[Bf-docboard-svn] bf-manual-translations: [6746] trunk/blender_docs/locale/pt/LC_MESSAGES/blender_manual.po: pt - /modeling/geometry_nodes/vector/math, rotate
Eduardo Schilling
noreply at blender.org
Wed Aug 4 00:51:36 CEST 2021
Revision: 6746
https://developer.blender.org/rBMT6746
Author: elschilling
Date: 2021-08-04 00:51:35 +0200 (Wed, 04 Aug 2021)
Log Message:
-----------
pt - /modeling/geometry_nodes/vector/math, rotate
Modified Paths:
--------------
trunk/blender_docs/locale/pt/LC_MESSAGES/blender_manual.po
Modified: trunk/blender_docs/locale/pt/LC_MESSAGES/blender_manual.po
===================================================================
--- trunk/blender_docs/locale/pt/LC_MESSAGES/blender_manual.po 2021-08-03 08:30:22 UTC (rev 6745)
+++ trunk/blender_docs/locale/pt/LC_MESSAGES/blender_manual.po 2021-08-03 22:51:35 UTC (rev 6746)
@@ -9,7 +9,7 @@
"Project-Id-Version: Blender 3.0 Manual 3.0\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-07-23 21:48-0400\n"
-"PO-Revision-Date: 2021-08-02 22:07-0300\n"
+"PO-Revision-Date: 2021-08-03 19:50-0300\n"
"Last-Translator: \n"
"Language: pt\n"
"Language-Team: pt <LL at li.org>\n"
@@ -18,7 +18,7 @@
"Content-Type: text/plain; charset=utf-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Generated-By: Babel 2.9.1\n"
-"X-Generator: Poedit 2.3.1\n"
+"X-Generator: Poedit 2.2.4\n"
#: ../../manual/about/contribute/build.rst:5
#, fuzzy
@@ -51016,12 +51016,12 @@
#: ../../manual/compositing/types/layout/switch.rst:4
msgid "Switch Node"
-msgstr "Alternar"
+msgstr "Switch Node"
#: ../../manual/compositing/types/layout/switch.rst:9
#: ../../manual/modeling/geometry_nodes/utilities/switch.rst:11
msgid "Switch Node."
-msgstr "O painel do nó do tipo \"Alternar\"."
+msgstr "Nó Switch."
#: ../../manual/compositing/types/layout/switch.rst:11
msgid "Switch between two images using a checkbox."
@@ -99239,142 +99239,142 @@
#: ../../manual/render/shader_nodes/converter/vector_math.rst:12
#: ../../manual/render/shader_nodes/converter/vector_math.rst:17
msgid "The *Vector Math* node performs the selected math operation on the input vectors."
-msgstr ""
+msgstr "O nó *Vector Math* performa a operação matemática selecionada nos vetores de entrada."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:18
#: ../../manual/render/shader_nodes/converter/vector_math.rst:23
msgid "The inputs of the node are dynamic. Some inputs are only available in certain operations. For instance, the *Scale* input is only available in the *Scale* operator."
-msgstr ""
+msgstr "As entradas do nó são dinâmicas. Algumas entradas estão disponíveis apenas em algumas operações. Por exemplo, a entrada *Scale* está disponível apenas no operador *Scale*."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:22
#: ../../manual/render/shader_nodes/converter/vector_math.rst:27
msgid "Input vector :math:`A = \\begin{pmatrix} A_x \\\\ A_y \\\\ A_z \\end{pmatrix}`."
-msgstr ""
+msgstr "Vetor de entrada :math:`A = \\begin{pmatrix} A_x \\\\ A_y \\\\ A_z \\end{pmatrix}`."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:24
#: ../../manual/render/shader_nodes/converter/vector_math.rst:29
msgid "Input vector :math:`B = \\begin{pmatrix} B_x \\\\ B_y \\\\ B_z \\end{pmatrix}`."
-msgstr ""
+msgstr "Vetor de entrada :math:`B = \\begin{pmatrix} B_x \\\\ B_y \\\\ B_z \\end{pmatrix}`."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:26
#: ../../manual/render/shader_nodes/converter/vector_math.rst:31
msgid "Input Scale :math:`s`."
-msgstr ""
+msgstr "Entrada Scale :math:`s`."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:33
#: ../../manual/render/shader_nodes/converter/vector_math.rst:38
msgid "The vector math operator to be applied on the input vectors."
-msgstr ""
+msgstr "O operador matemático a ser aplicado aos vetores de entrada."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:35
#: ../../manual/render/shader_nodes/converter/vector_math.rst:40
msgid "The sum of A and B. :math:`\\begin{pmatrix} A_x + B_x \\\\ A_y + B_y \\\\ A_z + B_z \\end{pmatrix}`"
-msgstr ""
+msgstr "A soma de A e B. :math:`\\begin{pmatrix} A_x + B_x \\\\ A_y + B_y \\\\ A_z + B_z \\end{pmatrix}`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:37
#: ../../manual/render/shader_nodes/converter/vector_math.rst:42
msgid "The difference between A and B. :math:`\\begin{pmatrix} A_x - B_x \\\\ A_y - B_y \\\\ A_z - B_z \\end{pmatrix}`"
-msgstr ""
+msgstr "A diferença entre A e B. :math:`\\begin{pmatrix} A_x - B_x \\\\ A_y - B_y \\\\ A_z - B_z \\end{pmatrix}`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:39
#: ../../manual/render/shader_nodes/converter/vector_math.rst:44
msgid "The entrywise product of A and B. :math:`\\begin{pmatrix} A_x \\cdot B_x \\\\ A_y \\cdot B_y \\\\ A_z \\cdot B_z \\end{pmatrix}`"
-msgstr ""
+msgstr "O produto elementar de A e B. :math:`\\begin{pmatrix} A_x \\cdot B_x \\\\ A_y \\cdot B_y \\\\ A_z \\cdot B_z \\end{pmatrix}`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:41
#: ../../manual/render/shader_nodes/converter/vector_math.rst:46
msgid "The entrywise division of A by B. Division by zero results in zero. :math:`\\begin{pmatrix} A_x / B_x \\\\ A_y / B_y \\\\ A_z / B_z \\end{pmatrix}`"
-msgstr ""
+msgstr "A divisão elementar de A e B. Divisão por zero resulta zero. :math:`\\begin{pmatrix} A_x / B_x \\\\ A_y / B_y \\\\ A_z / B_z \\end{pmatrix}`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:46
#: ../../manual/render/shader_nodes/converter/vector_math.rst:51
msgid "The cross product of A and B. :math:`\\begin{pmatrix} A_y \\cdot B_z - A_z \\cdot B_y \\\\ A_z \\cdot B_x - A_x \\cdot B_z \\\\ A_x \\cdot B_y - A_y \\cdot B_x \\end{pmatrix}`"
-msgstr ""
+msgstr "O produto vetorial de A e B. :math:`\\begin{pmatrix} A_y \\cdot B_z - A_z \\cdot B_y \\\\ A_z \\cdot B_x - A_x \\cdot B_z \\\\ A_x \\cdot B_y - A_y \\cdot B_x \\end{pmatrix}`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:51
#: ../../manual/render/shader_nodes/converter/vector_math.rst:56
msgid "For a given incident vector A, surface normal B and ratio of indices of refraction (IOR), refract outputs the refraction vector R."
-msgstr ""
+msgstr "Para um vetor incidente A, normal de superfície B e razão de índices de refração (IOR), refract produz o vetor de refração R."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:55
#: ../../manual/render/shader_nodes/converter/vector_math.rst:60
msgid "The dot product of A and B. :math:`A_x \\cdot B_x + A_y \\cdot B_y + A_z \\cdot B_z`"
-msgstr ""
+msgstr "O produto escalar de A e B. :math:`A_x \\cdot B_x + A_y \\cdot B_y + A_z \\cdot B_z`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:58
#: ../../manual/render/shader_nodes/converter/vector_math.rst:63
msgid "The length of A. :math:`\\sqrt{A_x^2 + A_y^2 + A_z^2}`"
-msgstr ""
+msgstr "O comprimento de A. :math:`\\sqrt{A_x^2 + A_y^2 + A_z^2}`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:60
#: ../../manual/render/shader_nodes/converter/vector_math.rst:65
msgid "The result of multiplying A by the scalar input *Scale*. :math:`\\begin{pmatrix} s \\cdot A_x \\\\ s \\cdot A_y \\\\ s \\cdot A_z \\end{pmatrix}`"
-msgstr ""
+msgstr "O resultado de multiplicar A pela entrada escalar Scale. :math:`\\begin{pmatrix} s \\cdot A_x \\\\ s \\cdot A_y \\\\ s \\cdot A_z \\end{pmatrix}`"
#: ../../manual/render/shader_nodes/converter/vector_math.rst:62
#: ../../manual/render/shader_nodes/converter/vector_math.rst:67
msgid "The result of normalizing A. The result vector points to the same direction as A and has a length of 1. If A is (0, 0, 0), the result is (0, 0, 0) as well."
-msgstr ""
+msgstr "O resultado da normalização de A. O vetor resultante aponta para a mesma direção que A e tem o comprimento de 1. Se A é (0, 0, 0), o resultado é (0, 0, 0) também."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:81
#: ../../manual/render/shader_nodes/converter/vector_math.rst:86
msgid "The output of the node is dynamic. It is either a vector or a scalar depending on the operator. For instance, the *Length* operator has a scalar output while the *Add* operator has a vector output."
-msgstr ""
+msgstr "A saída do nó é dinâmica. Ela é tanto um vetor ou escalar dependendo do operador. Por exemplo, o operador Length tem uma saída escalar enquanto o operador Add tem uma saída vetor."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:85
#: ../../manual/render/shader_nodes/converter/vector_math.rst:90
msgid "Output vector."
-msgstr ""
+msgstr "Saída vetor."
#: ../../manual/render/shader_nodes/converter/vector_math.rst:87
#: ../../manual/render/shader_nodes/converter/vector_math.rst:92
msgid "Output value."
-msgstr ""
+msgstr "Saída valor(escalar)."
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:5
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:10
msgid "Vector Rotate Node"
-msgstr ""
+msgstr "Nó Vector Rotate"
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:10
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:15
msgid "Vector Rotate Node."
-msgstr ""
+msgstr "Nó Vector Rotate."
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:12
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:17
msgid "The *Vector Rotate Node* provides the ability to rotate a vector around a pivot point (*Center*)."
-msgstr ""
+msgstr "O nó *Vector Rotate* provê a habilidade de rotacionar um vetor ao redor de um ponto pivô (*Center*)."
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:19
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:24
msgid "Vector to be rotated."
-msgstr ""
+msgstr "Vetor a ser rotacionado."
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:32
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:37
msgid "Rotates the vector around the defined axis and the amount of rotation is defined by the *Angle* input."
-msgstr ""
+msgstr "Rotaciona o vetor ao redor do eixo definido e o ângulo de rotação é definida pela entrada *Angle*."
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:35
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:40
msgid "Rotates the vector around any arbitrary axis defined by the *Axis* input vector. The amount of rotation is defined by the *Angle* input."
-msgstr ""
+msgstr "Rotaciona o vetor ao redor de qualquer eixo arbitrário definido pelo vetor de entrada *Axis*. O ângulo de rotação é definida pela entrada *Ângulo*."
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:38
#: ../../manual/render/shader_nodes/vector/vector_rotate.rst:43
@@ Diff output truncated at 10240 characters. @@
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