </message>
    <message>
        <source>Taubin</source>
        <translation>Taubin</translation>
    </message>
    <message>
        <source>Laplace</source>
        <translation>Laplace</translation>
    </message>
    <message>
        <source>Parameter</source>
        <translation>Parâmetro</translation>
    </message>
    <message>
        <source>Iterations:</source>
        <translation>Iterações (repetições):</translation>
    </message>
    <message>
        <source>Lambda:</source>
        <translation>Lambda:</translation>
    </message>
    <message>
        <source>Mu:</source>
        <translation>Mu:</translation>
    </message>
    <message>
        <source>Only selection</source>
        <translation>Apenas seleção</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFaceAddition</name>
    <message>
        <source>Add triangle</source>
        <translation>Adicionar Triâgulo</translation>
    </message>
    <message>
        <source>Flip normal</source>
        <translation>Inverter normais</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>Limpar</translation>
    </message>
    <message>
        <source>Finish</source>
        <translation>Terminar</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFillHole</name>
    <message>
        <source>Finish</source>
        <translation>Terminar</translation>
    </message>
</context>
<context>
    <name>MeshGui::RemoveComponents</name>
    <message>
        <source>Remove components</source>
        <translation>Remover componente</translation>
    </message>
    <message>
        <source>Select</source>
        <translation>Selecionar</translation>
    </message>
    <message>
        <source>Select whole component</source>
        <translation>Selecione o componente completo</translation>
    </message>
    <message>
        <source>Pick triangle</source>
        <translation>Escolher triângulo</translation>
    </message>
    <message>
        <source>&lt; faces than</source>
        <translation>&lt; faces do que</translation>
    </message>
    <message>
        <source>Region</source>
        <translation>Região</translation>
    </message>
    <message>
        <source>Components</source>
        <translation>Componentes</translation>
    </message>
    <message>
        <source>All</source>
        <translation>Tudo</translation>
    </message>
    <message>
        <source>Deselect</source>
        <translation>Desselecionar</translation>
    </message>
    <message>
        <source>Deselect whole component</source>
        <translation>Desselecionar componente completo</translation>
    </message>
    <message>
        <source>&gt; faces than</source>
        <translation>&gt; faces do que</translation>
    </message>
    <message>
        <source>Region options</source>
        <translation>Opções de região</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>Respeitar apenas triângulos com normais de frente para o monitor</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>Respeitar apenas triângulos visíveis</translation>
    </message>
</context>
<context>
    <name>MeshGui::Segmentation</name>
    <message>
        <source>Mesh segmentation</source>
        <translation>Segmentação de malha</translation>
    </message>
    <message>
        <source>Smooth mesh</source>
        <translation>Malha suave</translation>
    </message>
    <message>
        <source>Plane</source>
        <translation>Plano</translation>
    </message>
    <message>
        <source>Tolerance</source>
        <translation>Tolerância</translation>
    </message>
    <message>
        <source>Minumum number of faces</source>
        <translation>Número mínimo de faces</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>Cilindro</translation>
    </message>
    <message>
        <source>Radius</source>
        <translation>Raio</translation>
    </message>
    <message>
        <source>Tolerance (Flat)</source>
        <translation>Tolerância (plana)</translation>
    </message>
    <message>
        <source>Tolerance (Curved)</source>
        <translation>Tolerância (curvada)</translation>
    </message>
    <message>
        <source>Minimum number of faces</source>
        <translation>Número mínimo de faces</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>Esfera</translation>
    </message>
</context>
<context>
    <name>MeshGui::Selection</name>
    <message>
        <source>Selection</source>
        <translation>Seleção</translation>
    </message>
    <message>
        <source>Add</source>
        <translation>Adicionar</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>Limpar</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>Respeitar apenas triângulos visíveis</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>Respeitar apenas triângulos com normais de frente para o monitor</translation>
    </message>
    <message>
        <source>Use a brush tool to select the area</source>
        <translation>Use um pincel para selecionar a área</translation>
    </message>
    <message>
        <source>Clears completely the selected area</source>
        <translation>Limpa completamente a área selecionada</translation>
    </message>
</context>
<context>
    <name>MeshGui::TaskRemoveComponents</name>
    <message>
        <source>Delete</source>
        <translation>Apagar</translation>
    </message>
    <message>
        <source>Invert</source>
        <translation>Inverter</translation>
    </message>
</context>
<context>
    <name>Mesh_TrimByPlane</name>
    <message>
        <source>Select plane</source>
        <translation>Selecionar plano</translation>
    </message>
    <message>
        <source>Please select a plane at which you trim the mesh.</source>
        <translation>Favor selecione um plano com o qual possa aparar a malha.</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>Ocorreu um erro desconhecido ao executar OpenSCAD.</translation>
    </message>
    <message>
        <source>OpenSCAD cannot be found on your system.
Please visit http://www.openscad.org/index.html to install it.</source>
        <translation>O OpenSCAD não foi encontrado no seu sistema.
Visite http://www.openscad.org/index.html para instalá-lo.</translation>
    </message>
</context>
<context>
    <name>QDockWidget</name>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Avaliar &amp; Reparar Malha</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <source>Import mesh</source>
        <translation>Importar malha</translation>
    </message>
    <message>
        <source>Export mesh</source>
        <translation>Exportar malha</translation>
    </message>
    <message>
        <source>Solid Mesh</source>
        <translation>Malha sólida</translation>
    </message>
    <message>
        <source>Boundings</source>
        <translation>Delimitações</translation>
    </message>
    <message>
        <source>Fill holes</source>
        <translation>Preencher buracos</translation>
    </message>
    <message>
        <source>Fill holes with maximum number of edges:</source>
        <translation>Preencher buracos com número máximo de arestas:</translation>
    </message>
    <message>
        <source>Binary STL (*.stl)</source>
        <translation type="obsolete">Binário STL (*.stl)</translation>
    </message>
    <message>
        <source>ASCII STL (*.ast)</source>
        <translation type="obsolete">STL ASCII (*.ast)</translation>
    </message>
    <message>
        <source>Binary Mesh (*.bms)</source>
        <translation type="obsolete">Malha binária (*.bms)</translation>
    </message>
    <message>
        <source>Alias Mesh (*.obj)</source>
        <translation type="obsolete">Malha Alias (*.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">Todos os Ficheiros (*. *)</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">VRML 2.0 comprimido (*.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">Def módulo Python (*.py)</translation>
    </message>
    <message>
        <source>Meshing Tolerance</source>
        <translation>Tolerância da malhagem</translation>
    </message>
    <message>
        <source>Enter tolerance for meshing geometry:</source>
        <translation>Introduzir a tolerância para a geometria da malhagem:</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is a solid.</source>
        <translation>A malha &apos;%1&apos; é um sólido.</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is not a solid.</source>
        <translation>A malha &apos;%1&apos; não é um sólido.</translation>
    </message>
    <message>
        <source>Min=&lt;%1,%2,%3&gt;

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

Max=&lt;%4,%5,%6&gt;</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2 Faces: %3]</source>
        <translation type="obsolete">[Pontos: %1, Arestas: %2 Faces: %3]</translation>
    </message>
    <message>
        <source>Leave info mode</source>
        <translation>Sair do modo de informação</translation>
    </message>
    <message>
        <source>Index: %1</source>
        <translation>Índice: %1</translation>
    </message>
    <message>
        <source>Leave hole-filling mode</source>
        <translation>Sair do modo de preenchimento de buracos</translation>
    </message>
    <message>
        <source>Leave removal mode</source>
        <translation>Sair do modo de remoção</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>Apagar as faces selecionadas</translation>
    </message>
    <message>
        <source>Clear selected faces</source>
        <translation>Limpar faces selecionadas</translation>
    </message>
    <message>
        <source>Annotation</source>
        <translation>Anotação</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.off *.ply)</source>
        <translation type="obsolete">Todos os arquivos de malha (*.stl *.ast *.bms *.obj *.off * .ply)</translation>
    </message>
    <message>
        <source>X3D Extensible 3D (*.x3d)</source>
        <translation type="obsolete">X3D 3D Extensível (*.x3d)</translation>
    </message>
    <message>
        <source>Display components</source>
        <translation>Exibir componentes</translation>
    </message>
    <message>
        <source>All Mesh Files</source>
        <translation>Todos os Ficheiros de malha (mesh)</translation>
    </message>
    <message>
        <source>Binary STL</source>
        <translation>Binário STL</translation>
    </message>
    <message>
        <source>ASCII STL</source>
        <translation>ASCII STL</translation>
    </message>
    <message>
        <source>Binary Mesh</source>
        <translation>Malha binária</translation>
    </message>
    <message>
        <source>Alias Mesh</source>
        <translation>Nome alternativo da Malha</translation>
    </message>
    <message>
        <source>Object File Format</source>
        <translation>Formato de ficheiro do objeto</translation>
    </message>
    <message>
        <source>Inventor V2.1 ascii</source>
        <translation>Inventor v 2.1 ascii</translation>
    </message>
    <message>
        <source>Stanford Polygon</source>
        <translation>Polígono de Stanford</translation>
    </message>
    <message>
        <source>All Files</source>
        <translation>Todos os Ficheiros</translation>
    </message>
    <message>
        <source>X3D Extensible 3D</source>
        <translation>X3D Extensivel 3D</translation>
    </message>
    <message>
        <source>VRML V2.0</source>
        <translation>VRML v 2.0</translation>
    </message>
    <message>
        <source>Compressed VRML 2.0</source>
        <translation>VRML 2.0 comprimido</translation>
    </message>
    <message>
        <source>Nastran</source>
        <translation>Nastran</translation>
    </message>
    <message>
        <source>Python module def</source>
        <translation>Def de módulo Python</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2, Faces: %3]</source>
        <translation>[Pontos: %1, Arestas: %2, Faces: %3]</translation>
    </message>
    <message>
        <source>Import-Export</source>
        <translation>Importar/Exportar</translation>
    </message>
</context>
<context>
    <name>Workbench</name>
    <message>
        <source>Analyze</source>
        <translation>Analisar</translation>
    </message>
    <message>
        <source>Boolean</source>
        <translation>Booleano</translation>
    </message>
    <message>
        <source>&amp;Meshes</source>
        <translation>&amp;Malhas</translation>
    </message>
    <message>
        <source>Mesh tools</source>
        <translation>Ferramentas de malha (mesh)</translation>
    </message>
</context>
</TS>
