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211 Commits
Author SHA1 Message Date
Hyblocker 760f1d2788 fix: Potential crash fix?
Idk this is really weird and probably not correct, but for some reason unWhichDevice is invalid (could be vr::k_unTrackedDeviceIndexInvalid) or newPose points to 0 causing a crash on dereference when copying to pose. This can be considered a TEMP fix for now
2025-11-19 10:58:43 +01:00
Hyblocker 4db3c775ab (feat): Ignore low quality IMU tracking extrapolation 2025-06-03 10:04:12 +02:00
Hyblocker e752ea58f8 (fix): Unicode issues 2025-03-22 17:59:11 +01:00
Hyblocker 5843d46505 (feat): Handle conflicts with GitHub version when using a Steam build 2025-03-22 17:58:58 +01:00
Hyblocker 74f8dbdaeb (chore): Test 2025-02-24 00:07:24 +01:00
Hyblocker 9c7c1db8d1 (chore): Update README 2025-02-15 17:41:01 +01:00
Hyblocker 184a0f4314 Merge pull request #27 from orels1/patch-1
Fixed a typo that resulted in no navigation
2025-02-02 23:10:27 +01:00
orels1 546bc268b2 fixed typo that resulted in no navigation 2025-02-02 14:07:58 -08:00
Hyblocker baadf33c9c (fix): Fix double launch issue on Steam 2025-01-10 19:41:48 +01:00
Hyblocker 1361c1c204 (chore): Add funding
The hardware I need to ensure Space Calibrator works well is so expensive 😭
2025-01-10 19:41:12 +01:00
Hyblocker caa74f98e7 (fix): Register overlay and auto-startup if not registered already 2025-01-09 02:50:54 +01:00
Hyblocker 2f269410fa (fix): Correct application type messing up SteamVR startup in some cases 2025-01-09 02:50:14 +01:00
Hyblocker 1892fb0c60 (fix): Load before all other drivers so that we can hook correctly 2025-01-09 02:49:45 +01:00
Hyblocker 842e2343a4 (chore): Use wordmark in README 2025-01-07 02:25:01 +01:00
Hyblocker 7c8cc828db (chore): Add logos 2025-01-07 02:16:43 +01:00
Hyblocker 38f77a033e (fix): Use unique id when building devices list, #23 2024-12-30 04:14:19 +01:00
Hyblocker 51dd949779 (fix): i had a major skill issue
string being freed too early fix
2024-12-30 03:30:44 +01:00
Hyblocker d6d499a553 (fix): Display devices under driver_lighthouse as "SteamVR Tracking" devices
Complies with Steam brand guidelines page 29
2024-12-06 01:46:33 +01:00
Hyblocker 80e9e378e7 (chore): Update README 2024-12-05 16:23:32 +01:00
Hyblocker f88ac95a71 (chore): Update install script 2024-12-05 15:07:34 +01:00
Hyblocker 0667a955c2 (chore): Add README alongside binaries. 2024-12-05 15:07:26 +01:00
Hyblocker 2ba9f41be0 Update license 2024-11-29 02:14:43 +01:00
Hyblocker d4dfa26567 (chore): Simplify name 2024-11-29 02:14:24 +01:00
Hyblocker 6b51b6ea97 (chore): Correct binary name 2024-11-21 23:33:13 +01:00
Hyblocker 23a73c2888 (fix): Correct ImGui update issues 2024-11-21 23:32:57 +01:00
Hyblocker 57a032558b (vendor): Update SteamVR 2024-11-21 23:32:27 +01:00
Hyblocker 8b2624cfdf (fix): Correct some typos and clarify descriptions in the UI. 2024-11-14 00:25:01 +01:00
Hyblocker 08369b3ffb (fix): Improve handling of poor calibrations 2024-11-14 00:24:46 +01:00
Hyblocker a71cfc3a8f Merge pull request #19 from hyblocker/cmake
Move to CMake
2024-11-10 15:19:53 +01:00
Hyblocker d3adf9840e (fix): The overlay doesn't render when minimised and viewing from SteamVR dash
did something break the overlay when migrating to CMake?
2024-11-10 15:18:22 +01:00
Hyblocker 39e0beec3a (feat): Expose maximum relative error threshold to UI 2024-11-08 02:14:49 +01:00
Hyblocker 4722698b77 (fix): Correct hmd check 2024-11-08 02:14:17 +01:00
Hyblocker d7d25b2f77 (chore): Simplify app name 2024-11-07 19:05:02 +01:00
Hyblocker 04270aa75b (chore): Bump version 2024-11-06 03:44:25 +01:00
Hyblocker be38b018a9 (fix): Correct formatting 2024-11-06 03:44:14 +01:00
Hyblocker cf5812a622 (chore): Simplify gitignore 2024-11-06 03:36:41 +01:00
Hyblocker 0eacd6d80f (fix): Adjust installer to generate use CMake paths
also add metadata!
2024-11-06 03:36:28 +01:00
Hyblocker fe53a2bdc2 (chore): Rename target for better binary name 2024-11-06 03:35:59 +01:00
Hyblocker 76cc3406f1 (fix): Improve safety 2024-11-06 03:11:41 +01:00
Hyblocker 6e5c86245d (fix): Use better default values 2024-11-06 03:11:33 +01:00
Hyblocker fd6e6366c8 (fix): Make spacecal a bit more generous with finding HMDs
Some device drivers such as SteamLink and Pimax occasionally misbehave and misreport themselves as another HMD. This brings down the search in the worst case from 2N to N, and makes it only strictly require that the tracking system and either the model or serial number match in the case of a HMD.
2024-11-06 03:10:45 +01:00
Hyblocker 409ac63d02 (fix): Correct build issues 2024-11-05 02:03:02 +01:00
Hyblocker 21fdfaad75 (chore): Add cmake files 2024-11-05 01:58:38 +01:00
Hyblocker 7cde734718 (chore): Restructure code 2024-11-05 01:58:20 +01:00
Hyblocker 68b6332fdd (vendor): Update Eigen 2024-11-05 01:55:38 +01:00
Hyblocker d4a5594300 (chore): Remove binary 2024-11-05 01:54:34 +01:00
Hyblocker 0eca815a24 (vendor): Add openvr, imgui, implot, glfw
Also update imgui implot and glfw.
2024-11-05 01:53:57 +01:00
Hyblocker 1bee2ea850 (vendor): Remove glfw 2024-11-05 01:38:23 +01:00
Hyblocker 485f5b927a (vendor): Remove implot 2024-11-05 00:53:21 +01:00
Hyblocker 1398dd7ac7 (vendor): Remove imgui 2024-11-05 00:38:19 +01:00
Hyblocker cc6629ab10 (vendor): Remove old openvr folder 2024-11-05 00:19:02 +01:00
Hyblocker 8be1066339 (fix): Fix type warnings 2024-11-04 20:24:39 +01:00
Hyblocker cf8d6a4fc1 (fix): Don't try calibrating if the calibration is poor 2024-11-04 20:24:21 +01:00
Hyblocker 91eb9e8b15 (chore): Convert to tabs 2024-11-04 20:23:47 +01:00
Hyblocker 2079a4339c (chore): Mark ValidateCalibration as no discard
to generate warnings to highlight errors
2024-11-04 20:22:39 +01:00
Hyblocker 5364db4c51 (feat): Add an option to ignore outliers 2024-11-04 20:22:07 +01:00
Hyblocker 025ac300d6 Merge pull request #16 from PiMaker/pi-fixes-trigger-press
fix startup and device assignment issues with trigger press mode
2024-11-04 19:57:20 +01:00
pi 6da5f0dd11 fix startup and device assignment issues with trigger press mode 2024-09-14 19:00:24 +02:00
Hyblocker a1084cc48e (fix): Improve correctness by initialising memory 2024-09-07 13:59:09 +02:00
Hyblocker ad6a689dad (feat): Make window top bar use immersive dark mode on Windows 2024-09-07 13:21:34 +02:00
Hyblocker 9bb647cdda (vendor): Update GLFW to 3.4 2024-09-07 13:21:01 +02:00
Hyblocker 5a6cd936ea (chore): Improve indentation 2024-09-06 11:11:59 +02:00
Hyblocker 3e7eaa5d58 (fix): Discard outlier rotations during calibration.
Taken from https://github.com/MikeHYChao/OpenVR-SpaceCalibrator
2024-09-06 10:51:16 +02:00
Hyblocker 5f5faa0ce4 (feat): Improve jitter threshold default values 2024-08-29 01:15:45 +02:00
Hyblocker f0517179fe (fix): Change default reset value for playspace scale to 1
0 does not make any sense lol
2024-08-29 01:15:32 +02:00
Hyblocker 1e8f47207b (fix): Fix some warnings 2024-08-29 01:09:24 +02:00
Hyblocker 1cca795622 (fix): Fix DrawVectorElement failing to link 2024-08-22 16:57:27 +02:00
Hyblocker 4ca48114e4 (feat): Add icon to GLFW window 2024-08-22 16:57:09 +02:00
Hyblocker 178293b92e (chore): Convert NULL to nullptr for better type safety 2024-08-22 16:56:46 +02:00
Hyblocker a0d19f3beb (chore): Fix indentation in config 2024-07-28 14:05:34 +02:00
Hyblocker 5c649640d2 (chore): Fix warnings in configuration.cpp 2024-07-27 16:12:59 +02:00
Hyblocker 3f9742046d (chore): Add braces to config 2024-07-27 15:13:58 +02:00
Hyblocker 4fed033c0b (feat): Save jitter threshold, static calibration 2024-07-27 15:05:20 +02:00
Hyblocker d20717fe88 (feat): Add jitter detection 2024-07-27 14:53:44 +02:00
Hyblocker d2b05caa2d (feat): Add calibration speeds to continuous settings
didn't commit fully wtf
2024-07-27 14:51:17 +02:00
Hyblocker eefa827546 (feat): Prepare for jitter detection 2024-07-27 14:50:51 +02:00
Hyblocker 7046326c77 (feat): Add calibration speeds to continuous settings 2024-07-27 14:48:24 +02:00
Hyblocker 17a20e86c8 (chore): Add pi to credits list 2024-07-19 01:07:13 +02:00
Hyblocker 196fc36338 Disable static calibration by default 2024-07-15 22:38:47 +02:00
Hyblocker 5b88a3447d Update version 2024-07-15 22:37:43 +02:00
Hyblocker 8100d776b8 Merge pull request #14 from PiMaker/pi-adds-require-trigger-press-mode
adds require trigger press mode
2024-07-14 17:33:06 +02:00
Hyblocker 137d8916af Merge pull request #13 from PiMaker/pi-does-dynamic-calibration-speed-in-continuous
dynamic calibration speed in continuous, merge arcticfox's relative pose lock
2024-07-14 17:32:56 +02:00
Hyblocker ceeab0e6e2 Merge pull request #12 from PiMaker/pi-falls-back-to-exclude-serial-for-hmd
fall back to serial-excluded matching for HMD finding
2024-07-14 17:32:45 +02:00
Hyblocker 797f65ad0d Merge pull request #11 from PiMaker/pi-pause-on-tracking-lost
detect when headset does not send valid tracking data and pause
2024-07-14 17:32:32 +02:00
pi 3460437924 fall back to serial-excluded matching for HMD finding
this allows keeping settings working between different tracking
methods (e.g. switching from Virtual Desktop to Oculus Link will
not break detecting the same HMD)

for some reason serial number changes between link methods...
2024-07-06 18:51:14 +02:00
pi 67f7c820f5 move trigger detection earlier 2024-07-06 16:56:05 +02:00
pi 3ac6dfc208 add "require trigger press to apply calibration" mode 2024-07-06 16:55:28 +02:00
pi 8b86898417 allow calibration speed setting to be used for continuous 2024-07-06 16:52:52 +02:00
pi d9fb08560b dynamically calculate dropping frames in continuous 2024-07-06 16:51:03 +02:00
pi 0ac3ab3ad8 Merge remote-tracking branch 'arcticfox/Branch_v1.4-bd_-r2' into pi-merges-relative-pose-lock 2024-07-06 16:50:05 +02:00
pi b0fe076845 detect when headset does not send valid tracking data and pause
this happens when a Quest enters out-of-bounds passthrough mode or
standby for example, in which case it's almost always cleaner to keep
the current calibration alive instead of calibrating towards a zero
location
2024-07-06 16:47:27 +02:00
Hyblocker 5fba766d4d Merge pull request #10 from Tropingenie/Branch_v1.4-bd_-r2
Update README.md
2024-06-18 01:36:29 +02:00
Tropingenie 9da1c41927 Update README.md
Updates "latest release" hyperlink. Now correctly opens latest release, and points to hyblocker repo instead of pushrax.
2024-06-16 20:26:16 -07:00
Hyblocker 31fb1d15f9 Add preliminary support for playspace scale 2024-05-22 20:17:32 +02:00
Hyblocker 16625138e1 Return more verbose error on startup fail 2024-05-22 20:16:30 +02:00
Evgeny Zuev d0159852e1 Add relative pose lock, use slow preset again 2024-05-21 20:36:15 +03:00
Hyblocker d22b2d1c69 Make settings UI more coherent 2024-02-18 19:04:23 +01:00
Hyblocker 308641ebf2 Add tracker offsets 2024-02-18 19:01:21 +01:00
Hyblocker 19ed75c378 Add tracker offset UI to settings 2024-02-18 05:23:09 +01:00
Hyblocker 4dd9ccfc79 Group settings into groups 2024-02-18 05:22:53 +01:00
Hyblocker f578999f0e Rename alignment speeds to settings 2024-02-18 05:20:57 +01:00
Hyblocker 7a4dc9007d Save cc tracker offset to config 2024-02-18 05:20:21 +01:00
Hyblocker 02f4aa22dc Add fields for cc tracker offset 2024-02-18 05:20:03 +01:00
Hyblocker 89d231472a Fix crash with keyboard input 2024-02-18 05:19:40 +01:00
Hyblocker 1515312e76 Add Extension to ImGui for box style containers 2024-02-18 05:19:22 +01:00
Hyblocker 7349f510ef Add instructions for continuous calibration 2024-02-17 17:44:12 +01:00
Hyblocker 71b82d0641 Cleanup installer dir 2024-02-17 17:36:57 +01:00
Hyblocker 68476caafc Bump version 2024-02-17 17:35:33 +01:00
Hyblocker 011158cd2c Add special handling for Pimax Crystal
Pimax please don't touch other drivers and please don't lie about what you are 😭
2024-02-17 17:34:17 +01:00
Hyblocker a8c48136c0 Make IPC errors work on non latin machines 2024-02-17 17:33:32 +01:00
Hyblocker dc9ada1a60 Remove missing file from project 2024-02-17 17:32:50 +01:00
Hyblocker 3acdbe5654 Bump version 2023-12-06 12:06:13 +01:00
Hyblocker de0d3425fa Merge pull request #1 from TCL987/limit-minimized-frame-rate
Limit the frame rate when minimized
2023-12-06 11:51:48 +01:00
ArcticFox8515 3b8ea60c8a Revert back to fast continuous calibration 2023-10-23 17:53:08 +03:00
ArcticFox8515 56531e0432 Optimize resource usage when running in background
Draw GUI only when window or overlay is visible.
Set minimal update time to 1/90 seconds,
so application won't "busy loop".
2023-10-22 18:00:47 +03:00
TCL987 1c18cd5445 Limit the frame rate when minimized
This avoids high CPU usage when minimized.
2023-10-10 23:42:13 -07:00
ArcticFox8515 e371b1d13f Use only yaw rotation for calibration
Pitch and roll offsets usually should be 0
because "up" vector in all VR tracking systems
is the same.
2023-09-23 19:29:18 +03:00
ArcticFox8515 cc4ffa774d Use slow preset; save relative transform
1. Use SLOW preset for continuous calibration. This should
   increase its accuracy with expense of increased CPU usage
   before fully calibrated.

2. Save/load relative transform, so new calibration doesn't have
  to start from scratch.
2023-08-20 19:10:25 +03:00
ArcticFox8515 9a0204466a Continuous calibration improvements
Use best effort calibration while nothing better is available,
this makes calibration converge within seconds.

Use relative pose for quick re-calibration until it provides
sensible quality result. This saves a lot of CPU load after
pose is calibrated.
2023-05-30 20:47:02 +03:00
bd_ 71e9683dc4 r2 2022-09-25 18:08:19 -07:00
bd_ f21de937f0 Enable calibration loading for continuous calibration mode
Fixes: https://github.com/bdunderscore/OpenVR-SpaceCalibrator/issues/2
2022-09-25 18:08:19 -07:00
bd_ aecc9612e2 Import minhook as a submodule
libMinHook needs to be built using the same VC++ version as OVRAS.
To help keep things consistent without having to check in binaries,
include libMinHook as a submodule so we can build it as part of the
solution.
2022-09-25 18:08:19 -07:00
bd_ 0e8ab54400 Save alignment config 2022-09-24 18:50:57 -07:00
bd_ c5c63da491 Adjustments to calibration config UI 2022-09-24 18:48:19 -07:00
bd_ f779d68dff Adjusting default static calibration configuration 2022-09-24 18:13:28 -07:00
bd_ 20a1054111 [v1.1] Add manual mark logs button 2022-08-23 18:09:23 -07:00
bd_ 3e3d7750f1 Bump version 2022-08-21 18:56:16 -07:00
bd_ 37a951a4cc Fixing logging bugs, adding switch for logging 2022-08-21 18:56:08 -07:00
bd_ 492743e4d0 Update protocol version 2022-08-21 18:46:19 -07:00
bd_ d9af36f290 Add calibration log 2022-08-21 18:46:10 -07:00
bd_ 98760540e6 UI improvements 2022-08-21 18:01:10 -07:00
bd_ be51eeeda1 Gradual correction 2022-08-20 19:53:36 -07:00
bd_ 1e8191bcf1 Static calibration mode works 2022-08-16 17:23:58 -07:00
bd_ 889cdf9828 Infrastructure for more internal metrics 2022-08-14 16:50:11 -07:00
bd_ 650d86dcc3 More extensible debug UI 2022-08-14 14:57:52 -07:00
bd_ 996373e07d Separate out continuous calibration UI 2022-08-14 14:09:32 -07:00
bd_ 50ecc1af1c Calibration debug UI 2022-08-14 13:46:34 -07:00
bd_ 50991f17a8 Update version string 2022-08-13 15:03:28 -07:00
bd_ 52c166e643 Adjusting coplanar check 2022-07-30 16:56:42 -07:00
bd_ 9b9e2119d4 Don't mark the target tracker as having an invalid pose
VRChat seems to use the last valid pose on a tracker that isn't tracking, which means you can bind to the autocalibration tracker. Put it far, far away instead of marking the pose invalid.
2022-07-18 17:27:25 -07:00
bd_ af409fbed3 Show cancel button when in continuous standby state 2022-07-14 19:44:49 -07:00
bd_ 51372d9f0b improve axis variance check 2022-07-14 19:28:25 -07:00
bd_ a732606507 Cancel translation induced by rotation correction 2022-07-14 19:12:51 -07:00
bd_ ea13a5b9f7 Fixing bugs in ImGui integration 2022-07-14 19:12:35 -07:00
bd_ a3dabf06bf Restore imgui patch
Originally in https://github.com/bdunderscore/OpenVR-SpaceCalibrator/commit/85c6b3cea44ff07e7e2204be3c2bc0dfe94e8adc , hopefully fixes overlay
2022-07-14 18:08:21 -07:00
bd_ faa0462d72 make quashing the target device optional 2022-07-14 18:07:28 -07:00
bd_ e052c85dd5 disable device setting when continuous calibration is active 2022-07-13 20:04:52 -07:00
bd_ 1ca0537e83 update imgui 2022-07-13 19:50:45 -07:00
bd_ 040b98a513 smoother continuous calibration 2022-07-13 19:27:11 -07:00
bd_ c4379bb84d update gitignore 2022-07-13 08:08:18 -07:00
bd_ 843b01486a initial continuous calibration system 2022-07-13 08:07:49 -07:00
bd_ 8969600007 Fix debug builds 2022-07-11 18:29:07 -07:00
bd_ bebeb0c1cd CalibrationCalc changes 2022-07-11 18:26:57 -07:00
bd_ 3d546f2fd2 Refactor out calibration calculations 2022-07-10 18:35:12 -07:00
bd_ 3f170b9ff1 wip - shmem pose buffer 2022-07-10 16:49:21 -07:00
bd_ 6969cb8c5a Experimental calibration quality check 2022-07-04 17:17:59 -07:00
bd_ 6f1c83dd9f Reuse samples for both rot and trans calibration 2022-07-04 15:35:55 -07:00
bd_ fcb6f13c5f VC++ version update 2022-07-04 15:35:10 -07:00
bd_ 81c55df127 Update to latest VC++ 2022-07-04 14:55:38 -07:00
Justin Li 1cc0583a5e Fix overlay on AMD 2022-03-31 01:59:15 -04:00
Justin Li 15a16eb14c Export symbols to enable high performance rendering, fixes #55 2021-11-08 00:39:06 -05:00
Justin Li 4dba5fd7fe Rebuild minhook for v141, update versions 2021-11-08 00:36:33 -05:00
Justin Li 984b93ffff Merge pull request #65 from brian-armstrong/scale_config
Driver Scale Parameter
2021-11-07 23:38:51 -05:00
Justin Li 55242e7d56 Update build system to v141 2021-11-07 23:37:33 -05:00
Brian Armstrong c6eb49d580 scale vecPosition
This looks like the right thing to scale
2021-11-02 00:48:27 -07:00
Brian Armstrong e599ac136d make the steps smaller
The correct value is probably between 0.99 and 1.01. Let's use really
small steps here.
2021-11-02 00:46:33 -07:00
Brian Armstrong bd50a8c207 Driver Scale Parameter
Also stash to serialized config and allow editing from editor
2021-10-31 16:17:16 -07:00
Justin Li f3b4f9475e readme: add wiki link 2021-07-31 01:34:18 -04:00
Justin Li d060b98581 Merge pull request #39 from monstermac77/monstermac77-reddit-community
Added Reddit community link
2020-11-23 14:14:50 -05:00
monstermac77 da869868a1 Added Reddit community link
Added a link for the newly created Reddit community, with the goal of having a place for users of Open VR Space Calibrator to work together and troubleshoot in a more public (indexed by search engines) and less linear forum than Discord. Hopefully this will increase the discoverability of mixed VR, help existing users of mixed VR troubleshoot issues by being able to Google them, as well as reduce some of the repetitive questions on the Discord.
2020-11-23 01:27:22 -05:00
Justin Li 8e6796a9b5 Log device info when starting calibration 2020-10-25 15:05:02 -04:00
Justin Li 6389d745ae Update issue templates 2020-10-12 17:15:03 -04:00
Justin Li 326b54ba74 Update issue templates 2020-10-12 17:13:51 -04:00
Justin Li 98b23ad5bb Update README.md 2020-09-10 22:20:41 -04:00
Justin Li 7788c2af38 Update README.md 2020-09-08 20:15:28 -04:00
Justin Li 5334084508 Update README.md 2020-09-08 20:12:20 -04:00
Justin Li 9752a3be05 Update README for v1.1 2020-09-08 20:04:09 -04:00
Justin Li 8323d64b2d Support IVRServerDriverHost_006 2020-09-02 11:54:55 -04:00
Justin Li b04615dcb6 Store config in the registry 2020-04-08 00:25:01 -04:00
Justin Li 9d1fa11f98 Calibration speed setting, improve UI 2020-04-07 22:48:36 -04:00
Justin Li ab5e80a8ef v0.9 2020-04-06 00:25:54 -04:00
Justin Li ffb301b38c Disable profile when HMD is not the calibration reference, Clear button saves profile 2020-04-06 00:25:18 -04:00
Justin Li 9744585cf0 Merge pull request #17 from direct-configuration 2020-04-05 23:06:43 -04:00
Justin Li 7cf363e315 Reduce duplication and remove dead code 2020-04-05 23:04:45 -04:00
Dj lukis.LT 9c4a906ec0 Also apply calibration to TrackingReference devices
Been running Rift CV1 with Steamvr 2.0 basestations for a while and did not run into any problems so far even when purely on Index. The lighthouse driver station poses update on their (re)initialisation or some speciffic(dynamic recalibration?) cases and not immediately.
2020-04-05 21:07:07 -04:00
Dj lukis.LT d6030195f9 Set ActivateMultipleDrivers flag via API, Increment version
Left old config file method as a renamed launch command
2020-04-05 21:07:07 -04:00
Dj lukis.LT c607fa30c4 Update to OpenVR v1.10.30 2020-04-05 21:06:51 -04:00
Justin Li eebf2877f3 Update README for 0.8 2019-03-03 22:27:23 -05:00
Justin Li 7f60358eac Release v0.8 2019-03-03 15:42:55 -05:00
Justin Li 85c6b3cea4 Add chaperone bounds tool, fix rendering when launched minimized 2019-03-03 15:37:23 -05:00
Justin Li dda68d48b4 Automatically set activateMultipleDrivers to true 2019-03-03 12:28:41 -05:00
Justin Li 5c36f6e909 Add VR overlay, use non-admin writable path for config 2019-03-03 01:03:45 -05:00
Justin Li f112ca6768 Set driver name to lower precedence than InputEmulator 2019-01-04 15:48:39 -05:00
Justin Li a93dac0e28 Add installer 2018-08-08 19:49:29 -04:00
Justin Li 35690d8521 Remove unused dependencies 2018-07-19 22:56:45 -04:00
Justin Li 1bed4afb97 Implement driver hook for pose manipulation 2018-07-19 22:48:54 -04:00
Justin Li 6126280c40 Implement new user interface 2018-07-14 21:04:58 -04:00
Justin Li f8abea143e Add picojson 2018-07-14 20:56:51 -04:00
Justin Li ac16d42d01 Add GLFW, gl3w, and ImGui 2018-07-14 14:01:21 -04:00
Justin Li 5c500af0c6 Fixing the room setup yaw is no longer necessary 2018-06-27 21:21:12 -04:00
Justin Li c908dff357 Use raw tracking universe for calibration 2018-06-27 21:18:40 -04:00
Justin Li 7217b62e29 Add instructions for running a fresh room setup 2018-06-24 10:05:32 -04:00
Justin Li 958136a12c Create LICENSE 2018-06-23 17:44:52 -04:00
Justin Li 92c0e1a0af Remove X axis flip, not required by a standard configuration 2018-06-23 17:41:01 -04:00
Justin Li 963cd26e90 Add SteamVR setup instructions 2018-06-23 16:15:58 -04:00
Justin Li 91e0cd15e1 Fix typo 2018-06-23 14:45:19 -04:00
Justin Li e9f9c63768 Update video link 2018-06-23 14:03:52 -04:00
Justin Li 7d4fc8f3d8 Store calibration in euler angles, fix inverted pitch value 2018-06-23 11:09:49 -04:00
Justin Li 43ec1657c7 Add build instructions 2018-06-23 03:04:45 -04:00
Justin Li 77a0375faf Add usage steps 2018-06-23 02:25:23 -04:00
Justin Li c240db83b1 Initial commit 2018-06-23 00:29:20 -04:00
2375 changed files with 156920 additions and 440327 deletions

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-216
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@@ -1,216 +0,0 @@
---
Language: Cpp
BasedOnStyle: WebKit
AccessModifierOffset: -4
AlignAfterOpenBracket: DontAlign
AlignArrayOfStructures: None
AlignConsecutiveAssignments:
Enabled: false
AcrossEmptyLines: false
AcrossComments: false
AlignCompound: false
PadOperators: true
AlignConsecutiveBitFields:
Enabled: false
AcrossEmptyLines: false
AcrossComments: false
AlignCompound: false
PadOperators: false
AlignConsecutiveDeclarations:
Enabled: false
AcrossEmptyLines: false
AcrossComments: false
AlignCompound: false
PadOperators: false
AlignConsecutiveMacros:
Enabled: false
AcrossEmptyLines: false
AcrossComments: false
AlignCompound: false
PadOperators: false
AlignEscapedNewlines: Right
AlignOperands: DontAlign
AlignTrailingComments:
Kind: Never
OverEmptyLines: 0
AllowAllArgumentsOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: true
AllowShortBlocksOnASingleLine: Empty
AllowShortCaseLabelsOnASingleLine: false
AllowShortEnumsOnASingleLine: true
AllowShortFunctionsOnASingleLine: All
AllowShortIfStatementsOnASingleLine: Never
AllowShortLambdasOnASingleLine: All
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AttributeMacros:
- __capability
BinPackArguments: true
BinPackParameters: true
BitFieldColonSpacing: Both
BraceWrapping:
AfterCaseLabel: false
AfterClass: false
AfterControlStatement: Never
AfterEnum: false
AfterFunction: true
AfterNamespace: false
AfterObjCDeclaration: false
AfterStruct: false
AfterUnion: false
AfterExternBlock: false
BeforeCatch: false
BeforeElse: false
BeforeLambdaBody: false
BeforeWhile: false
IndentBraces: false
SplitEmptyFunction: true
SplitEmptyRecord: true
SplitEmptyNamespace: true
BreakAfterAttributes: Leave
BreakAfterJavaFieldAnnotations: false
BreakArrays: true
BreakBeforeBinaryOperators: All
BreakBeforeBraces: WebKit
BreakBeforeConceptDeclarations: Always
BreakBeforeInlineASMColon: OnlyMultiline
BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeComma
BreakInheritanceList: BeforeColon
BreakStringLiterals: true
ColumnLimit: 0
CommentPragmas: "^ IWYU pragma:"
CompactNamespaces: false
ConstructorInitializerIndentWidth: 4
ContinuationIndentWidth: 4
Cpp11BracedListStyle: false
DerivePointerAlignment: false
DisableFormat: false
EmptyLineAfterAccessModifier: Never
EmptyLineBeforeAccessModifier: LogicalBlock
ExperimentalAutoDetectBinPacking: false
FixNamespaceComments: false
ForEachMacros:
- foreach
- Q_FOREACH
- BOOST_FOREACH
IfMacros:
- KJ_IF_MAYBE
IncludeBlocks: Preserve
IncludeCategories:
- Regex: ^"(llvm|llvm-c|clang|clang-c)/
Priority: 2
SortPriority: 0
CaseSensitive: false
- Regex: ^(<|"(gtest|gmock|isl|json)/)
Priority: 3
SortPriority: 0
CaseSensitive: false
- Regex: .*
Priority: 1
SortPriority: 0
CaseSensitive: false
IncludeIsMainRegex: (Test)?$
IncludeIsMainSourceRegex: ""
IndentAccessModifiers: false
IndentCaseBlocks: false
IndentCaseLabels: false
IndentExternBlock: AfterExternBlock
IndentGotoLabels: true
IndentPPDirectives: None
IndentRequiresClause: true
IndentWidth: 4
IndentWrappedFunctionNames: false
InsertBraces: false
InsertNewlineAtEOF: false
InsertTrailingCommas: None
IntegerLiteralSeparator:
Binary: 0
BinaryMinDigits: 0
Decimal: 0
DecimalMinDigits: 0
Hex: 0
HexMinDigits: 0
JavaScriptQuotes: Leave
JavaScriptWrapImports: true
LambdaBodyIndentation: Signature
LineEnding: CRLF
MacroBlockBegin: ""
MacroBlockEnd: ""
MaxEmptyLinesToKeep: 1
NamespaceIndentation: Inner
ObjCBinPackProtocolList: Auto
ObjCBlockIndentWidth: 4
ObjCBreakBeforeNestedBlockParam: true
ObjCSpaceAfterProperty: true
ObjCSpaceBeforeProtocolList: true
PPIndentWidth: -1
PackConstructorInitializers: BinPack
PenaltyBreakAssignment: 2
PenaltyBreakBeforeFirstCallParameter: 19
PenaltyBreakComment: 300
PenaltyBreakFirstLessLess: 120
PenaltyBreakOpenParenthesis: 0
PenaltyBreakString: 1000
PenaltyBreakTemplateDeclaration: 10
PenaltyExcessCharacter: 1000000
PenaltyIndentedWhitespace: 0
PenaltyReturnTypeOnItsOwnLine: 60
PointerAlignment: Left
QualifierAlignment: Leave
ReferenceAlignment: Pointer
ReflowComments: true
RemoveBracesLLVM: false
RemoveSemicolon: false
RequiresClausePosition: OwnLine
RequiresExpressionIndentation: OuterScope
SeparateDefinitionBlocks: Leave
ShortNamespaceLines: 1
SortIncludes: CaseInsensitive
SortJavaStaticImport: Before
SortUsingDeclarations: LexicographicNumeric
SpaceAfterCStyleCast: false
SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: true
SpaceAroundPointerQualifiers: Default
SpaceBeforeAssignmentOperators: true
SpaceBeforeCaseColon: false
SpaceBeforeCpp11BracedList: true
SpaceBeforeCtorInitializerColon: true
SpaceBeforeInheritanceColon: true
SpaceBeforeParens: ControlStatements
SpaceBeforeParensOptions:
AfterControlStatements: true
AfterForeachMacros: true
AfterFunctionDeclarationName: false
AfterFunctionDefinitionName: false
AfterIfMacros: true
AfterOverloadedOperator: false
AfterRequiresInClause: false
AfterRequiresInExpression: false
BeforeNonEmptyParentheses: false
SpaceBeforeRangeBasedForLoopColon: true
SpaceBeforeSquareBrackets: false
SpaceInEmptyBlock: true
SpacesBeforeTrailingComments: 1
SpacesInAngles: Never
SpacesInContainerLiterals: true
SpacesInLineCommentPrefix:
Minimum: 1
Maximum: -1
SpacesInSquareBrackets: false
Standard: Latest
StatementAttributeLikeMacros:
- Q_EMIT
StatementMacros:
- Q_UNUSED
- QT_REQUIRE_VERSION
TabWidth: 4
UseTab: Never
WhitespaceSensitiveMacros:
- BOOST_PP_STRINGIZE
- CF_SWIFT_NAME
- NS_SWIFT_NAME
- PP_STRINGIZE
- STRINGIZE
-2
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@@ -1,2 +0,0 @@
CompileFlags:
CompilationDatabase: "bin"
-10
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@@ -1,10 +0,0 @@
root = true
[*]
end_of_line = crlf
insert_final_newline = true
trim_trailing_whitespace = true
[*.c,*.cc,*.cpp,*.hpp,*.h]
indent_style = space
indent_size = 4
-7
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@@ -1,7 +0,0 @@
* text=auto eol=crlf
*.cpp text eol=crlf
*.cc text eol=crlf
*.c text eol=crlf
*.h text eol=crlf
*.hpp text eol=crlf
*.sh text eol=lf
+4 -48
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@@ -1,53 +1,9 @@
---
name: Bug report
description: Report an issue with Space Calibrator.
title: '[Bug]: '
labels:
- bug
body:
- type: textarea
attributes:
label: Description
description: A clear and short description of the problem
validations:
required: true
- type: textarea
attributes:
label: Steps to reproduce
description: >-
Provide clear steps to trigger the issue if possible. If you're unsure,
describe what you did prior to it happening and what you tried doing to
solve it.
- type: textarea
attributes:
label: Expected behaviour
description: Describe what you expected to happen
- type: input
attributes:
label: VR headset
description: >-
The VR headset you are using, e.g. Meta Quest 3, Pico 4, Steam Frame,
Samsung Galaxy XR, etc.
placeholder: Meta Quest 3
- type: input
attributes:
label: Connection method
description: >-
How you are connecting your VR headset to your computer, eg Virtual
Desktop, Steam Link, Air Link, Oculus Link Cable.
placeholder: Steam Link
- type: input
attributes:
label: What are you calibrating with?
description: List the trackers you are using here if you're unsure.
placeholder: Vive Tracker 3.0
- type: markdown
attributes:
value: >-
You are advised to also provide logs to help make it easier for me to
troubleshoot your issues. You can go to Space Calibrator -> Settings and
click the [View logs] button to open the folder. Please attach
`log_overlay_latest.log` and `log_driver_latest.log`. Thank you!
about: Something is broken
title: ''
labels: bug
assignees: ''
---
-53
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@@ -1,53 +0,0 @@
on:
push:
branches: [ "develop" ]
pull_request:
branches: [ "develop" ]
workflow_dispatch:
env:
BUILD_TYPE: RelWithDebInfo
jobs:
build:
name: Build (${{ matrix.name }})
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: windows-x64
os: windows-2025-vs2026
artifact-name: space-calibrator-win64
- name: linux-x64
os: ubuntu-24.04
container: registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk:latest
artifact-name: space-calibrator-linux-x64
- name: linux-arm64
os: ubuntu-24.04-arm
container: registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk/arm64:latest
artifact-name: space-calibrator-linux-arm64
container: ${{ matrix.container }}
steps:
- uses: actions/checkout@v7
with:
submodules: recursive
- name: Configure CMake
run: cmake -B ./build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
run: cmake --build ./build --config ${{env.BUILD_TYPE}}
- name: Upload artifacts
uses: actions/upload-artifact@v7
with:
name: ${{ matrix.artifact-name }}
path: |
./build/artifacts/
./build/driver_01spacecalibrator/
+1 -4
View File
@@ -6,7 +6,4 @@ ipch
*.user
.code
/install/*.exe
[bB]in
[bB]in_linux64
[bB]in_linuxaarch64
[oO]ut
[bB]in
+13 -37
View File
@@ -1,39 +1,15 @@
[submodule "vendor/imgui"]
path = vendor/imgui
url = https://github.com/ocornut/imgui
[submodule "vendor/openvr"]
path = vendor/openvr
[submodule "lib/minhook"]
path = lib/minhook
url = https://github.com/bdunderscore/minhook.git
[submodule "lib/openvr"]
path = lib/openvr
url = https://github.com/ValveSoftware/openvr
[submodule "vendor/glfw"]
path = vendor/glfw
[submodule "lib/imgui"]
path = lib/imgui
url = https://github.com/ocornut/imgui
[submodule "lib/implot"]
path = lib/implot
url = https://github.com/epezent/implot.git
[submodule "lib/glfw"]
path = lib/glfw
url = https://github.com/glfw/glfw
[submodule "vendor/minhook"]
path = vendor/minhook
url = https://github.com/TsudaKageyu/minhook
[submodule "vendor/fmt"]
path = vendor/fmt
url = https://github.com/fmtlib/fmt
[submodule "vendor/quill"]
path = vendor/quill
url = https://github.com/odygrd/quill
[submodule "vendor/glaze"]
path = vendor/glaze
url = https://github.com/stephenberry/glaze.git
[submodule "vendor/volk"]
path = vendor/volk
url = https://github.com/zeux/volk.git
[submodule "vendor/Vulkan-Headers"]
path = vendor/Vulkan-Headers
url = https://github.com/KhronosGroup/Vulkan-Headers.git
[submodule "vendor/implot"]
path = vendor/implot
url = https://github.com/epezent/implot
[submodule "vendor/simpleble"]
path = vendor/simpleble
url = https://github.com/simpleble/simpleble
[submodule "vendor/implot3d"]
path = vendor/implot3d
url = git@github.com:brenocq/implot3d.git
[submodule "vendor/zstd"]
path = vendor/zstd
url = https://github.com/facebook/zstd.git
+8 -39
View File
@@ -1,7 +1,6 @@
cmake_minimum_required (VERSION 3.8)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Build directory
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/artifacts)
@@ -18,25 +17,20 @@ function(adjust_bin_paths lib)
)
endfunction()
# windows prefers win8.1 sdk instead of win 10 sdk for some god forsaken reason
if(WIN32)
set(CMAKE_SYSTEM_VERSION 10.0 CACHE STRING "Forcing Win10 SDK" FORCE)
else()
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
endif()
project("SpaceCalibrator")
# 3rd party stuff
add_subdirectory ("vendor")
# Include project
add_subdirectory ("src")
# Libs
add_subdirectory ("lib")
# warnings for our code
if ("${CMAKE_CXX_COMPILER}" MATCHES "Clang" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "Clang")
# add_compile_options(-Werror=return-type -Wall -Wextra -Wpedantic /MP)
add_compile_options(-Werror=return-type)
add_compile_options(-Werror=return-type /MP)
elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "GNU")
# add_compile_options(-Werror=return-type -Wall -Wextra -Wpedantic)
add_compile_options(-Werror=return-type -Wno-psabi)
add_compile_options(-Werror=return-type)
elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Intel" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "Intel")
# add_compile_options(-Werror=return-type -Wall -Wextra -Wpedantic)
add_compile_options(/Qdiag-error-return)
@@ -63,29 +57,4 @@ elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC" OR "${CMAKE_C_COMPILER_ID}" S
/MP # multiprocessor compilation
/utf-8 # utf-8 source & exec
/GF) # eliminate duplicate strings
endif()
# Match SteamVR build flags on MSVC
if(MSVC)
add_compile_options(/guard:cf /GS)
add_link_options("/GUARD:CF")
add_compile_options($<$<CONFIG:Release>:/Ot> $<$<CONFIG:Release>:/Oi> $<$<CONFIG:Release>:/Gy>)
endif()
# force relative RPATH for linux so that shared objects may be found relative to the binary (fixes Steam launch)
if (UNIX AND NOT APPLE)
SET(CMAKE_SKIP_BUILD_RPATH FALSE)
SET(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE)
SET(CMAKE_INSTALL_RPATH "")
SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH FALSE)
SET(CMAKE_BUILD_RPATH_USE_ORIGIN TRUE)
endif()
# add editorconfig to vcxprojs
if (WIN32)
add_custom_target(FormattingRules SOURCES "${CMAKE_SOURCE_DIR}/.editorconfig" "${CMAKE_SOURCE_DIR}/.clang-format")
set_property(TARGET FormattingRules PROPERTY FOLDER "Solution Items")
endif()
# Include project
add_subdirectory ("src")
endif()
-48
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@@ -1,48 +0,0 @@
{
"configurations": [
{
"name": "x64-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"inheritEnvironments": [ "msvc_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"inheritEnvironments": [ "msvc_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Clang-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Clang-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
}
]
}
+25 -300
View File
@@ -2,7 +2,7 @@
MIT License
Copyright (c) 2023-2026 Hyblocker and other contributors
Copyright (c) 2023-2025 Hyblocker and other contributors
Copyright (c) 2020-2022 Justin Li and other contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -113,7 +113,7 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The MIT License (MIT)
Copyright (c) 2014-2026 Omar Cornut
Copyright (c) 2014-2022 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@@ -137,8 +137,7 @@ SOFTWARE.
MIT License
Copyright (c) 2020-2024 Evan Pezent
Copyright (c) 2025-2026 Breno Cunha Queiroz
Copyright (c) 2020 Evan Pezent
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@@ -161,8 +160,7 @@ SOFTWARE.
== glfw ==
Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2019 Camilla Löwy
Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -183,71 +181,31 @@ freely, subject to the following restrictions:
3. This notice may not be removed or altered from any source
distribution.
== glad ==
The glad source code:
The MIT License (MIT)
Copyright (c) 2013-2022 David Herberth
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
== gl3w ==
The Khronos Specifications:
This is free and unencumbered software released into the public domain.
Copyright (c) 2013-2020 The Khronos Group Inc.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
The EGL Specification and various headers:
Copyright (c) 2007-2016 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
== Eigen ==
@@ -628,237 +586,4 @@ Exhibit B - "Incompatible With Secondary Licenses" Notice
---------------------------------------------------------
This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.
== SimpleBLE ==
Official builds include SimpleBLE under a commercial license granted to Hyblocker. That license doesn’t
cover forks. SimpleBLE itself is under BSL 1.1 — use that (or get your own commercial license) if you
build/fork from source.
# SimpleBLE Commercial License Agreement
Please [email us](mailto:contact@simpleble.org) or [leave us a message on our website](https://www.simpleble.org/contact?utm_source=github&utm_medium=referral&utm_campaign=simpleble_license) if you would like to purchase a commercial license or would like more information.
-------------------------------------------------------------------------------
# Business Source License 1.1
License text copyright © 2017 MariaDB Corporation Ab, All Rights Reserved. "Business Source License"
is a trademark of MariaDB Corporation Ab.
## Terms
The Licensor hereby grants you the right to copy, modify, create derivative works, redistribute, and
make non-production use of the Licensed Work. The Licensor may make an Additional Use Grant, above,
permitting limited production use.
Effective on the Change Date, or the fourth anniversary of the first publicly available distribution
of a specific version of the Licensed Work under this License, whichever comes first, the Licensor
hereby grants you rights under the terms of the Change License, and the rights granted in the
paragraph above terminate.
If your use of the Licensed Work does not comply with the requirements currently in effect as
described in this License, you must purchase a commercial license from the Licensor, its affiliated
entities, or authorized resellers, or you must refrain from using the Licensed Work.
All copies of the original and modified Licensed Work, and derivative works of the Licensed Work, are
subject to this License. This License applies separately for each version of the Licensed Work and
the Change Date may vary for each version of the Licensed Work released by Licensor.
You must conspicuously display this License on each original or modified copy of the Licensed Work.
If you receive the Licensed Work in original or modified form from a third party, the terms and
conditions set forth in this License apply to your use of that work.
Any use of the Licensed Work in violation of this License will automatically terminate your rights
under this License for the current and all other versions of the Licensed Work.
This License does not grant you any right in any trademark or logo of Licensor or its affiliates
(provided that you may use a trademark or logo of Licensor as expressly required by this License).
TO THE EXTENT PERMITTED BY APPLICABLE LAW, THE LICENSED WORK IS PROVIDED ON AN "AS IS" BASIS. LICENSOR
HEREBY DISCLAIMS ALL WARRANTIES AND CONDITIONS, EXPRESS OR IMPLIED, INCLUDING (WITHOUT LIMITATION)
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, NON-INFRINGEMENT, AND TITLE.
== glaze ==
MIT License
Copyright (c) 2019 - present, Stephen Berry
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== quill ==
MIT License
Copyright (c) 2020 - present, Odysseas Georgoudis
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== fmt ==
Copyright (c) 2012 - present, Victor Zverovich and {fmt} contributors
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
== volk ==
Copyright (c) 2018-2026 Arseny Kapoulkine
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== Vulkan-Headers ==
MIT License
Copyright (c) 2015-2023 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
== IconFontCppHeaders ==
Copyright (c) 2017 Juliette Foucaut and Doug Binks
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
== implot3d ==
MIT License
Copyright (c) 2024-2026 Breno Cunha Queiroz
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
== zstd ==
BSD License
For Zstandard software
Copyright (c) Meta Platforms, Inc. and affiliates. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name Facebook, nor Meta, nor the names of its contributors may
be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
defined by the Mozilla Public License, v. 2.0.
-18
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@@ -1,18 +0,0 @@
#!/usr/bin/env bash
SCRIPT_DIR=$(cd "$(dirname "$0")" && pwd)
ARCH=$(uname -m)
if [ "$ARCH" = "x86_64" ]; then
exec "$SCRIPT_DIR/SpaceCalibratorx64" "$@"
elif [ "$ARCH" = "aarch64" ] || [ "$ARCH" = "arm64" ]; then
if [ -e "$SCRIPT_DIR/SpaceCalibratorArm64" ]; then
exec "$SCRIPT_DIR/SpaceCalibratorArm64" "$@"
else
echo "SpaceCalibrator: aarch64 binary missing, falling back to x64..."
exec "$SCRIPT_DIR/SpaceCalibratorx64" "$@"
fi
else
echo "SpaceCalibrator: Unsupported architecture $ARCH"
exit 1
fi
+1 -21
View File
@@ -8,14 +8,12 @@ This program is designed to allow you to synchronise multiple playspaces with on
Continuous calibration is a tracking mode which automatically aligns playspaces together, using a tracker on the headset.
This version of Space Calibrator 2.0 has been rewritten from the ground up for improved robustness, QOL improvements and less tracking issues, amongst others. For a list of differences compared with other versions, please see [the features list](#features)
## Installing
### Steam
> [!NOTE]
> **Space Calibrator is also available on Steam.**
> **Space Calibrator is also available to Steam.**
You may find [Space Calibrator on Steam here](https://s.team/a/3368750).
@@ -51,24 +49,6 @@ To enable continuous calibration mode, first select your headset on the left col
4. Turn on your other devices.
5. You should see them line up with you as you after moving around your playspace for a bit for an initial calibration.
## Features
This version has been rewritten from scratch. It shares little code with the original repository but keeps similar ideas.
Major features:
- The UI has been reworked substantially to improve UX. The goal is to reduce the need of tutorials and have the app explain how to calibrate and what one may do to improve calibrations directly in app rather than elsewhere.
- Calibrations are now more streamlined. The calibration logic has been simplified to attempt minimising the chances of erroneous data being injected into a calibration sequence yielding poor calibrations.
- Calibrations now require you to move around by default. The app will ignore data without enough movement to minimise the chances of poor calibrations arising due to a lack of movement.
- Continuous calibration has been improved to reduce the frequency of mis-calibrations as much as possible.
- Relative calibrations. The aim is to re-formulate how a calibration is stored so that it is now relative to your headset, meaning that if your headset drifts your trackers would along with it, hiding the drift entirely.
- Made calibrating require a minimum amount of movement to ensure that a calibration is valid. This is to improve the success rate of most calibrations.
- Robust logging. Logs are saved at `%APPDATA%/space-calibrator/logs` on Windows, and `~/.local/share/space-calibrator/logs` on Linux.
- Settings are saved to a JSON file at `%APPDATA%/space-calibrator/config.json` on Windows, and `~/.local/share/space-calibrator/config.json` on Linux.
- Linux support. The codebase can now be compiled for Linux x64 amd arm64. Official support assumes Steam Runtime 4, compatibility with other distributions is NOT guaranteed. This is not thoroughly tested but contributions / bug reports are appreciated.
- Space Calibration now supports translations. The app will default to showing text in your system language, and you may override it from the Settings page. For guidance regarding contributing translations please see [TRANSLATING.md](https://github.com/hyblocker/OpenVR-SpaceCalibrator/blob/develop/TRANSLATING.md)
- The UI renderer has been upgraded and now supports either OpenGL, DirectX11 (on Windows only) or Vulkan 1.3. The app will default to DirectX11 on Windows and Vulkan on Linux. This is to reduce issues for end users on buggy GPU drivers causing the app to fail to launch. You can override the renderer by passing `--renderer <opengl|dx11|vulkan>` as launch arguments.
- Base Station management has been integrated into the app to allow you to control them without 3rd party software.
- More things that aren't mentioned here.
## Help
-72
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@@ -1,72 +0,0 @@
# Translating
The ground truth translation will always be available at `assets/en_GB.json`. If you notice that something is different there when compared to the language you're translating please use the `en_GB` file as reference.
Translations are authored in JSON. They're a key value pair of IDs to the text:
```json
{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - close VR overlay to use mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No tracked devices present. Please turn on a device to continue.", /* Should never be hit but you never know */
"ipc_unavailable": "Failed to connect to Space Calibrator SteamVR driver. Please verify file integrity in Properties -> Installed Files, or re-install the app.",
"steamvr_unavailable": "Failed to connect to SteamVR.",
"vr_troubleshooting_hmd_not_found": "Please connect your VR headset and launch SteamVR first.",
"vr_troubleshooting_connect_steamlink": "Please open SteamLink on your VR headset and connect to SteamVR first.",
"vr_troubleshooting_generic": "Please connect your VR headset and launch SteamVR first. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
// space here refers to a tracking space / tracking system.
"reference_space": "Reference space",
"target_space": "Target space",
"select_reference_device": "Select reference device",
"select_target_device": "Select target device"
}
```
The format supports comments, which are usually used to inform you of what numbered arguments are.
Text formatting may use `{N}`, where `N` is a numbered argument so that you can re-order text to make grammatical sense in your language of choice.
For example, you can write: `Arg0: {0} arg1: {1}` ; and itll appear as `Arg0: foo arg1: bar` or `Arg0: {1} arg1: {0}` which appears as `Arg0: bar arg1: foo`.
You can experiment with translations by making a `json` file matching a locale string at `<SPACECAL-DIR>/assets/lang/en_GB.json`
Missing strings will fall back to their respective English strings. For example, if you are editing `it.json` and forgot to add the string `reference_space`, the app will show the English value to the user.
You should also translate the languages block at the bottom of the file. This section is used to present the name of the language to the user in the language selection dropdown in the current language and the language itself. For example, if the user currently has Japanese selected, the entry for French would read as `フランス語 (Français)` in the dropdown.
The supported languages right now are:
- `en_GB.json` (maintained by me, consider it ground truth)
- `en_US.json` English (US)
- `fr.json` French
- `it.json` Italian
- `de.json` German
- `nl.json` Dutch (missing)
- `es_ES.json` Spanish (Spain)
- `es_US.json` Spanish (Latin America) (missing)
- `da.json` Danish (missing)
- `sv.json` Swedish (missing)
- `fi.json` Finnish (missing)
- `no.json` Norwegian
- `bg.json` Bulgarian (missing)
- `pl.json` Polish
- `cs.json` Czech (missing)
- `el.json` Greek (missing)
- `hu.json` Hungarian
- `pt_PT.json` Portuguese (Portugal) (missing)
- `pt_BR.json` Portuguese (Brazil) (missing)
- `ro.json` Romanian (missing)
- `ru.json` Russian
- `tr.json` Turkish (missing)
- `uk.json` Ukrainian (missing)
- `zh_HANS.json` Chinese (Simplified)
- `zh_HANT.json` Chinese (Traditional) (missing)
- `ja.json` Japanese
- `ko.json` Korean
- `th.json` Thai (missing)
- `vi.json` Vietnamese (missing)
These files must live at `<SPACECAL-DIR>/assets/lang/<LANGUAGE>.json`.
Languages with `(missing)` have not been translated yet. If you know the language, feel free to make a translation. Note that machine generated translations (eg AI, Google Translate) will be rejected indiscriminately.
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@@ -1,93 +0,0 @@
Copyright 2016 The M+ Project Authors.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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@@ -1,93 +0,0 @@
Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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@@ -1,93 +0,0 @@
Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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-93
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@@ -1,93 +0,0 @@
Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright 2020 The Poppins Project Authors (https://github.com/itfoundry/Poppins)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - VR-Overlay schließen, um die Maus zu verwenden", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Keine Geräte vorhanden. Bitte schalte ein Gerät ein, um fortzufahren", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Etwas ist katastrophal schiefgelaufen! Bitte melde dies dem Entwickler auf GitHub oder in den Steam-Diskussionen, damit es behoben werden kann.",
"ipc_unavailable": "Die Verbindung zum Space Calibrator SteamVR-Treiber konnte nicht hergestellt werden. Bitte überprüfe die Dateiintegrität unter „Eigenschaften“ > „Installierte Dateien“ > „Softwaredateien auf Fehler überprüfen“ oder installiere die App neu.",
"steamvr_unavailable": "Verbindungsfehler mit SteamVR.",
"vr_troubleshooting_hmd_not_found": "Bitte verbinde erst dein VR-Headset und starte SteamVR.",
"vr_troubleshooting_connect_steamlink": "Bitte erst SteamLink auf dem VR-Headset öffnen und mit SteamVR verbinden.",
"vr_troubleshooting_generic": "Bitte verbinde erst dein VR-Headset und starte SteamVR. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Kalibrierung",
"calibration_count_none": "Keine Kalibrierung. Bitte starte eine neue Kalibrierung.", // Shown when there are no calibrations active
"calibration_new": "Neue Kalibrierung",
"calibration_delete": "Lösche Kalibrierung",
"calibration_next": "Nächste Kalibrierung",
"calibration_previous": "Vorherige Kalibrierung",
"calibration_status_none": "Keine aktive Kalibrierung",
"calibration_status_none_description": "Bitte wähle Geräte aus, um mit der Kalibrierung zu starten.",
"calibration_status_edit": "Editiere Kalibrierung",
"calibration_status_edit_description": "Aktuelle Kalibrierung wird bearbeitet.",
"calibration_status_continuous": "Kontinuierliche Kalibrierung",
"calibration_status_continuous_description": "Du hast eine aktive Kalibrierung. Verwende einen befestigten Tracker, um alle paar Sekunden automatisch neu zu kalibrieren.",
"calibration_status_standard": "Standard-Kalibrierung",
"calibration_status_standard_description": "Du hast eine aktive Kalibrierung. Bei Auftreten von Drift musst du eventuell neu kalibrieren.",
// space here refers to a tracking space / tracking system.
"reference_device": "Referenzgerät",
"reference_device_description": "Das Gerät, mit dem du kalibrierst, meistens dein VR-Headset oder ein Kontroller.",
"target_device": "Zielgerät",
"target_device_description": "Dieses Gerät wird genutzt, um deine Tracker oder Kontroller auszurichten.",
"select_reference_device": "Referenzgerät auswählen",
"select_target_device": "Zielgerät auswählen",
"identify_selected_devices": "Ausgewählte Geräte identifizieren (LED blinkt oder vibriert)",
"identify_auto_detect_devices": "Geräte automatisch erkennen",
"calibration_error_reference_hmd_missing": "Zielgerät vom Tracking-System \"{0}\" konnte nicht gefunden werden. Du musst eventuell neu kalibrieren.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage Tracking ist deaktiviert! Für ein besseres Ergebniss öffne auf deinem VR-Headset das Virtual-Desktop-Menü, geh auf den Reiter „Streaming“ und aktiviere „Spielfläche zentrieren (Stage Tracking)“.",
"calibration_warning_stage_tracking_disabled_ignore_button": "Nicht mehr anzeigen",
"calibration_action_start": "Standard-Kalibrierung",
"calibration_action_clear": "Kalibrierung zurücksetzen",
"calibration_action_continuous": "Kontinuierliche Kalibrierung",
"calibration_action_edit": "Kalibrierung bearbeiten",
"save_calibration_profile": "Profil speichern",
"calibration_progress": "Kalibrierungsfortschritt",
"calibration_info_move_around_insufficient_samples": "Halte die ausgewählten Geräte fest zusammen und geh durch deinen Spielbereich, während du sie sanft in Form einer Achter-Bewegung drehst.",
"calibration_speed": "Kalibrierungsgeschwindigkeit",
"calibration_speed_description": "Wie lange die Kalibrierung dauert. Langsamere Kalibrierungen sind meistens genauer.",
"calibration_speed_fast": "Schnell",
"calibration_speed_slow": "Langsam",
"calibration_speed_very_slow": "Sehr langsam",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Skalierung (m)",
"continuous_hide_tracker": "Zielgerät vor Apps verstecken",
"continuous_relative_calibration": "Relative Kalibrierung aktivieren",
"continuous_relative_calibration_description": "Macht die Kalibrierung relativ zum Referenzgerät (meistens dein Headset), sodass sie sich in jedem Frame aktualisiert, ohne dass du neu kalibrieren musst. Das ERFORDERT eine kontinuierliche Kalibrierung.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Keines", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Kalibrierung",
"tab_page_graphs": "Diagramme",
"tab_page_base_station_management": "Basisstationen",
"tab_page_settings": "Einstellungen",
"tab_page_debug": "Debug",
"tab_page_learn": "Anleitung",
"tab_page_about": "Über",
/* graphs */
"graphs_title": "Diagramme",
/* base stations */
"base_stations_title": "Basisstationen-Verwaltung",
"base_stations_no_bluetooth": "Kein gültiger Bluetooth-Adapter gefunden. Bitte schließe ein BLE-fähiges Bluetooth-Gerät an, um die Basisstationen-Verwaltung zu nutzen.",
"base_stations_none_found": "Keine Basisstationen erkannt. Falls du welche hast, stelle sicher, dass sie eingeschaltet sind.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Kanal-Kollision erkannt! Das führt zu Tracking-Problemen. Jede deiner Basisstationen sollte einen eigenen Kanal nutzen.",
"base_stations_state_sleep": "Ruhezustand",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Aktiv",
"base_stations_state_unknown": "Unbekannt",
"base_stations_state_faulty": "Fehlerhaft",
"base_stations_channel_select_label": "Wähle einen Basisstationen-Kanal:",
"base_stations_active_channel": "Kanal {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Name",
/* actions */
"base_stations_action_wake_all": "Alle aufwecken",
"base_stations_action_sleep_all": "Alle in den Ruhezustand versetzen",
"base_stations_action_fix_collisions": "Kanal-Kollisionen beheben",
"base_stations_btn_wake": "Aufwecken",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Ruhezustand",
"base_stations_btn_edit": "Bearbeiten",
"base_stations_btn_save": "Speichern",
"base_station_power_management": "Energieverwaltung der Basisstationen",
"base_stations_power_mgmt_enable": "Energieverwaltung aktivieren *",
"base_stations_power_mgmt_enable_description_standby": "Eingeschaltete Basisstationen wechseln in den Standby-Modus, wenn SteamVR ausgeschaltet wird und wachen wieder auf, sobald SteamVR startet.",
"base_stations_power_mgmt_enable_description_sleep": "Eingeschaltete Basisstationen wechseln in den Ruhezustand, wenn SteamVR ausgeschaltet wird und wachen wieder auf, sobald SteamVR startet.",
"base_stations_power_mgmt_on_startup": "Basisstationen beim Start von SteamVR einschalten",
"base_stations_power_mgmt_on_startup_description": "Ausgeschaltete Basisstationen wachen auf, sobald SteamVR startet.",
"base_stations_power_mgmt_on_shutdown": "Basisstationen beim Beenden von SteamVR ausschalten",
"base_stations_power_mgmt_on_shutdown_description": "Eingeschaltete Basisstationen werden ausgeschaltet, wenn SteamVR ausgeschaltet wird.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Basisstationen schalten nur ihre Laser aus, um schneller wieder aufzuwachen, wenn SteamVR startet. Das ist bei Basisstation-1.0-Modellen und einigen 2.0-Modellen nicht verfügbar – in diesen Fällen wird der Ruhezustand genutzt.",
"base_stations_power_mgmt_sleep": "Ruhezustand",
"base_stations_power_mgmt_sleep_description": "Basisstationen schalten ihre Laser und Motoren komplett aus.",
"base_stations_power_mgmt_warning": "* NICHT EMPFOHLEN für gemeinsam genutzte Spielbereiche mit mehreren SteamVR-Nutzern.",
/* settings */
"settings_title": "Einstellungen",
"settings_advanced": "Erweiterte Einstellungen",
"settings_advanced_description": "Zeigt zusätzliche Einstellungen und Steuerelemente zur Feinabstimmung für erfahrene Nutzer an.",
"settings_calibrate_motion_vectors": "Bewegungsvektoren kalibrieren",
"settings_calibrate_motion_vectors_description": "Verbessert die Bewegungsvorhersage für ein direkteres Tracking. Kann sich auf physikintensive Spiele auswirken.",
"settings_autofix_playspace_jumps": "Spielflächen-Sprünge automatisch korrigieren",
"settings_autofix_playspace_jumps_description": "Versucht plötzliche Sprünge beim Spielflächen-Tracking automatisch zu erkennen und zu korrigieren.",
"settings_enforce_minimum_rotation_variance": "Minimale Rotationsvarianz erzwingen",
"settings_enforce_minimum_rotation_variance_description": "Verwirft automatisch Messwerte mit zu ähnlicher Drehung, um die Kalibrierungsqualität zu verbessern.",
"settings_locale": "Sprache",
"settings_reset": "Alle Einstellungen zurücksetzen",
"settings_reset_description": "Setzt alle Einstellungen auf die Standardwerte zurück. Das ist dauerhaft und kann nicht rückgängig gemacht werden.",
"settings_reset_confirm": "Diese Änderung ist dauerhaft und kann nicht rückgängig gemacht werden. Bist du sicher, dass du fortfahren möchtest?",
"settings_reset_yes": "Ja",
"settings_reset_no": "Nein",
/* about */
"about_title": "Über",
"about_description": "Space Calibrator ist ein kostenloses Open-Source-Tool, mit dem du Geräte verschiedener Hersteller zusammen mit SteamVR nutzen kannst.",
"about_view_source_info": "Du kannst dir den Quellcode auf dem GitHub-Repository ansehen.",
"about_contributors_title": "Mitwirkende",
"about_contributors_description": "Space Calibrator wurde mit der Hilfe folgender Personen möglich gemacht:",
"about_translators_title": "Übersetzer",
"about_translators_description": "Space Calibrator wurde von folgenden Personen übersetzt:",
"about_licenses_title": "Lizenzen",
"about_licenses_description": "Dieses Programm steht unter der MIT-Lizenz. Andere Abhängigkeiten stehen unter anderen Lizenzen. Bitte schau dir die Lizenzen unten für weitere Informationen an.",
"about_link_github": "GitHub",
"about_link_discord": "Discord-Server",
"about_link_logs_dir": "Log-Ordner",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Eine andere Instanz von Space Calibrator ist bereits vorhanden",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Eine widersprüchliche Version von Space Calibrator läuft gerade. Du musst sie deinstallieren, um diese Anwendung nutzen zu können. Möchtest du sie automatisch entfernen?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Eine andere Instanz von Space Calibrator ist bereits vorhanden",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Eine andere Version von Space Calibrator ist derzeit installiert. Möchtest du sie entfernen?",
"troubleshoot_action_yes": "Ja",
"troubleshoot_action_no": "Nein",
"troubleshoot_action_quit": "Beenden",
/* tutorial */
"learn_title": "Anleitung",
"learn_card_standard_calibration": "Standard-Kalibrierung",
"learn_card_standard_calibration_description": "Lerne, wie du ein Gerätepaar kalibrierst.",
"learn_card_continuous_calibration": "Kontinuierliche Kalibrierung",
"learn_card_continuous_calibration_description": "Kalibriere regelmäßig nach, um Drift während der Session entgegenzuwirken.",
"learn_card_base_station_management": "Basisstationen-Verwaltung",
"learn_card_base_station_management_description": "Steuere deine SteamVR-Basisstationen drahtlos.",
"learn_card_ui_tour": "UI-Tour",
"learn_card_ui_tour_description": "Ein Überblick über die Benutzeroberfläche von Space Calibrator.",
"learn_action_back": "Zurück",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Die Standard-Kalibrierung richtet zwei Tracking-Systeme aufeinander aus, damit deine VR-Geräte im selben physischen Spielbereich zusammenarbeiten.",
"learn_page_standard_select_devices_title": "Wähle deine Geräte aus",
"learn_page_standard_select_devices_desc": "Bevor es losgeht, muss die App wissen, welche zwei Geräte du kalibrieren möchtest.",
"learn_page_standard_ref_device": "Referenzgerät: Das Gerät, an dem ausgerichtet wird – meistens ein Kontroller.",
"learn_page_standard_target_device": "Zielgerät: Das noch nicht ausgerichtete Gerät, das du kalibrierst – typischerweise ein Tracker oder Ähnliches.",
"learn_page_standard_perform_title": "Kalibrierung durchführen",
"learn_page_standard_perform_step1": "Halte beide Geräte fest zusammen in einer Hand. Halte sie so fest wie möglich, damit sie sich während des Kalibrierungsvorgangs nicht bewegen.",
"learn_page_standard_perform_step2": "Klicke auf die Schaltfläche „Standard-Kalibrierung“, um mit dem Kalibrieren zu beginnen.",
"learn_page_standard_perform_step3": "Bewege dich in deinem Raum, während du die Geräte in einer Achter-Bewegung drehst, wie unten abgebildet.",
"learn_page_standard_speeds_title": "Kalibrierungsgeschwindigkeiten",
"learn_page_standard_speeds_desc": "Du kannst optional die Kalibrierungsgeschwindigkeit ändern, um festzulegen, wie viel Bewegung nötig ist. Mehr Bewegung führt meist zu einer besseren Qualität.",
"learn_page_standard_speed_fast": "Schnell: Dauert nicht so lange, kann aber zu einer schlechteren Kalibrierung führen.",
"learn_page_standard_speed_slow": "Langsam / Sehr langsam: Dauert länger, führt aber meistens zu genaueren Kalibrierungen.",
"learn_page_standard_completion_note": "Sobald der Fortschrittsbalken voll ist, sollten deine Geräte in VR sofort ausgerichtet sein. Falls nicht, versuche es einfach noch einmal.",
"learn_page_standard_drift_title": "Ein Hinweis zum Drift",
"learn_page_standard_drift_desc": "Mit der Zeit können deine Geräte driften, wodurch die Kalibrierung nicht mehr stimmt. In dem Fall musst du neu kalibrieren. Wenn das häufig passiert, solltest du die kontinuierliche Kalibrierung ausprobieren.",
"learn_page_continuous_desc1": "Wenn du merkst, dass sich deine Geräte beim Spielen langsam verschieben, verdrehen oder aus der Position driften, ist die kontinuierliche Kalibrierung die Lösung dafür.",
"learn_page_continuous_desc2": "Anstatt dich dazu zu zwingen, ständig anzuhalten und manuell nachzukalibrieren, hält die kontinuierliche Kalibrierung dein Tracking im Hintergrund automatisch synchron.",
"learn_page_continuous_note_title": "Hinweis",
"learn_page_continuous_note_desc": "Für diese Funktion WIRD ein am Headset befestigter, eigener Tracker benötigt.",
"learn_page_continuous_desc3": "Die kontinuierliche Kalibrierung versucht, deine Geräte ständig nachzukalibrieren, um jeglichen Drift zu beseitigen. Sobald sie eingerichtet ist, musst du dir meist keine Gedanken mehr darüber machen.",
"learn_page_continuous_setup_instructions": "Um die kontinuierliche Kalibrierung einzurichten, wähle zuerst deine Geräte wie auf der Seite „Standard-Kalibrierung“ beschrieben aus. Wähle dein Headset als Referenzgerät und den Kalibrierungs-Tracker als Zielgerät. Klicke dann auf die Schaltfläche „Kontinuierliche Kalibrierung“, um zu starten. Es kann etwas dauern, bis die erste Kalibrierung abgeschlossen ist – bewege dich also ein wenig, damit die App dein Tracking erfassen kann!",
"learn_page_continuous_should_use_title": "Solltest du die kontinuierliche Kalibrierung nutzen?",
"learn_page_continuous_should_use_standard": "Nutze die Standard-Kalibrierung, wenn du keinen zusätzlichen Tracker am Headset hast, keine sehr langen VR-Sessions machst oder es dir nichts ausmacht, bei Drift ab und zu manuell nachzukalibrieren.",
"learn_page_continuous_should_use_continuous": "Nutze die kontinuierliche Kalibrierung, wenn du dich praktisch nie wieder um Drift kümmern willst. Das wird empfohlen, wenn du viel Zeit in VR verbringst oder im Laufe der Zeit starken Drift bemerkst.",
"learn_page_continuous_physical_setup_title": "Physisches Setup (Tracker am Headset befestigen)",
"learn_page_continuous_physical_setup_desc1": "Für die kontinuierliche Kalibrierung benötigst du einen eigenen Tracker, der an deinem VR-Headset angebracht ist. Je nach Headset und Tracker gibt es dafür verschiedene Halterungen. Im Internet findest du oft passende 3D-Druckmodelle oder du fragst in der Community nach Erfahrungen.",
"learn_page_continuous_physical_setup_desc2": "Einmal montiert, sollte der Tracker fest am Headset sitzen. Er darf nicht wackeln, sich verdrehen oder schwingen. Je stabiler die Halterung, desto genauer und gleichmäßiger ist die Kalibrierung.",
"learn_page_basestation_desc": "Space Calibrator ermöglicht dir die Steuerung von SteamVR-Basisstationen, wenn du einen kompatiblen BLE-Bluetooth-Adapter hast.",
"learn_page_basestation_1_title": "Basisstation 1.0-Modelle",
"learn_page_basestation_1_desc": "Du kannst diese Modelle nur ein- oder ausschalten. Das drahtlose Einstellen der Kanäle wird nicht unterstützt – dafür musst du die physische Taste auf der Rückseite der Basisstation drücken.",
"learn_page_basestation_2_title": "Basisstation 2.0-Modelle",
"learn_page_basestation_2_desc1": "Diese von Valve und HTC hergestellten Modelle bieten eine bessere Unterstützung für drahtlose Steuerung als 1.0-Basisstationen. Du kannst sie ein- und ausschalten sowie ihren Kanal festlegen. 2.0-Basisstationen müssen jeweils auf einem eigenen Kanal laufen, sonst funktionieren sie nicht. Space Calibrator hilft dir beim Beheben, falls es zu Konflikten kommt.",
"learn_page_basestation_2_desc2": "Um den Kanal einer 2.0-Basisstation zu ändern, gehe auf den Reiter „Basisstationen“, klicke bei der gewünschten Basisstation auf Bearbeiten und wähle den gewünschten Kanal (grün markiert).",
"learn_page_basestation_auto_power_title": "Automatische Energieverwaltung",
"learn_page_basestation_auto_power_desc": "Unter „Einstellungen“ kannst du die automatische Basisstationen-Verwaltung aktivieren. Dadurch werden deine Basisstationen eingeschaltet, wenn Space Calibrator startet, und ausgeschaltet, wenn du SteamVR beendest (während Space Calibrator läuft). Hinweis: Wenn du Space Calibrator vor SteamVR manuell schließt, werden die Basisstationen nicht automatisch ausgeschaltet.",
"learn_page_ui_tour_desc": "Diese Benutzeroberfläche ist in mehrere Reiter unterteilt, die jeweils verschiedene Funktionen enthalten.",
"learn_page_ui_tour_calibration_heading": "Reiter „Kalibrierung“",
"learn_page_ui_tour_cal_desc1": "Der Reiter „Kalibrierung“ enthält alle Einstellungen rund um die Kalibrierung. Hier steuerst du deine Kalibrierungen.",
"learn_page_ui_tour_cal_desc2": "Oben siehst du ein Feld, das anzeigt, ob eine Kalibrierung aktiv ist und wenn ja, welcher Typ.",
"learn_page_ui_tour_cal_desc3": "Darunter wählst du aus, mit welchen Geräten kalibriert werden soll. Wähle zuerst die Tracking-Systeme aus. Wähle dann im linken Bereich das Gerät, an dem ausgerichtet wird, und im rechten Bereich das Gerät, das kalibriert werden soll.",
"learn_page_ui_tour_cal_desc4": "Darunter befinden sich die Schaltflächen zum Starten der Kalibrierung. Wenn du unsicher bist, welche Methode du nutzen sollst, lies dir die Seiten zu standard und kontinuierlicher Kalibrierung durch.",
"learn_page_ui_tour_cal_desc5": "Am Ende des Kalibrierungs-Reiters findest du weitere Optionen. Einige dieser Optionen werden erst sichtbar, wenn die erweiterten Einstellungen aktiviert sind.",
"learn_page_ui_tour_base_stations_heading": "Reiter „Basisstationen“",
"learn_page_ui_tour_bs_desc": "Hier kannst du mit einem unterstützten BLE-Bluetooth-Adapter Basisstationen in deinem Raum steuern. Nach der Ersteinrichtung musst du hier normalerweise selten etwas ändern.",
"learn_page_ui_tour_settings_heading": "Reiter „Einstellungen“",
"learn_page_ui_tour_settings_desc1": "Hier kannst du globale Einstellungen für das Programm festlegen. Dazu gehören erweiterte Einstellungen, die Basisstationen-Verwaltung und die Sprache der Benutzeroberfläche.",
"learn_page_ui_tour_settings_desc2": "Manche Funktionen in dieser App erfordern das Aktivieren der erweiterten Einstellungen. Aktiviere diese nur, wenn du weißt, was du tust.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Englisch (UK)",
"languages_en_US": "Englisch (US)",
"languages_fr": "Französisch",
"languages_it": "Italienisch",
"languages_de": "Deutsch",
"languages_nl": "Niederländisch",
"languages_es_ES": "Spanisch (Spanien)",
"languages_es_US": "Spanisch (Lateinamerika)",
"languages_da": "Dänisch",
"languages_sv": "Schwedisch",
"languages_fi": "Finnisch",
"languages_no": "Norwegisch",
"languages_bg": "Bulgarisch",
"languages_pl": "Polnisch",
"languages_cs": "Tschechisch",
"languages_el": "Griechisch",
"languages_hu": "Ungarisch",
"languages_pt_PT": "Portugiesisch (Portugal)",
"languages_pt_BR": "Portugiesisch (Brasilien)",
"languages_ro": "Rumänisch",
"languages_ru": "Russisch",
"languages_tr": "Türkisch",
"languages_uk": "Ukrainisch",
"languages_zh_HANS": "Chinesisch (Vereinfacht)",
"languages_zh_HANT": "Chinesisch (Traditionell)",
"languages_ja": "Japanisch",
"languages_ko": "Koreanisch",
"languages_th": "Thailändisch",
"languages_vi": "Vietnamesisch",
"languages_system": "Systemsprache"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - close VR overlay to use mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No tracked devices present. Please turn on a device to continue.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Something went catastrophically wrong! Please report this to the developer either on GitHub or Steam Discussions so that this can be addressed.",
"ipc_unavailable": "Failed to connect to the Space Calibrator SteamVR driver. Please verify file integrity in Properties -> Installed Files, or re-install the app.",
"steamvr_unavailable": "Failed to connect to SteamVR.",
"vr_troubleshooting_hmd_not_found": "Please connect your VR headset and launch SteamVR first.",
"vr_troubleshooting_connect_steamlink": "Please open SteamLink on your VR headset and connect to SteamVR first.",
"vr_troubleshooting_generic": "Please connect your VR headset and launch SteamVR first. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"ipc_unvailable_auto_fix": "Try to fix",
"ipc_unvailable_auto_fix_note_reboot": "Please restart your computer for the changes to take affect.",
"calibration_title": "Calibration",
"calibration_count_none": "No Calibration. Please create a new calibration to get started.", // Shown when there are no calibrations active
"calibration_new": "New Calibration",
"calibration_delete": "Delete Calibration",
"calibration_next": "Next Calibration",
"calibration_previous": "Previous Calibration",
"calibration_status_none": "No Calibration active",
"calibration_status_none_description": "Please select a pair of devices and calibrate to get started.",
"calibration_status_edit": "Editing calibration",
"calibration_status_edit_description": "Modifying the current calibration.",
"calibration_status_continuous": "Continuous Calibration",
"calibration_status_continuous_description": "You have an active calibration. Uses a mounted tracker to re-calibrate every few seconds automatically.",
"calibration_status_standard": "Standard Calibration",
"calibration_status_standard_description": "You have an active calibration. You may need to re-calibrate if drift occurs.",
// space here refers to a tracking space / tracking system.
"reference_device": "Reference device",
"reference_device_description": "This device is what you are calibrating with, usually your VR headset or a controller.",
"target_device": "Target device",
"target_device_description": "This device will be used to line up your trackers or controllers.",
"select_reference_device": "Select reference device",
"select_target_device": "Select target device",
"identify_selected_devices": "Identify selected devices (blinks LED or vibrates)",
"identify_auto_detect_devices": "Auto-detect devices",
"calibration_error_reference_hmd_missing": "Unable to find target device from tracking system \"{0}\". You may need to re-calibrate.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking is disabled! For a better experience, on your Quest open the Virtual Desktop menu, go to the Streaming tab and enable \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Do not show this again",
"calibration_action_start": "Standard Calibration",
"calibration_action_clear": "Clear Calibration",
"calibration_action_continuous": "Continuous Calibration",
"calibration_action_edit": "Edit Calibration",
"save_calibration_profile": "Save Profile",
"calibration_progress": "Calibration Progress",
"calibration_info_move_around_insufficient_samples": "Hold your selected devices together, then walk around your playspace while gently rotating them in figure-eight patterns.",
"calibration_speed": "Calibration Speed",
"calibration_speed_description": "How long it takes to calibrate. Slower calibrations tend to be more accurate.",
"calibration_speed_fast": "Fast",
"calibration_speed_slow": "Slow",
"calibration_speed_very_slow": "Very Slow",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Scale (m)",
"continuous_hide_tracker": "Hide target device from apps",
"continuous_relative_calibration": "Enable relative calibration",
"continuous_relative_calibration_description": "Makes the calibration relative to the reference device (typically your headset) so that it updates every frame without needing to re-calibrate. This REQUIRES Continuous Calibration.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "None", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibration",
"tab_page_graphs": "Graphs",
"tab_page_base_station_management": "Base Stations",
"tab_page_settings": "Settings",
"tab_page_debug": "Debug",
"tab_page_learn": "Learn",
"tab_page_about": "About",
/* graphs */
"graphs_title": "Graphs",
/* base stations */
"base_stations_title": "Base Station Management",
"base_stations_no_bluetooth": "Failed to find a valid Bluetooth adapter. Please connect a BLE capable Bluetooth device to be able to use Base Station Management.",
"base_stations_none_found": "No Base Stations detected. If you have any, make sure they are plugged in.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Channel collision detected! This will cause tracking issues. Your Base Stations should each use a unique channel.",
"base_stations_state_sleep": "Asleep",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Active",
"base_stations_state_unknown": "Unknown",
"base_stations_state_faulty": "Faulty",
"base_stations_channel_select_label": "Select a Base Station channel:",
"base_stations_active_channel": "Channel {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Nickname",
/* actions */
"base_stations_action_wake_all": "Wake All",
"base_stations_action_sleep_all": "Sleep All",
"base_stations_action_fix_collisions": "Fix Channel Collisions",
"base_stations_btn_wake": "Wake",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Sleep",
"base_stations_btn_edit": "Edit",
"base_stations_btn_save": "Save",
"base_station_power_management": "Base Station Power Management",
"base_stations_power_mgmt_enable": "Enable power management *",
"base_stations_power_mgmt_enable_description_standby": "Powered Base Stations go into standby mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_enable_description_sleep": "Powered Base Stations go into sleep mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_on_startup": "Turn on Base Stations on SteamVR startup",
"base_stations_power_mgmt_on_startup_description": "Unpowered Base Stations wake up when SteamVR starts.",
"base_stations_power_mgmt_on_shutdown": "Turn off Base Stations on SteamVR shutdown",
"base_stations_power_mgmt_on_shutdown_description": "Powered Base Stations are powered down when SteamVR is not in use.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Base Stations will power off only their lasers for a faster wake up when SteamVR starts. This is unavailable on Base Station 1.0 models and some Base Station 2.0 models, and sleep will be used in these cases.",
"base_stations_power_mgmt_sleep": "Sleep",
"base_stations_power_mgmt_sleep_description": "Base Stations will power off their lasers and motors.",
"base_stations_power_mgmt_warning": "* NOT RECOMMENDED for shared tracking spaces with multiple SteamVR users.",
/* settings */
"settings_title": "Settings",
"settings_advanced": "Advanced settings",
"settings_advanced_description": "Shows extra settings and fine-tuning controls for power users.",
"settings_calibrate_motion_vectors": "Calibrate motion vectors",
"settings_calibrate_motion_vectors_description": "Improves movement prediction for more responsive tracking. May affect physics-heavy games.",
"settings_autofix_playspace_jumps": "Auto-correct playspace jumps",
"settings_autofix_playspace_jumps_description": "Attempts to automatically detect and correct sudden jumps in playspace tracking.",
"settings_enforce_minimum_rotation_variance": "Enforce minimum rotation variance",
"settings_enforce_minimum_rotation_variance_description": "Automatically rejects samples that are rotationally similar to improve calibration quality.",
"settings_locale": "Language",
"settings_reset": "Reset all settings",
"settings_reset_description": "Resets all settings to default. This is permanent and cannot be undone.",
"settings_reset_confirm": "This change is permanent and cannot be undone. Are you sure you want to continue?",
"settings_reset_yes": "Yes",
"settings_reset_no": "No",
/* about */
"about_title": "About",
"about_description": "Space Calibrator is a free and open source tool to allow you to use multiple vendors' devices together with SteamVR.",
"about_view_source_info": "You may view the source code on the GitHub repository.",
"about_contributors_title": "Contributors",
"about_contributors_description": "Space Calibrator is made possible with the help of the following people:",
"about_translators_title": "Translators",
"about_translators_description": "Space Calibrator has been translated by the following people:",
"about_licenses_title": "Licenses",
"about_licenses_description": "This program is licensed under the MIT license. Other dependencies are licensed under other licenses, please view the licenses below for more information.",
"about_link_github": "GitHub",
"about_link_discord": "Discord Server",
"about_link_logs_dir": "Logs folder",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_ipc_found_description": "A conflicting version of Space Calibrator is currently running. You will have to uninstall it to be able to use this application. Would you like to automatically remove it?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Another version of Space Calibrator is currently installed. Would you like to remove it?",
"troubleshoot_action_yes": "Yes",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Quit",
/* tutorial */
"learn_title": "Learn",
"learn_card_standard_calibration": "Standard Calibration",
"learn_card_standard_calibration_description": "Learn how to calibrate a pair of devices.",
"learn_card_continuous_calibration": "Continuous Calibration",
"learn_card_continuous_calibration_description": "Calibrate frequently to counteract drift mid-session.",
"learn_card_base_station_management": "Base Station Management",
"learn_card_base_station_management_description": "Wirelessly control your SteamVR Base Stations.",
"learn_card_ui_tour": "UI Tour",
"learn_card_ui_tour_description": "An overview of the Space Calibrator interface.",
"learn_action_back": "Back",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Standard Calibration aligns two tracking systems together so that your VR devices work together in the same physical playspace.",
"learn_page_standard_select_devices_title": "Select your devices",
"learn_page_standard_select_devices_desc": "Before starting, the app needs to know which two devices you want to align.",
"learn_page_standard_ref_device": "Reference Device: This device is what you're calibrating to, usually a controller.",
"learn_page_standard_target_device": "Target Device: The unaligned device you're calibrating with, typically a tracker or similar.",
"learn_page_standard_perform_title": "Perform the Calibration",
"learn_page_standard_perform_step1": "Hold both devices together firmly in one hand. Hold them as tight as you can so that they do not move during the calibration process.",
"learn_page_standard_perform_step2": "Click on the Standard Calibration button to begin calibrating.",
"learn_page_standard_perform_step3": "Move around your room while moving your devices in a figure eight, as illustrated below.",
"learn_page_standard_speeds_title": "Calibration Speeds",
"learn_page_standard_speeds_desc": "You can optionally alter the calibration speed to affect how much movement is required. More movement tends to improve calibration quality.",
"learn_page_standard_speed_fast": "Fast: Takes less time to calibrate, but may result in poorer quality calibrations.",
"learn_page_standard_speed_slow": "Slow / Very Slow: Takes longer to calibrate, and tends to yield more accurate calibrations.",
"learn_page_standard_completion_note": "Once the progress bar fills up, your devices should instantly line up in VR. If this doesn't happen, try calibrating again.",
"learn_page_standard_drift_title": "A Note on Drift",
"learn_page_standard_drift_desc": "Over time, your devices may drift, breaking the calibration. If this happens, you will have to re-calibrate to correct it. If you have to do this frequently, you should consider using Continuous Calibration.",
"learn_page_continuous_desc1": "If you notice your devices slowly shifting, rotating, or drifting out of place while playing, Continuous Calibration is a solution to these issues.",
"learn_page_continuous_desc2": "Instead of forcing you to stop and manually calibrate every so often, Continuous Calibration automatically keeps your tracking synced in the background while you play.",
"learn_page_continuous_note_title": "Note",
"learn_page_continuous_note_desc": "A dedicated tracker mounted on your headset IS required to use this feature.",
"learn_page_continuous_desc3": "Continuous Calibration attempts to re-calibrate your devices frequently to eliminate any and all drift. It tends to make calibration something you never think about once it's set up.",
"learn_page_continuous_setup_instructions": "To setup Continuous Calibration, first select your devices as explained in the Standard Calibration page. You will want your headset selected as the reference device, and the calibration tracker as the target device. Then click the Continuous Calibration button to start calibrating. It may take a bit of time until the initial calibration is completed, so move around to let the app learn about your tracking!",
"learn_page_continuous_should_use_title": "Should you use Continuous Calibration?",
"learn_page_continuous_should_use_standard": "Use Standard Calibration if you do not have an extra tracker to mount on your headset, do not spend long sessions in VR, or don't mind re-calibrating every so often whenever drift happens.",
"learn_page_continuous_should_use_continuous": "Use Continuous Calibration if you want to practically never think about drift again. This is recommended if you spend a lot of time in VR or notice significant amounts of drift over time.",
"learn_page_continuous_physical_setup_title": "Physical setup (mounting the tracker onto your headset)",
"learn_page_continuous_physical_setup_desc1": "To use Continuous Calibration you will need a dedicated tracker attached onto your VR headset. There are various mounts depending on which specific VR headset and tracker you are using. You can typically find 3D models on the internet you can print to get started with, or you can ask around in the community to see what other people did.",
"learn_page_continuous_physical_setup_desc2": "Once mounted, the tracker should be securely attached to the headset. It should not wobble, swivel or shake. The better the mounting the more consistent calibrations should be.",
"learn_page_basestation_desc": "Space Calibrator allows you to control SteamVR Base Stations if you have a compatible BLE Bluetooth adapter available.",
"learn_page_basestation_1_title": "Base Station 1.0 Models",
"learn_page_basestation_1_desc": "You can only turn these on or off. Setting channels wirelessly is unsupported, and you will have to press the physical button on the back of the Base Station to alternate between channels.",
"learn_page_basestation_2_title": "Base Station 2.0 Models",
"learn_page_basestation_2_desc1": "Manufactured by both Valve and HTC, these have better support for wireless management than 1.0 Base Stations. With these you're able to turn them on and off, and also set their channel. 2.0 Base Stations must each be on a unique channel, otherwise they will not work. Space Calibrator will offer to help you fix this if it happens.",
"learn_page_basestation_2_desc2": "To change the channel of a 2.0 Base Station, navigate to the Base Station Management tab, select the edit button for the Base Station you wish to control, and click on the desired channel (marked in green).",
"learn_page_basestation_auto_power_title": "Automatic Power Management",
"learn_page_basestation_auto_power_desc": "You can go to the Settings tab to enable automatic Base Station Management, which will turn on your Base Stations when Space Calibrator is started, and turn them off when you close SteamVR (with Space Calibrator running). Note that manually closing Space Calibrator before closing SteamVR will NOT turn off any Base Stations automatically.",
"learn_page_ui_tour_desc": "This interface is divided into several tabs each containing various things.",
"learn_page_ui_tour_calibration_heading": "Calibration Tab",
"learn_page_ui_tour_cal_desc1": "The Calibration tab contains controls relating to calibrations. You control your calibrations here.",
"learn_page_ui_tour_cal_desc2": "At the top, you will see a card showing you whether you have a calibration active, and if so, which type.",
"learn_page_ui_tour_cal_desc3": "Below that, you can select what devices to calibrate with. First you should select the tracking systems you wish to calibrate. Then, on the left pane you should select what you're going to calibrate with. And on the right pane you should select what you're going to calibrate.",
"learn_page_ui_tour_cal_desc4": "Below that are the buttons to perform a calibration. If you are unsure which calibration you should do, please read the pages talking about Standard and Continuous Calibration to learn more.",
"learn_page_ui_tour_cal_desc5": "At the bottom of the Calibration tab you will find several options to control the calibration. A number of these settings require advanced settings to be visible.",
"learn_page_ui_tour_base_stations_heading": "Base Station Management Tab",
"learn_page_ui_tour_bs_desc": "Here you can control any Base Stations in your room with a supported BLE Bluetooth adapter. You should typically not have to touch this beyond initial setup.",
"learn_page_ui_tour_settings_heading": "Settings Tab",
"learn_page_ui_tour_settings_desc1": "Here you may set some global settings for the program. These include advanced settings, Base Station Management and UI language.",
"learn_page_ui_tour_settings_desc2": "Some features in this app require Advanced Settings to be enabled. You should only enable this if you know what you're doing.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "English (UK)",
"languages_en_US": "English (US)",
"languages_fr": "French",
"languages_it": "Italian",
"languages_de": "German",
"languages_nl": "Dutch",
"languages_es_ES": "Spanish (Spain)",
"languages_es_US": "Spanish (Latin America)",
"languages_da": "Danish",
"languages_sv": "Swedish",
"languages_fi": "Finnish",
"languages_no": "Norwegian",
"languages_bg": "Bulgarian",
"languages_pl": "Polish",
"languages_cs": "Czech",
"languages_el": "Greek",
"languages_hu": "Hungarian",
"languages_pt_PT": "Portuguese (Portugal)",
"languages_pt_BR": "Portuguese (Brazil)",
"languages_ro": "Romanian",
"languages_ru": "Russian",
"languages_tr": "Turkish",
"languages_uk": "Ukrainian",
"languages_zh_HANS": "Chinese (Simplified)",
"languages_zh_HANT": "Chinese (Traditional)",
"languages_ja": "Japanese",
"languages_ko": "Korean",
"languages_th": "Thai",
"languages_vi": "Vietnamese",
"languages_system": "System Language"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - close VR overlay to use mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No tracked devices present. Please turn on a device to continue.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Something went catastrophically wrong! Please report this to the developer either on GitHub or Steam Discussions so that this can be addressed.",
"ipc_unavailable": "Failed to connect to the Space Calibrator SteamVR driver. Please verify file integrity in Properties -> Installed Files, or reinstall the app.",
"steamvr_unavailable": "Failed to connect to SteamVR.",
"vr_troubleshooting_hmd_not_found": "Please connect your VR headset and launch SteamVR first.",
"vr_troubleshooting_connect_steamlink": "Please open SteamLink on your VR headset and connect to SteamVR first.",
"vr_troubleshooting_generic": "Please connect your VR headset and launch SteamVR first. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibration",
"calibration_count_none": "No Calibration. Please create a new calibration to get started.", // Shown when there are no calibrations active
"calibration_new": "New Calibration",
"calibration_delete": "Delete Calibration",
"calibration_next": "Next Calibration",
"calibration_previous": "Previous Calibration",
"calibration_status_none": "No Calibration active",
"calibration_status_none_description": "Please select a pair of devices and calibrate to get started.",
"calibration_status_edit": "Editing calibration",
"calibration_status_edit_description": "Modifying the current calibration.",
"calibration_status_continuous": "Continuous Calibration",
"calibration_status_continuous_description": "You have an active calibration. Uses a mounted tracker to recalibrate every few seconds automatically.",
"calibration_status_standard": "Standard Calibration",
"calibration_status_standard_description": "You have an active calibration. You may need to recalibrate if drift occurs.",
// space here refers to a tracking space / tracking system.
"reference_device": "Reference device",
"reference_device_description": "This device is what you are calibrating with, usually your VR headset or a controller.",
"target_device": "Target device",
"target_device_description": "This device will be used to line up your trackers or controllers.",
"select_reference_device": "Select reference device",
"select_target_device": "Select target device",
"identify_selected_devices": "Identify selected devices (blinks LED or vibrates)",
"identify_auto_detect_devices": "Auto-detect devices",
"calibration_error_reference_hmd_missing": "Unable to find target device from tracking system \"{0}\". You may need to recalibrate.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking is disabled! For a better experience, on your Quest open the Virtual Desktop menu, go to the Streaming tab and enable \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Do not show this again",
"calibration_action_start": "Standard Calibration",
"calibration_action_clear": "Clear Calibration",
"calibration_action_continuous": "Continuous Calibration",
"calibration_action_edit": "Edit Calibration",
"save_calibration_profile": "Save Profile",
"calibration_progress": "Calibration Progress",
"calibration_info_move_around_insufficient_samples": "Hold your selected devices together, then walk around your playspace while gently rotating them in figure-eight patterns.",
"calibration_speed": "Calibration Speed",
"calibration_speed_description": "How long it takes to calibrate. Slower calibrations tend to be more accurate.",
"calibration_speed_fast": "Fast",
"calibration_speed_slow": "Slow",
"calibration_speed_very_slow": "Very Slow",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Scale (m)",
"continuous_hide_tracker": "Hide target device from apps",
"continuous_relative_calibration": "Enable relative calibration",
"continuous_relative_calibration_description": "Makes the calibration relative to the reference device (typically your headset) so that it updates every frame without needing to recalibrate. This REQUIRES Continuous Calibration.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "None", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibration",
"tab_page_graphs": "Graphs",
"tab_page_base_station_management": "Base Stations",
"tab_page_settings": "Settings",
"tab_page_debug": "Debug",
"tab_page_learn": "Learn",
"tab_page_about": "About",
/* graphs */
"graphs_title": "Graphs",
/* base stations */
"base_stations_title": "Base Station Management",
"base_stations_no_bluetooth": "Failed to find a valid Bluetooth adapter. Please connect a BLE capable Bluetooth device to be able to use Base Station Management.",
"base_stations_none_found": "No Base Stations detected. If you have any, make sure they are plugged in.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Channel collision detected! This will cause tracking issues. Your Base Stations should each use a unique channel.",
"base_stations_state_sleep": "Asleep",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Active",
"base_stations_state_unknown": "Unknown",
"base_stations_state_faulty": "Faulty",
"base_stations_channel_select_label": "Select a Base Station channel:",
"base_stations_active_channel": "Channel {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Nickname",
/* actions */
"base_stations_action_wake_all": "Wake All",
"base_stations_action_sleep_all": "Sleep All",
"base_stations_action_fix_collisions": "Fix Channel Collisions",
"base_stations_btn_wake": "Wake",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Sleep",
"base_stations_btn_edit": "Edit",
"base_stations_btn_save": "Save",
"base_station_power_management": "Base Station Power Management",
"base_stations_power_mgmt_enable": "Enable power management *",
"base_stations_power_mgmt_enable_description_standby": "Powered Base Stations go into standby mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_enable_description_sleep": "Powered Base Stations go into sleep mode when SteamVR is not in use, and wake up again when SteamVR starts.",
"base_stations_power_mgmt_on_startup": "Turn on Base Stations on SteamVR startup",
"base_stations_power_mgmt_on_startup_description": "Unpowered Base Stations wake up when SteamVR starts.",
"base_stations_power_mgmt_on_shutdown": "Turn off Base Stations on SteamVR shutdown",
"base_stations_power_mgmt_on_shutdown_description": "Powered Base Stations are powered down when SteamVR is not in use.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Base Stations will power off only their lasers for a faster wake up when SteamVR starts. This is unavailable on Base Station 1.0 models and some Base Station 2.0 models, and sleep will be used in these cases.",
"base_stations_power_mgmt_sleep": "Sleep",
"base_stations_power_mgmt_sleep_description": "Base Stations will power off their lasers and motors.",
"base_stations_power_mgmt_warning": "* NOT RECOMMENDED for shared tracking spaces with multiple SteamVR users.",
/* settings */
"settings_title": "Settings",
"settings_advanced": "Advanced settings",
"settings_advanced_description": "Shows extra settings and fine-tuning controls for power users.",
"settings_calibrate_motion_vectors": "Calibrate motion vectors",
"settings_calibrate_motion_vectors_description": "Improves movement prediction for more responsive tracking. May affect physics-heavy games.",
"settings_autofix_playspace_jumps": "Auto-correct playspace jumps",
"settings_autofix_playspace_jumps_description": "Attempts to automatically detect and correct sudden jumps in playspace tracking.",
"settings_enforce_minimum_rotation_variance": "Enforce minimum rotation variance",
"settings_enforce_minimum_rotation_variance_description": "Automatically rejects samples that are rotationally similar to improve calibration quality.",
"settings_locale": "Language",
"settings_reset": "Reset all settings",
"settings_reset_description": "Resets all settings to default. This is permanent and cannot be undone.",
"settings_reset_confirm": "This change is permanent and cannot be undone. Are you sure you want to continue?",
"settings_reset_yes": "Yes",
"settings_reset_no": "No",
/* about */
"about_title": "About",
"about_description": "Space Calibrator is a free and open-source tool to allow you to use multiple vendors' devices together with SteamVR.",
"about_view_source_info": "You may view the source code on the GitHub repository.",
"about_contributors_title": "Contributors",
"about_contributors_description": "Space Calibrator is made possible with the help of the following people:",
"about_translators_title": "Translators",
"about_translators_description": "Space Calibrator has been translated by the following people:",
"about_licenses_title": "Licenses",
"about_licenses_description": "This program is licensed under the MIT license. Other dependencies are licensed under other licenses, please view the licenses below for more information.",
"about_link_github": "GitHub",
"about_link_discord": "Discord Server",
"about_link_logs_dir": "Logs folder",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_ipc_found_description": "A conflicting version of Space Calibrator is currently running. You will have to uninstall it to be able to use this application. Would you like to automatically remove it?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Another instance of Space Calibrator is already present",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Another version of Space Calibrator is currently installed. Would you like to remove it?",
"troubleshoot_action_yes": "Yes",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Quit",
/* tutorial */
"learn_title": "Learn",
"learn_card_standard_calibration": "Standard Calibration",
"learn_card_standard_calibration_description": "Learn how to calibrate a pair of devices.",
"learn_card_continuous_calibration": "Continuous Calibration",
"learn_card_continuous_calibration_description": "Calibrate frequently to counteract drift mid-session.",
"learn_card_base_station_management": "Base Station Management",
"learn_card_base_station_management_description": "Wirelessly control your SteamVR Base Stations.",
"learn_card_ui_tour": "UI Tour",
"learn_card_ui_tour_description": "An overview of the Space Calibrator interface.",
"learn_action_back": "Back",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Standard Calibration aligns two tracking systems together so that your VR devices work together in the same physical playspace.",
"learn_page_standard_select_devices_title": "Select your devices",
"learn_page_standard_select_devices_desc": "Before starting, the app needs to know which two devices you want to align.",
"learn_page_standard_ref_device": "Reference Device: This device is what you're calibrating to, usually a controller.",
"learn_page_standard_target_device": "Target Device: The unaligned device you're calibrating with, typically a tracker or similar.",
"learn_page_standard_perform_title": "Perform the Calibration",
"learn_page_standard_perform_step1": "Hold both devices together firmly in one hand. Hold them as tight as you can so that they do not move during the calibration process.",
"learn_page_standard_perform_step2": "Click on the Standard Calibration button to begin calibrating.",
"learn_page_standard_perform_step3": "Move around your room while moving your devices in a figure eight, as illustrated below.",
"learn_page_standard_speeds_title": "Calibration Speeds",
"learn_page_standard_speeds_desc": "You can optionally alter the calibration speed to affect how much movement is required. More movement tends to improve calibration quality.",
"learn_page_standard_speed_fast": "Fast: Takes less time to calibrate, but may result in poorer quality calibrations.",
"learn_page_standard_speed_slow": "Slow / Very Slow: Takes longer to calibrate, and tends to yield more accurate calibrations.",
"learn_page_standard_completion_note": "Once the progress bar fills up, your devices should instantly line up in VR. If this doesn't happen, try calibrating again.",
"learn_page_standard_drift_title": "A Note on Drift",
"learn_page_standard_drift_desc": "Over time, your devices may drift, breaking the calibration. If this happens, you will have to re-calibrate to correct it. If you have to do this frequently, you should consider using Continuous Calibration.",
"learn_page_continuous_desc1": "If you notice your devices slowly shifting, rotating, or drifting out of place while playing, Continuous Calibration is a solution to these issues.",
"learn_page_continuous_desc2": "Instead of forcing you to stop and manually calibrate every so often, Continuous Calibration automatically keeps your tracking synced in the background while you play.",
"learn_page_continuous_note_title": "Note",
"learn_page_continuous_note_desc": "A dedicated tracker mounted on your headset IS required to use this feature.",
"learn_page_continuous_desc3": "Continuous Calibration attempts to re-calibrate your devices frequently to eliminate any and all drift. It tends to make calibration something you never think about once it's set up.",
"learn_page_continuous_setup_instructions": "To set up Continuous Calibration, first select your devices as explained in the Standard Calibration page. You will want your headset selected as the reference device, and the calibration tracker as the target device. Then click the Continuous Calibration button to start calibrating. It may take a bit of time until the initial calibration is completed, so move around to let the app learn about your tracking!",
"learn_page_continuous_should_use_title": "Should you use Continuous Calibration?",
"learn_page_continuous_should_use_standard": "Use Standard Calibration if you do not have an extra tracker to mount on your headset, do not spend long sessions in VR, or don't mind re-calibrating every so often whenever drift happens.",
"learn_page_continuous_should_use_continuous": "Use Continuous Calibration if you want to practically never think about drift again. This is recommended if you spend a lot of time in VR or notice significant amounts of drift over time.",
"learn_page_continuous_physical_setup_title": "Physical setup (mounting the tracker onto your headset)",
"learn_page_continuous_physical_setup_desc1": "To use Continuous Calibration you will need a dedicated tracker attached onto your VR headset. There are various mounts depending on which specific VR headset and tracker you are using. You can typically find 3D models on the internet you can print to get started with, or you can ask around in the community to see what other people did.",
"learn_page_continuous_physical_setup_desc2": "Once mounted, the tracker should be securely attached to the headset. It should not wobble, swivel, or shake. The better the mounting the more consistent calibrations should be.",
"learn_page_basestation_desc": "Space Calibrator allows you to control SteamVR Base Stations if you have a compatible BLE Bluetooth adapter available.",
"learn_page_basestation_1_title": "Base Station 1.0 Models",
"learn_page_basestation_1_desc": "You can only turn these on or off. Setting channels wirelessly is unsupported, and you will have to press the physical button on the back of the Base Station to alternate between channels.",
"learn_page_basestation_2_title": "Base Station 2.0 Models",
"learn_page_basestation_2_desc1": "Manufactured by both Valve and HTC, these have better support for wireless management than 1.0 Base Stations. With these you're able to turn them on and off, and also set their channel. 2.0 Base Stations must each be on a unique channel, otherwise they will not work. Space Calibrator will offer to help you fix this if it happens.",
"learn_page_basestation_2_desc2": "To change the channel of a 2.0 Base Station, navigate to the Base Station Management tab, select the edit button for the Base Station you wish to control, and click on the desired channel (marked in green).",
"learn_page_basestation_auto_power_title": "Automatic Power Management",
"learn_page_basestation_auto_power_desc": "You can go to the Settings tab to enable automatic Base Station Management, which will turn on your Base Stations when Space Calibrator is started, and turn them off when you close SteamVR (with Space Calibrator running). Note that manually closing Space Calibrator before closing SteamVR will NOT turn off any Base Stations automatically.",
"learn_page_ui_tour_desc": "This interface is divided into several tabs, each containing various things.",
"learn_page_ui_tour_calibration_heading": "Calibration Tab",
"learn_page_ui_tour_cal_desc1": "The Calibration tab contains controls relating to calibrations. You control your calibrations here.",
"learn_page_ui_tour_cal_desc2": "At the top, you will see a card showing you whether you have a calibration active, and if so, which type.",
"learn_page_ui_tour_cal_desc3": "Below that, you can select what devices to calibrate with. First, you should select the tracking systems you wish to calibrate. Then, on the left pane you should select what you're going to calibrate with. And on the right pane you should select what you're going to calibrate.",
"learn_page_ui_tour_cal_desc4": "Below that are the buttons to perform a calibration. If you are unsure which calibration you should do, please read the pages talking about Standard and Continuous Calibration to learn more.",
"learn_page_ui_tour_cal_desc5": "At the bottom of the Calibration tab you will find several options to control the calibration. A number of these settings require advanced settings to be visible.",
"learn_page_ui_tour_base_stations_heading": "Base Station Management Tab",
"learn_page_ui_tour_bs_desc": "Here you can control any Base Stations in your room with a supported BLE Bluetooth adapter. You should typically not have to touch this beyond initial setup.",
"learn_page_ui_tour_settings_heading": "Settings Tab",
"learn_page_ui_tour_settings_desc1": "Here you may set some global settings for the program. These include advanced settings, Base Station Management, and UI language.",
"learn_page_ui_tour_settings_desc2": "Some features in this app require Advanced Settings to be enabled. You should only enable this if you know what you're doing.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "English (UK)",
"languages_en_US": "English (US)",
"languages_fr": "French",
"languages_it": "Italian",
"languages_de": "German",
"languages_nl": "Dutch",
"languages_es_ES": "Spanish (Spain)",
"languages_es_US": "Spanish (Latin America)",
"languages_da": "Danish",
"languages_sv": "Swedish",
"languages_fi": "Finnish",
"languages_no": "Norwegian",
"languages_bg": "Bulgarian",
"languages_pl": "Polish",
"languages_cs": "Czech",
"languages_el": "Greek",
"languages_hu": "Hungarian",
"languages_pt_PT": "Portuguese (Portugal)",
"languages_pt_BR": "Portuguese (Brazil)",
"languages_ro": "Romanian",
"languages_ru": "Russian",
"languages_tr": "Turkish",
"languages_uk": "Ukrainian",
"languages_zh_HANS": "Chinese (Simplified)",
"languages_zh_HANT": "Chinese (Traditional)",
"languages_ja": "Japanese",
"languages_ko": "Korean",
"languages_th": "Thai",
"languages_vi": "Vietnamese",
"languages_system": "System Language"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - cierra la overlay de VR para usar el ratón", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "No hay dispositivos rastreados presentes. Por favor enciende un dispositivo para continuar.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "¡Algo ha ido catastróficamente mal! Por favor reporta esto al desarrollador en GitHub o Discusiones de Steam para poder solucionarlo.",
"ipc_unavailable": "No se pudo conectar al driver de SteamVR de Space Calibrator. Por favor verifica la integridad de los archivos en Propiedades -> Archivos instalados, o reinstala la app.",
"steamvr_unavailable": "No se pudo conectar a SteamVR.",
"vr_troubleshooting_hmd_not_found": "Por favor conecta tus gafas de VR y abre SteamVR primero.",
"vr_troubleshooting_connect_steamlink": "Por favor abre SteamLink en tus gafas de VR y conéctate a SteamVR primero.",
"vr_troubleshooting_generic": "Por favor conecta tus gafas de VR y abre SteamVR primero. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibración",
"calibration_count_none": "No hay Calibración. Por favor crea una nueva calibración para empezar.", // Shown when there are no calibrations active
"calibration_new": "Nueva Calibración",
"calibration_delete": "Borrar Calibración",
"calibration_next": "Siguiente Calibración",
"calibration_previous": "Anterior Calibración",
"calibration_status_none": "No hay una Calibración activa",
"calibration_status_none_description": "Por favor selecciona una pareja de dispositivos y calibra para empezar.",
"calibration_status_edit": "Editando calibración",
"calibration_status_edit_description": "Modificando la calibración actual.",
"calibration_status_continuous": "Calibración Continua",
"calibration_status_continuous_description": "Tienes una calibración activa. Utiliza un tracker para recalibrar cada pocos segundos automáticamente.",
"calibration_status_standard": "Calibración Estándar",
"calibration_status_standard_description": "Tienes una calibración activa. Puede ser necesario recalibrar si observas desviación (drift).",
// space here refers to a tracking space / tracking system.
"reference_device": "Dispositivo de referencia",
"reference_device_description": "Este dispositivo es con lo que estás calibrando, usualmente tus gafas de VR o un mando.",
"target_device": "Dispositivo de destino",
"target_device_description": "Este dispositivo se utilizará para alinear tus trackers o mandos.",
"select_reference_device": "Selecciona dispositivo de referencia",
"select_target_device": "Selecciona dispositivo de destino",
"identify_selected_devices": "Identificar dispositivos seleccionados (parpadea LED o vibra)",
"identify_auto_detect_devices": "Auto detectar dispositivos",
"calibration_error_reference_hmd_missing": "No se pudo encontrar el dispositivo de destino del sistema de rastreamiento \"{0}\". Puede ser necesario recalibrar..", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "¡Stage tracking esta deshabilitado! Para una experiencia mejor, abre el menú de Virtual Desktop en tu Quest, ves a la pestaña Streaming y habilita \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "No mostrar otra vez",
"calibration_action_start": "Calibración Estándar",
"calibration_action_clear": "Borrar Calibración",
"calibration_action_continuous": "Calibración Continua",
"calibration_action_edit": "Editar Calibración",
"save_calibration_profile": "Guardar Perfil",
"calibration_progress": "Progreso de Calibración",
"calibration_info_move_around_insufficient_samples": "Coge tus dispositivos seleccionados juntos, entonces camina por tu espacio de juego mientras los giras lentamente formando ochos.",
"calibration_speed": "Velocidad de Calibración",
"calibration_speed_description": "Cuanto se tarda en calibrar. Las calibraciones más lentas suelen ser más exactas.",
"calibration_speed_fast": "Rápido",
"calibration_speed_slow": "Lento",
"calibration_speed_very_slow": "Muy Lento",
/* Editing calibrations */
"edit_calibration_rotation": "Rotación",
"edit_calibration_position": "Posición (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Escala (m)",
"continuous_hide_tracker": "Esconder el tracker de referencia en las apps",
"continuous_relative_calibration": "Habilitar calibración relativa",
"continuous_relative_calibration_description": "Hace la calibración relativa al dispositivo de destino (usualmente tus gafas de VR), actualizando cada frame sin necesitar una recalibración. Esto REQUIERE Calibración Continua",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Ninguno", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibración",
"tab_page_graphs": "Gráficos",
"tab_page_base_station_management": "Estaciones Base",
"tab_page_settings": "Ajustes",
"tab_page_debug": "Depuración",
"tab_page_learn": "Aprende",
"tab_page_about": "Sobre",
/* graphs */
"graphs_title": "Gráficos",
/* base stations */
"base_stations_title": "Gestión de Estaciones Base",
"base_stations_no_bluetooth": "No se pudo encontrar un adaptador Bluetooth válido. Por favor conecta un dispositivo Bluetooth capaz de BLE para poder utilizar Gestión de Estaciones Base.",
"base_stations_none_found": "No se han detectado estaciones base. Si tienes algunas, asegúrate de que están enchufadas.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "¡Colisión de canales detectada! Esto causará problemas de rastreamiento. Cada una de tus estaciones base debería usar un canal distinto.",
"base_stations_state_sleep": "Durmiendo",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Activo",
"base_stations_state_unknown": "Desconocido",
"base_stations_state_faulty": "Defectuoso",
"base_stations_channel_select_label": "Selecciona un canal de estaciones base:",
"base_stations_active_channel": "Canal {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Apodo",
/* actions */
"base_stations_action_wake_all": "Despertar Todos",
"base_stations_action_sleep_all": "Dormir Todos",
"base_stations_action_fix_collisions": "Arreglar Colisiones de Canales",
"base_stations_btn_wake": "Despertar",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Dormir",
"base_stations_btn_edit": "Editar",
"base_stations_btn_save": "Guardar",
"base_station_power_management": "Gestión de Energía de Estaciones Base",
"base_stations_power_mgmt_enable": "Habilitar gestión de energía *",
"base_stations_power_mgmt_enable_description_standby": "Las estaciones base encendidas entran en modo standby cuando SteamVR no está en uso, y se despiertan cuando SteamVR se abre.",
"base_stations_power_mgmt_enable_description_sleep": "Las estaciones base encendidas se duermen cuando SteamVR no está en uso, y se despiertan cuando SteamVR se abre.",
"base_stations_power_mgmt_on_startup": "Encender estaciones base con SteamVR",
"base_stations_power_mgmt_on_startup_description": "Las estaciones base apagadas se despiertan cuando SteamVR se abre.",
"base_stations_power_mgmt_on_shutdown": "Apagar estaciones base con SteamVR",
"base_stations_power_mgmt_on_shutdown_description": "Las estaciones base encendidas se apagan cuando SteamVR no está en uso.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Las estaciones base apagarán únicamente sus lásers para encenderse más rápido cuando SteamVR se abre. Esto no está disponible en estaciones base 1.0 y algunos modelos de estaciones base 2.0, en esos casos, se dormirá.",
"base_stations_power_mgmt_sleep": "Dormir",
"base_stations_power_mgmt_sleep_description": "Las estaciones base apagarán sus lásers y motores.",
"base_stations_power_mgmt_warning": "* NO RECOMENDADO para espacios de juego compartidos por múltiples usuarios de SteamVR.",
/* settings */
"settings_title": "Ajustes",
"settings_advanced": "Ajustes avanzados",
"settings_advanced_description": "Muestra ajustes extra y controles más finos para power users.",
"settings_calibrate_motion_vectors": "Calibrar vectores de movimiento",
"settings_calibrate_motion_vectors_description": "Mejora la predicción de movimiento para rastreamiento más fluido. Puede afectar a juegos con muchas físicas.",
"settings_autofix_playspace_jumps": "Auto corregir saltos de espacio de juego",
"settings_autofix_playspace_jumps_description": "Intenta automáticamente detectar y corregir saltos repentinos en el rastreo del espacio de juego.",
"settings_enforce_minimum_rotation_variance": "Forzar variación mínima de rotación",
"settings_enforce_minimum_rotation_variance_description": "Automáticamente descarta muestras que son similares en rotación para mejorar la calidad de calibración.",
"settings_locale": "Idioma",
"settings_reset": "Reiniciar todos los ajustes",
"settings_reset_description": "Reinicia todos los ajustes a su valor predeterminado. Esto es permanente y no se puede revertir.",
"settings_reset_confirm": "Esta acción es permanente y no se puede revertir. ¿Estás seguro de que quieres continuar?",
"settings_reset_yes": "Sí",
"settings_reset_no": "No",
/* about */
"about_title": "Sobre",
"about_description": "Space Calibrator es una herramienta gratuita y de código abierto que te permite utilizar dispositivos de diferentes fabricantes juntos con SteamVR.",
"about_view_source_info": "Puedes ver el código fuente en el repositorio de GitHub.",
"about_contributors_title": "Contribuidores",
"about_contributors_description": "Space Calibrator es posible gracias a la ayuda de las siguientes personas:",
"about_translators_title": "Tranductores",
"about_translators_description": "Space Calibrator se ha traducido por las siguientes personas:",
"about_licenses_title": "Licencias",
"about_licenses_description": "Este programa está licenciado bajo la licencia MIT. Otras dependencias están licenciadas bajo otras licencias, por favor mira las licencias abajo para más información.",
"about_link_github": "GitHub",
"about_link_discord": "Servidor de Discord",
"about_link_logs_dir": "Carpeta de logs",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Otra instancia de Space Calibrator ya está presente",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Una versión incompatible de Space Calibrator está abierta actualmente. Has de desinstalarla para usar esta aplicación. ¿Te gustaría eliminarla automáticamente?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Otra instancia de Space Calibrator ya está presente",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Otra versión de Space Calibrator está instalada actualmente. ¿Te gustaría eliminarla?",
"troubleshoot_action_yes": "Sí",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Cerrar",
/* tutorial */
"learn_title": "Aprende",
"learn_card_standard_calibration": "Calibración Estándar",
"learn_card_standard_calibration_description": "Aprende a calibrar una pareja de dispositivos.",
"learn_card_continuous_calibration": "Calibración Continua",
"learn_card_continuous_calibration_description": "Calibra frecuentemente para evitar desviación (drift) durante el juego.",
"learn_card_base_station_management": "Gestión de Estaciones Base",
"learn_card_base_station_management_description": "Controla tus estaciones base de SteamVR de forma inalámbrica.",
"learn_card_ui_tour": "Tour de interfaz de usuario",
"learn_card_ui_tour_description": "Una vista rápida de la interfaz de Space Calibrator.",
"learn_action_back": "Atrás",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "La Calibración Estándar alinea dos sistemas de rastreamiento juntos para que tus dispositivos de realidad virtual funcionen juntos en el mismo espacio de juego físico.",
"learn_page_standard_select_devices_title": "Selecciona tus dispositivos",
"learn_page_standard_select_devices_desc": "Antes de empezar, la app necesita saber los dos dispositivos que quieres alinear.",
"learn_page_standard_ref_device": "Dispositivo de referencia: Este dispositivo es lo que estás calibrando, usualmente un mando.",
"learn_page_standard_target_device": "Dispositivo de destino: El dispositivo no alineado con el que estás calibrando, usualmente un tracker o similar.",
"learn_page_standard_perform_title": "Haz la Calibración",
"learn_page_standard_perform_step1": "Coge ambos dispositivos firmemente en una mano. Cógelos lo más fuerte que puedas para que no se muevan durante el proceso de calibración.",
"learn_page_standard_perform_step2": "Haz clic en el botón de Calibración Estándar para empezar.",
"learn_page_standard_perform_step3": "Muévete por tu habitación mientas mueves los dispositivos en ochos, como se muestra abajo.",
"learn_page_standard_speeds_title": "Velocidades de Calibración",
"learn_page_standard_speeds_desc": "Puedes, opcionalmente, alterar la velocidad de calibración para afectar cuánto movimiento es necesario. Más movimiento tiende a mejorar la calidad de calibración.",
"learn_page_standard_speed_fast": "Rápido: Tarda menos tiempo en calibrarse, pero puede resultar en una calibración de menor calidad.",
"learn_page_standard_speed_slow": "Lento / Muy Lento: Tarda más tiempo en calibrarse y tiende a resultar en calibraciones más exactas.",
"learn_page_standard_completion_note": "Una vez la barra de progreso se llene, tus dispositivos se deberían alinear instantáneamente en realidad virtual. Si esto no ocurre, prueba a calibrar otra vez.",
"learn_page_standard_drift_title": "Una Nota sobre la desviación (drift)",
"learn_page_standard_drift_desc": "Con el paso del tiempo, tus dispositivos pueden desviarse, rompiendo la calibración. Si esto pasa, deberás recalibrar para corregirlo. Si has de hacer esto frecuentemente, deberías considerar usar Calibración Continua.",
"learn_page_continuous_desc1": "Si te das cuenta de que tus dispositivos se están moviendo lentamete, girando, o desviándose fuera de lugar mientras juegas, la Calibración Continua es la solución a esos problemas.",
"learn_page_continuous_desc2": "En lugar de forzarte a parar y manualmente calibrar cada cierto tiempo, la Calibración Continua automáticamente mantiene tu rastreamiento sincronizado en segundo plano mientras juegas.",
"learn_page_continuous_note_title": "Nota",
"learn_page_continuous_note_desc": "Un tracker dedicado montado en tus gafas de VR ES necesario para utilizar esta función.",
"learn_page_continuous_desc3": "La Calibración Continua intenta recalibrar tus dispositivos frecuentemente para eliminar toda la desviación (drift). Tiende a hacer la calibración algo sobre lo que no piensas nunca después de configurarla.",
"learn_page_continuous_setup_instructions": "Para configurar la Calibración Continua, primero selecciona tus dispositivos tal y como se explica en la página de la Calibración Estándar. Tus gafas de VR deberán estar seleccionadas como el dispositivo de referencia, y el tracker de calibración como el dispositivo de destino. Entonces, haz clic en el botón de Calibración Continua para empezar la calibración. Puede tardar un poco de tiempo hasta que la calibración inicial se haya completado, ¡así que muévete para permitir que la app aprenda sobre tu rastreamiento!",
"learn_page_continuous_should_use_title": "¿Debería utilizar Calibración Continua?",
"learn_page_continuous_should_use_standard": "Utiliza Calibración Estándar si no tienes un tracker extra para montar en tus gafas de VR, no pasas mucho tiempo en realidad virtual, o no te molesta recalibrar cada cierto tiempo cuando observas desviación (drift).",
"learn_page_continuous_should_use_continuous": "Utiliza Calibración Continua si deseas prácticamente nunca pensar sobre la desviación. Esto está recomendado si pasas mucho tiempo en realidad virtual o observas cantidades significantes de desviación (drift) al paso del tiempo.",
"learn_page_continuous_physical_setup_title": "Configuración física (montar el tracker en tus gafas de realidad virtual)",
"learn_page_continuous_physical_setup_desc1": "Para utilizar Calibración Continua necesitarás un tracker dedicado agarrado a tus gafas de VR. Usualmente puedes encontrar modelos 3D en el internet que puedes imprimir para empezar, o puedes preguntar alrededor en la comunidad para ver lo que otras personas han hecho.",
"learn_page_continuous_physical_setup_desc2": "Una vez montado, el tracker debería estar enganchado de forma segura a las gafas. No debería tambalearse, girar, o sacudirse. Cuanto mejor montado, la calibración será más consistente.",
"learn_page_basestation_desc": "Space Calibrator te permite controlar tus estaciones base de SteamVR si tienes un adaptador Bluetooth BLE compatible disponible.",
"learn_page_basestation_1_title": "Modelos de Estación Base 1.0",
"learn_page_basestation_1_desc": "Únicamente las puedes encender y apagar. Cambiar canales inalámbricamente no está soportado, has de utilizar el botón físico en la parte trasera de la estación base para alternar entre canales.",
"learn_page_basestation_2_title": "Modelos de Estación Base 2.0",
"learn_page_basestation_2_desc1": "Fabricados por Valve y HTC, estas tienen mejor soporte para gestión inalámbrica que las estaciones base 1.0. Con estas puedes encenderlas y apagarlas, y también establecer su canal. Las estaciones base 2.0 han de estar cada una en un canal único, no funcionarán en caso contrario. Space Calibrator ofrecerá ayuda para arreglar esto si ocurre.",
"learn_page_basestation_2_desc2": "Para cambiar el canal de una estación base 2.0, navega a la pestaña de Gestión de Estaciones Base, selecciona el botón de editar para la estación base que quieres controlar, y haz clic en el canal deseado (marcado en verde).",
"learn_page_basestation_auto_power_title": "Gestión de Energía automática",
"learn_page_basestation_auto_power_desc": "Puedes ir a la pestaña de Ajustes para activar Gestión automática de Estaciones Base, lo que encenderá tus estaciones base cuando Space Calibrator se abra, y las apagará cuando cierres SteamVR (con Space Calibrator abierto). Nota que cerrar Space Calibrator manualmente antes de cerrar SteamVR NO apagará tus estaciones base automáticamente.",
"learn_page_ui_tour_desc": "Esta interfaz está dividida en diversas pestañas, cada una conteniendo varias cosas.",
"learn_page_ui_tour_calibration_heading": "Pestaña de Calibración",
"learn_page_ui_tour_cal_desc1": "La pestaña de Calibración contiene controles relacionados con las calibraciones. Controlas tu calibraciones aquí.",
"learn_page_ui_tour_cal_desc2": "Arriba verás una tarjeta mostrando si tienes una calibración activa y su tipo.",
"learn_page_ui_tour_cal_desc3": "Debajo de eso puedes seleccionar que dispositivos deseas utilizar para calibrar. Primero deberás seleccionar los sistemas de rastreamiento que quieres calibrar. Y en el panel de la derecha deberás seleccionar que vas a calibrar.",
"learn_page_ui_tour_cal_desc4": "Debajo de eso están los botones para hacer una calibración. Si no estás seguro de lo que deberías hacer, por favor lee las páginas sobre la Calibración Estándar y la Calibración Continua para aprender más.",
"learn_page_ui_tour_cal_desc5": "Abajo de la pestaña de Calibración encontrarás diversas opciones para controlar la calibración. Algunos de estos ajustes sólo se hacen visibles si los ajustes avanzados están habilitados.",
"learn_page_ui_tour_base_stations_heading": "Pestaña de Gestión de Estaciones Base",
"learn_page_ui_tour_bs_desc": "Aquí puedes controlar cualquier estación base en tu habitación con un adaptador Bluetooth BLE soportado. Usualmente no tienes que tocarlo despueś de la configuración inicial.",
"learn_page_ui_tour_settings_heading": "Pestaña de Ajustes",
"learn_page_ui_tour_settings_desc1": "Aquí puedes establecer algunos ajustes globales para el programa. Éstos incluyen ajustes avanzados, Gestión de Estaciones Base, y el idioma de la interfaz.",
"learn_page_ui_tour_settings_desc2": "Algunas funciones de esta app requieren que los Ajustes Avanzados estén activados. Sólo deberías activar esto si sabes lo que estás haciendo.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Inglés (Reino Unido)",
"languages_en_US": "Inglés (Estados Unidos)",
"languages_fr": "Francés",
"languages_it": "Italiano",
"languages_de": "Alemán",
"languages_nl": "Neerlandés",
"languages_es_ES": "Español (España)",
"languages_es_US": "Español (Latinomérica)",
"languages_da": "Danés",
"languages_sv": "Sueco",
"languages_fi": "Finlandés",
"languages_no": "Noruego",
"languages_bg": "Búlgaro",
"languages_pl": "Polaco",
"languages_cs": "Checo",
"languages_el": "Griego",
"languages_hu": "Húngaro",
"languages_pt_PT": "Portugués (Portugal)",
"languages_pt_BR": "Portugués (Brazil)",
"languages_ro": "Rumano",
"languages_ru": "Ruso",
"languages_tr": "Turco",
"languages_uk": "Ucraniano",
"languages_zh_HANS": "Chino (Simplificado)",
"languages_zh_HANT": "Chino (Tradicional)",
"languages_ja": "Japonés",
"languages_ko": "Coreano",
"languages_th": "Tailandés",
"languages_vi": "Vietnamita",
"languages_system": "Idioma del Sistema"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - sulje VR sovelluksen näkymä käyttääksesi hiirtä", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Seurattuja laitteita ei havaittu. Käynnistä laite jatkaaksesi.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Jokin meni pahasti vikaan! Kirjoita raportti kehittäjälle GitHubissa tai Steam keskustelussa, jotta tämä voidaan korjata.",
"ipc_unavailable": "Yhdistäminen Space Calibrator SteamVR ajuriin epäonnistui. Tarkista sovellustiedostojen eheys Steamissa -> Ominaisuudet -> Tiedostot, tai asenna sovellus uudelleen.",
"steamvr_unavailable": "Yhdistäminen SteamVR:ään epäonnistui.",
"vr_troubleshooting_hmd_not_found": "Yhdistä ensin VR-lasisi ja käynnistä SteamVR.",
"vr_troubleshooting_connect_steamlink": "Avaa ensin SteamLink VR-laseissasi ja yhdistä SteamVR:ään",
"vr_troubleshooting_generic": "Yhdistä ensin VR-lasisi ja käynnistä SteamVR. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"ipc_unvailable_auto_fix": "Yritä korjata",
"ipc_unvailable_auto_fix_note_reboot": "Tietokone on käynnistettävä uudelleen, jotta muutokset toteutuvat.",
"calibration_title": "Kalibrointi",
"calibration_count_none": "Ei kalibrointia. Luo uusi kalibrointi aloittaaksesi.", // Shown when there are no calibrations active
"calibration_new": "Uusi kalibrointi",
"calibration_delete": "Poista kalibrointi",
"calibration_next": "Seuraava kalibrointi",
"calibration_previous": "Edellinen kalibrointi",
"calibration_status_none": "Ei aktiivista kalibrointia.",
"calibration_status_none_description": "Valitse laitepari ja kalibroi ne.",
"calibration_status_edit": "Kalibroinnin muokkaus.",
"calibration_status_edit_description": "Muokataan nykyistä kalibrointia.",
"calibration_status_continuous": "Jatkuva kalibrointi",
"calibration_status_continuous_description": "Jatkuva kalibrointi käyttää toiseen laitteeseen fyysisesti kiinnitettyä seurantalaitetta ja kalibroi ne keskenään automaattisesti muutaman sekunnin välein.",
"calibration_status_standard": "Tavallinen kalibrointi",
"calibration_status_standard_description": "Sinulla on aktiivinen kalibrointi. Uusi kalibrointi voi olla tarpeen, jos laitteet ovat liukuneet erilleen toisistaan.",
// space here refers to a tracking space / tracking system.
"reference_device": "Päälaite",
"reference_device_description": "Kohdelaite kalibroidaan tämän laiteen kanssa. Päälaite on yleensä VR-lasit, tai ohjain.",
"target_device": "Kohdelaite",
"target_device_description": "Tätä laitetta käytetään muiden seurantalaitteiden tai ohjaimien kohdistamiseen.",
"select_reference_device": "Valitse päälaite",
"select_target_device": "Valitse kohdelaite",
"identify_selected_devices": "Tunnista valitut laitteet (vilkuttaa LED-valoa tai värisee)",
"identify_auto_detect_devices": "Tunnista laitteet automaattisesti",
"calibration_error_reference_hmd_missing": "Edellistä kohdelaitetta ei löytynyt. Kalibroi eri kohdelaitteella tai varmista, että edellinen kohdelaite on yhdistetty.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking -asetus on pois käytöstä! Paremman kokemuksen saamiseksi, avaa Virtual Desktopin Streaming-valikko VR-laseissasi ja kytke päälle \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Älä näytä tätä uudelleen",
"calibration_action_start": "Tavallinen Kalibrointi",
"calibration_action_clear": "Tyhjennä Kalibrointi",
"calibration_action_continuous": "Jatkuva Kalibrointi",
"calibration_action_edit": "Muokkaa Kalibrointia",
"save_calibration_profile": "Tallenna Profiili",
"calibration_progress": "Kalibroinnin edistyminen",
"calibration_info_move_around_insufficient_samples": "Pidä valitut laitteesi kiinni toisissaan ja kävele ympäri pelialuettasi, tehden laitteilla kahdeksikko muotoa ilmassa.",
"calibration_speed": "Kalibroinnin nopeus",
"calibration_speed_description": "Kuinka kauan kalibrointi kestää. Hitaampi kalibrointi antaa tarkemman tuloksen.",
"calibration_speed_fast": "Nopea",
"calibration_speed_slow": "Hidas",
"calibration_speed_very_slow": "Erittäin hidas",
/* Editing calibrations */
"edit_calibration_rotation": "Kierto",
"edit_calibration_position": "Sijainti (m)",
"edit_calibration_yaw": "Kääntyminen",
"edit_calibration_pitch": "Nyökkääminen",
"edit_calibration_roll": "Kallistuminen",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Suhteellinen mittakaava (m)",
"continuous_hide_tracker": "Piilota kohdelaite muilta sovelluksilta.",
"continuous_relative_calibration": "Käytä suhteellista kalibrointia",
"continuous_relative_calibration_description": "Suhteellisessa kalibroinnissa kohdelaite ja siitä riippuvat laitteet seuraavat aina päälaitetta (yleensä VR-laseja) vaatimatta uutta kalibrointia. Tämä VAATII jatkuvan kalibroinnin.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Ei nimeä", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Kalibrointi",
"tab_page_graphs": "Kuvaajat",
"tab_page_base_station_management": "Tukiasemat",
"tab_page_settings": "Asetukset",
"tab_page_debug": "Virheenjäljitys",
"tab_page_learn": "Käyttöohje",
"tab_page_about": "Tietoja",
/* graphs */
"graphs_title": "Kuvaajat",
/* base stations */
"base_stations_title": "Tukiasemien hallinta",
"base_stations_no_bluetooth": "Sopivaa Bluetooth sovitinta ei löytynyt. Yhdistä BLE-yhteensopiva Bluetooth laite hallinnoidaksesi tukiasemia.",
"base_stations_none_found": "Tukiasemia ei havaittu. Jos tukiasemia on, varmista että ne ovat kytkettynä virtaan.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Kanavaristiriita havaittu! Tämä aiheuttaa seuranta ongelmia. Varmista että mikään tukiasema ei käytä samaa kanavaa toisen tukiaseman kanssa.",
"base_stations_state_sleep": "Lepotilassa",
"base_stations_state_standby": "Valmiustilassa",
"base_stations_state_active": "Aktiivinen",
"base_stations_state_unknown": "Tuntematon tila",
"base_stations_state_faulty": "Viallinen",
"base_stations_channel_select_label": "Valitse tukiaseman kanava:",
"base_stations_active_channel": "Kanava {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Lempinimi",
/* actions */
"base_stations_action_wake_all": "Käynnistä kaikki",
"base_stations_action_sleep_all": "Aseta kaikki lepotilaan",
"base_stations_action_fix_collisions": "Korjaa kanavaristiriidat",
"base_stations_btn_wake": "Käynnistä",
"base_stations_btn_standby": "Valmiustilaan",
"base_stations_btn_sleep": "Lepotilaan",
"base_stations_btn_edit": "Muokkaa",
"base_stations_btn_save": "Tallenna",
"base_station_power_management": "Tukiasemien virranhallinta",
"base_stations_power_mgmt_enable": "Käytä virranhallintaa *",
"base_stations_power_mgmt_enable_description_standby": "Käynnissä olevat tukiasemat menevät automaattisesti valmiustilaan kun SteamVR suljetaan, ja käynnistyvät kun SteamVR avataan.",
"base_stations_power_mgmt_enable_description_sleep": "Käynnissä olevat tukiasemat menevät automaattisesti lepotilaan kun SteamVR suljetaan, ja käynnistyvät kun SteamVR avataan.",
"base_stations_power_mgmt_on_startup": "Käynnistä tukiasemat kun SteamVR käynnistyy.",
"base_stations_power_mgmt_on_startup_description": "Lepotilassa olevat tukiasemat käynnistyvät kun SteamVR avataan.",
"base_stations_power_mgmt_on_shutdown": "Laita tukiasemat pois päältä kun SteamVR suljetaan.",
"base_stations_power_mgmt_on_shutdown_description": "Käynnissä olevat tukiasemat sammuvat kun SteamVR suljetaan.",
"base_stations_power_mgmt_standby": "Valmiustila",
"base_stations_power_mgmt_standby_description": "Tukiasemat kytkevät vain laser-valon pois päältä, mutta pyörintämoottori pysyy käynnissä. Tämä on saatavilla vain 2.0 tukiasemissa. Jos tukiasema ei tue toimintoa, sen sijaan käytetään lepotilaa.",
"base_stations_power_mgmt_sleep": "Lepotila",
"base_stations_power_mgmt_sleep_description": "Tukiasemien laser-valot sekä moottorit sammuvat.",
"base_stations_power_mgmt_warning": "* EI SUOSITELLA jos samaa pelialuetta käyttää useampi SteamVR käyttäjä.",
/* settings */
"settings_title": "Asetukset",
"settings_advanced": "Edistyneet asetukset",
"settings_advanced_description": "Näyttää enemmän asetuksia ja hienosäätöjä tehokäyttäjille.",
"settings_calibrate_motion_vectors": "Kalibroi liikevektorit",
"settings_calibrate_motion_vectors_description": "Parantaa liikkeen ennakointia ja seurannan reaktiivisuutta nopeisiin liikkeisiin. Saattaa vaikuttaa fysiikka-painoitteisiin peleihin.",
"settings_autofix_playspace_jumps": "Korjaa pelialue hypyt automaattisesti",
"settings_autofix_playspace_jumps_description": "Yrittää korjata pelialueen teleporttaus- tai hyppäämisvirheet automaattisesti.",
"settings_enforce_minimum_rotation_variance": "Pakota minimi kiertopoikkeama",
"settings_enforce_minimum_rotation_variance_description": "Hylkää kiertoasteiltaan liian samanlaiset näytteet automaattisesti kalibroinnin laadun parantamiseksi.",
"settings_locale": "Kieli",
"settings_reset": "Nollaa asetukset",
"settings_reset_description": "Palauttaa kaikki asetukset oletusarvoihin. Tätä ei voi perua.",
"settings_reset_confirm": "Tätä ei voida perua. Haluatko varmasti jatkaa?",
"settings_reset_yes": "Kyllä",
"settings_reset_no": "En",
/* about */
"about_title": "Tietoja",
"about_description": "Space Calibrator on ilmainen avoimenlähdekoodin työkalu, joka mahdollistaa eri valmistajien laitteiden samanaikaisen käytön SteamVR-ympäristössä.",
"about_view_source_info": "Voit tarkastella lähdekoodia Githubissa.",
"about_contributors_title": "Kehittäjät",
"about_contributors_description": "Space Calibratorin ovat mahdollistaneet:",
"about_translators_title": "Kääntäjät",
"about_translators_description": "Space Calibratorin ovat kääntäneet:",
"about_licenses_title": "Lisenssit",
"about_licenses_description": "Tämä ohjelma on lisensoitu MIT-lisenssin alla. Muut riippuvuudet käyttävät muita lisensointeja, tarkastele lisenssejä alta saadaksesi lisätietoja.",
"about_link_github": "GitHub",
"about_link_discord": "Discord Palvelin",
"about_link_logs_dir": "Loki kansio",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Löydettiin toinen Space Calibrator asennus",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Toinen asennus Space Calibratorista on käynnissä ja se luo konfliktin tämän asennuksen kanssa. Toinen Space Calibrator versio on poistettava ennen kuin tätä versiota voidaan käyttää. Haluatko poistaa toisen version asennuksen automaattisesti?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Löydettiin toinen Space Calibrator asennus",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Löydettiin toinen versio Space Calibratorista. Haluatko poistaa sen?",
"troubleshoot_action_yes": "Kyllä",
"troubleshoot_action_no": "Ei",
"troubleshoot_action_quit": "Sulje",
/* tutorial */
"learn_title": "Käyttöohje",
"learn_card_standard_calibration": "Tavallinen Kalibrointi",
"learn_card_standard_calibration_description": "Opi kalibroimaan laitepari.",
"learn_card_continuous_calibration": "Jatkuva Kalibrointi",
"learn_card_continuous_calibration_description": "Kalibroi laitepari jatkuvasti erilleen liukumisen minimoimiseksi.",
"learn_card_base_station_management": "Tukiasemien hallinta",
"learn_card_base_station_management_description": "Hallinnoi SteamVR tukiasemia langattomasti.",
"learn_card_ui_tour": "Käyttöliittymän esittely",
"learn_card_ui_tour_description": "Yleiskatsaus Space Calibratorin käyttöliittymästä.",
"learn_action_back": "Takaisin",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Tavallinen kalibrointi kohdistaa kaksi erilaista seurantalaitteistoa toisiinsa siten, että kaikkien laitteiden virtuaalinen sijainti vastaa niiden todellista sijaintia.",
"learn_page_standard_select_devices_title": "Valitse laitteesi",
"learn_page_standard_select_devices_desc": "Ennen aloittamista, sovelluksen tulee tietää mitkä laitteet haluat kohdistaa toisiinsa.",
"learn_page_standard_ref_device": "Päälaite: Tämä laite on kalibroinnin kohde, yleensä ohjain.",
"learn_page_standard_target_device": "Kohdelaite: kohdistamaton laite, jonka haluat kohdistaa Päälaitteen kanssa, yleensä seurantalaite tai vastaava.",
"learn_page_standard_perform_title": "Suorita kalibrointi",
"learn_page_standard_perform_step1": "Pidä laiteparia tiukasti samassa kädessä. Yritä pitää laitteet kokoajan kiinni toisissaan ilman, että ne pääsevät liikkumaan toistensa suhteen yhtään kalibroinnin aikana.",
"learn_page_standard_perform_step2": "Paina Tavallinen Kalibrointi -nappia aloittaaksesi kalibrointi.",
"learn_page_standard_perform_step3": "Kävele ympäri huonettasi samalla tehden laiteparilla kahdeksikko muotoa ilmassa kuvan mukaisesti.",
"learn_page_standard_speeds_title": "Kalibrointi nopeudet",
"learn_page_standard_speeds_desc": "Voit halutessasi muuttaa kalibrointiin vaadittavaa aikaa ja liikkeen määrä. Pidempi kalibrointi ja enemmän liikettä antaa paremman tuloksen.",
"learn_page_standard_speed_fast": "Nopea: Kestää vähemmän aikaa, mutta voi antaa epätarkemman tuloksen.",
"learn_page_standard_speed_slow": "Hidas / Erittäin Hidas: Kalibrointiin vaadittava aika on pidempi, ja tulokset ovat tarkempia.",
"learn_page_standard_completion_note": "Kun edistymispalkki on täynnä, laitteidesi pitäisi välittömästi kohdistua toisiinsa VR:ässä. Jos näin ei tapahdu, yritä kalibroida uudelleen.",
"learn_page_standard_drift_title": "Erilleen liukuminen",
"learn_page_standard_drift_desc": "Ajan kuluessa laitteesi saattavat liukua erilleen. Jos laitteesi ovat liukuneet erilleen, sinun on kalibroitava uudelleen. Jos tätä tapahtuu usein, harkitse jatkuvan kalibroinnin käyttöä.",
"learn_page_continuous_desc1": "Jos havaitset laitteiden liukuvan hiljaa erilleen kääntyen tai liikkuen. Jatkuva kalibrointi on vastaus tähän ongelmaan.",
"learn_page_continuous_desc2": "Sen sijaan, että joutuisit jatkuvasti manuaalisesti kalibroimaan laitteet uudelleen, jatkuva kalibrointi pitää laitteet kohdistettuna taustalla automaattisesti samalla kun pelaat.",
"learn_page_continuous_note_title": "Huomaa",
"learn_page_continuous_note_desc": "Tämä ominaisuus vaatii erillisen VR-laseihin kiinnitetyn seurantalaitteen.",
"learn_page_continuous_desc3": "Jatkuva kalibrointi kalibroi laitteesi usein ja pitää ne kohdistettuna erilleen liukumisen estämiseksi. Tätä ominaisuutta käytettäessä, kalibrointi tehdään kerran ja sen jälkeen laitteet pysyvät kohdistettuna automaattisesti.",
"learn_page_continuous_setup_instructions": "Jatkuvan kalibroinnin aloittamiseksi, valitse laitepari, kuten tavallisen kalibroinnin sivulla ohjeistetaan. Valitse VR-lasit päälaitteeksi ja niihin kiinnitetty seurantalaite kohdelaitteeksi. Paina jatkuva kalibrointi nappia aloittaaksesi kalibrointi. Ensimmäisen kalibroinnin valmiiksi saaminen saattaa kestää hetken, liikuta laiteparia kunnes ensimmäinen kalibrointi on valmis.",
"learn_page_continuous_should_use_title": "Milloin jatkuvaa kalibrointia tulisi käyttää?",
"learn_page_continuous_should_use_standard": "Jos sinulla ei ole ylimääräistä seurantalaitetta, jonka kiinnittää VR-laseihin, et pelaa pitkiä pelisessioita, tai sinua ei haittaa kalibroida laitteita uudelleen manuaalisesti erilleen liukumisen tapahtuessa, voit käyttää tavallista kalibrointia.",
"learn_page_continuous_should_use_continuous": "Käytä jatkuvaa kalibrointia jos et halua miettiä erilleen liukumista. Tätä ominaisuutta suositellaan käytettäväksi jos pelaat pitkiä VR pelisessioita, tai havaitset usein tapahtuvaa erilleen liukumista.",
"learn_page_continuous_physical_setup_title": "Fyysinen kokonpano (Seurantalaitteen kiinnitys VR-laseihin)",
"learn_page_continuous_physical_setup_desc1": "Käyttääksesi jatkuvaa kalibrointia, tarvitset erillisen seurantalaitteen, jonka kiinnittää VR-laseihin. Seurantalaite voidaan kiinnittää useilla eri tavoilla, riippuen mitä VR-laseja ja seurantalaitetta käytät. Voit käyttää internetistä löytyviä 3D tulostettavia kiinnikettä, pienoiskameroille (esim GoPro tai vastaava) tarkoitettua kiinnikettä tai kysyä yhteisöltä mitä kiinnitys tapoja muut käyttävät.",
"learn_page_continuous_physical_setup_desc2": "Kun seurantalaite on kiinnitetty VR-laseihin hyvin, sen ei pitäisi heilua tai liikkua yhtään suhteessa VR-lasien etuosaan. Parempi kiinnitys antaa tarkemmat kalibroinnin tulokset.",
"learn_page_basestation_desc": "Space Calibratorilla voit myös hallinnoida SteamVR tukiasemiasi, jos tietokoneessasi on yhteensopiva BLE Bluetooth sovitin.",
"learn_page_basestation_1_title": "1.0 Tukiasema mallit",
"learn_page_basestation_1_desc": "Voit käynnistää ja sammuttaa tukiasemat sovelluksesta, mutta kanavien langatonta hallintaa ei tueta, paina tukiaseman takaosassa olevaa nappia jos haluat vaihtaa kanavia.",
"learn_page_basestation_2_title": "2.0 Tukiasema mallit",
"learn_page_basestation_2_desc1": "Valven ja HTC:n valmistamat 2.0 tukiasemat. Näissä on parempi langattoman hallinnan tuki kuin 1.0 tukiasemissa. Voit käynnistää ja sammuttaa tukiasemat sovelluksesta, sekä vaihtaa niiden kanavia. 2.0 tukiasemat tulee asettaa kaikki omille erillisille kanavilleen, muuten ne eivät toimi oiken. Space Calibrator tunnistaa yleensä kanavaristiriidat ja tarjoaa niiden automaattista korjaamista.",
"learn_page_basestation_2_desc2": "Vaihtaaksesi 2.0 tukiasemien kanavia, mene Tukiasemien hallinta -sivulle, valitse tukiasema jota haluat hallinnoida, ja sitten valitse haluttu kanava (nykyinen kanava merkitty vihreällä, muiden tukiasemien käyttämät kanavat tummanharmaalla).",
"learn_page_basestation_auto_power_title": "Automaattinen virranhallinta",
"learn_page_basestation_auto_power_desc": "Asetukset sivulta, voit kytkeä päälle automaattisen tukiasemien virranhallinnan, joka käynnistää tukiasemat kun Space Calibrator käynnistyy, ja sammuttaa ne, kun SteamVR sulkeutuu (Space Calibratorin ollessa käynnissä). Huomaa, että Space Calibratorin manuaalinen sulkeminen ennen SteamVR:än sulkemista ei sammuta tukiasemia automaattisesti.",
"learn_page_ui_tour_desc": "Käyttöliittymä on jaettu erillisiin sivuihin, jotka kukin sisältävät eri asioihin liittyviä toimintoja.",
"learn_page_ui_tour_calibration_heading": "Kalibrointi Sivu",
"learn_page_ui_tour_cal_desc1": "Kalibrointi sivu sisältää kalibrointiin liittyvät toiminnot, hallinnoi kalibrointia täällä.",
"learn_page_ui_tour_cal_desc2": "Ylhäältä näet onko kalibrointi tällähetkellä aktiivinen ja mikä kalibrointi tyyppi on kyseessä.",
"learn_page_ui_tour_cal_desc3": "Sen alta, voit valita mitä laitteita haluat käyttää kalibrointiin. Valitse ensin mitkä seurantalaitteistot haluat kalibroida. Valitse vaemmalta päälaite (tämän laitten paikka pysyy samana), ja sitten oikealta, kohdelaite, jonka haluat kohdistaa päälaitteeseen.",
"learn_page_ui_tour_cal_desc4": "Näiden alta löydät napit kalibroinnin aloittamiseksi. Jos olet epävarma mitä kalibrointia käyttää, lue sivut joilla kerrotaan lisätietoja tavallisen kalibroinnin ja jatkuvan kalibroinnin eroista.",
"learn_page_ui_tour_cal_desc5": "Kalibrointi sivun alaosasta löydät asetuksia joilla hallinnoida kalibrointia. Jotkin näistä asetuksista eivät näy, ellei edistyneet asetukset ole päällä.",
"learn_page_ui_tour_base_stations_heading": "Tukiasemien hallinta Sivu",
"learn_page_ui_tour_bs_desc": "Täällä voit hallinnoida huonessasi olevia tukiasemia tietokoneessasi olevalla tuetulla BLE Bluetooth sovittimella. Tätä sivua ei yleensä tarvitse käyttää kun sen asetukset on kerran tehty.",
"learn_page_ui_tour_settings_heading": "Asetukset Sivu",
"learn_page_ui_tour_settings_desc1": "Täällä voit muuttaa sovelluksen asetuksia, mukaan lukien edistyneet asetukset, tukiasemien hallinta, sekä käyttöliittymän kielen valinta.",
"learn_page_ui_tour_settings_desc2": "Jotkin sovelluksen toiminnot vaativat edistyneiden asetusten päällä olon. Käytä edistyneitä asetuksia vain jos tiedät mitä teet.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Englanti (Yhdistynyt Kuningaskunta)",
"languages_en_US": "Englanti (Yhdysvallat)",
"languages_fr": "Ranska",
"languages_it": "Italia",
"languages_de": "Saksa",
"languages_nl": "Hollanti",
"languages_es_ES": "Espanja (Manner-Espanja)",
"languages_es_US": "Espanja (Etelä-Amerikka)",
"languages_da": "Tanska",
"languages_sv": "Ruotsi",
"languages_fi": "Suomi",
"languages_no": "Norja",
"languages_bg": "Bulgaria",
"languages_pl": "Puola",
"languages_cs": "Tsekki",
"languages_el": "Kreikka",
"languages_hu": "Unkari",
"languages_pt_PT": "Portugali (Portugali)",
"languages_pt_BR": "Portugali (Brasilia)",
"languages_ro": "Romania",
"languages_ru": "Venäjä",
"languages_tr": "Turkki",
"languages_uk": "Ukraina",
"languages_zh_HANS": "Kiina (Yksinkertaistettu)",
"languages_zh_HANT": "Kiina (Perinteinen)",
"languages_ja": "Japani",
"languages_ko": "Korea",
"languages_th": "Thai",
"languages_vi": "Vietnam",
"languages_system": "Järjestelmän Kieli"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - fermer l'overlay VR pour pouvoir utiliser votre souris", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Pas d'objet tracké présent. Merci d'allumer un appareil pour continuer.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Quelque chose s'est absolument mal passé ! Veuillez notifier cette erreur au développeur soit sur GitHub, soit sur les discussions Steam pour qu'elle puisse être réglée",
"ipc_unavailable": "La connexion avec le driver SteamVR de Space Calibrator n'a pas pu être établie. Merci de vérifier l'intégrité des fichiers en allant dans Propriétés -> Fichiers installés ou en ré-installant l'application.",
"steamvr_unavailable": "La connexion avec SteamVR n'a pas pu être établie.",
"vr_troubleshooting_hmd_not_found": "Veuillez connecter votre casque et lancer SteamVR en premier.",
"vr_troubleshooting_connect_steamlink": "Veuillez ouvrir SteamLink sur votre casque de VR et vous connecter à SteamVR en premier.",
"vr_troubleshooting_generic": "Veuillez connecter votre casque et lancer SteamVR en premier. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibration",
"calibration_count_none": "Pas de calibration trouvée, veuillez créer une nouvelle calibration pour commencer.", // Shown when there are no calibrations active
"calibration_new": "Nouvelle calibration",
"calibration_delete": "Supprimer la calibration",
"calibration_next": "Prochaine calibration",
"calibration_previous": "Ancienne calibration",
"calibration_status_none": "Pas de calibration active",
"calibration_status_none_description": "Veuillez sélectionner une paire d'appareils et calibrer pour commencer",
"calibration_status_edit": "Changer la calibration",
"calibration_status_edit_description": "Modification de la calibration actuelle",
"calibration_status_continuous": "Calibration continue",
"calibration_status_continuous_description": "Vous avez une calibration active. Elle utilise un tracker attaché pour recalibrer toutes les quelques secondes automatiquement.",
"calibration_status_standard": "Calibration Standard",
"calibration_status_standard_description": "Vous avez une calibration active. Il se peut que vous auriez besoin de re-calibrer si un des appareils dévie.",
// space here refers to a tracking space / tracking system.
"reference_device": "Appareil de référence",
"reference_device_description": "Cet appareil est celui qui va être utilisé pour calibrer, en général un casque de VR ou une manette.",
"target_device": "Appareil cible",
"target_device_description": "Cet appareil va être utilisé pour aligner vos trackers ou manettes.",
"select_reference_device": "Sélectionner l'appareil de référence",
"select_target_device": "Sélectionner l'appareil cible",
"identify_selected_devices": "Identifier l'appareil sélectionné (clignotement LED ou vibrations)",
"identify_auto_detect_devices": "Auto-détecter les appareils",
"calibration_error_reference_hmd_missing": "Appareil cible introuvé dans le système de tracking \"{0}\". il se peut que vous alliez besoin de récaliber.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "l'option \"Stage tracking\" est désactivé! Pour avoir une meilleur experience, Veuillez allez dans le menu de Virtual Desktop dans votre Quest et allez dans la fenêtre \"Streaming\" et activez \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Ne plus afficher",
"calibration_action_start": "Calibration Standard",
"calibration_action_clear": "Effacer la calibration",
"calibration_action_continuous": "Calibration continue",
"calibration_action_edit": "Changer la calibration",
"save_calibration_profile": "Sauvegarder le profil",
"calibration_progress": "Progression de la Calibration",
"calibration_info_move_around_insufficient_samples": "Attrapez vos appareils sélectionnés dans la même main, ensuite marchez dans votre espace de jeu en les tournant doucement en forme de 8.",
"calibration_speed": "Vitesse de Calibration",
"calibration_speed_description": "Combien de temps ça prend à calibrer. Les calibrations plus longues tendent à être plus précises.",
"calibration_speed_fast": "Rapide",
"calibration_speed_slow": "Lent",
"calibration_speed_very_slow": "Très Lent",
/* Editing calibrations */
"edit_calibration_rotation": "Rotation",
"edit_calibration_position": "Position (m)",
"edit_calibration_yaw": "Lacet",
"edit_calibration_pitch": "Tangage",
"edit_calibration_roll": "Roulis",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Échelle (m)",
"continuous_hide_tracker": "Cacher le tracker de référence de vos applications",
"continuous_relative_calibration": "Activer la calibration relative",
"continuous_relative_calibration_description": "Fait en sorte que la calibration soit relative par rapport à votre appareil (typiquement votre casque) pour qu'elle se mette à jour à chaque image sans avoir à recalibrer. Ceci a BESOIN d'être utilisé avec la calibration continue.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "pas de casque", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibration",
"tab_page_graphs": "Graphs",
"tab_page_base_station_management": "Stations de base",
"tab_page_settings": "Options",
"tab_page_debug": "Debug",
"tab_page_learn": "Découvrir",
"tab_page_about": "À propos",
/* graphs */
"graphs_title": "Graphs",
/* base stations */
"base_stations_title": "Gestion des stations de base",
"base_stations_no_bluetooth": "Pas d'adaptateur Bluetooth trouvé. Veuillez connecter un appareil compatible avec le Bluetooth à basse consommation (BLE) pour pouvoir utiliser la gestion des stations de base",
"base_stations_none_found": "Pas de station de base détectée. Si vous en avez, veuillez vérifier qu'elles sont branchées.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Collision de canal détectée ! Ceci va causer des problèmes de suivi. Vos stations de base doivent utiliser un canal unique.",
"base_stations_state_sleep": "En veille",
"base_stations_state_standby": "En attente",
"base_stations_state_active": "Active",
"base_stations_state_unknown": "Inconnu",
"base_stations_state_faulty": "cassée :/",
"base_stations_channel_select_label": "Sélectionner un canal pour votre station de base :",
"base_stations_active_channel": "Canal {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Surnom",
/* actions */
"base_stations_action_wake_all": "Réveiller toutes les stations",
"base_stations_action_sleep_all": "Mettre toutes les stations au dodo",
"base_stations_action_fix_collisions": "Fixer les collisions des canaux",
"base_stations_btn_wake": "Réveiller",
"base_stations_btn_standby": "En attente",
"base_stations_btn_sleep": "Endormie",
"base_stations_btn_edit": "Changer",
"base_stations_btn_save": "Sauvegarder",
"base_station_power_management": "Gestion de l'alimentation des stations de base",
"base_stations_power_mgmt_enable": "Activer la gestion de l'alimentation *",
"base_stations_power_mgmt_enable_description_standby": "Les stations de base allumées vont en mode d'attente. Lorsque SteamVR n'est pas utilisé, elles se rallumeront quand SteamVR démarre.",
"base_stations_power_mgmt_enable_description_sleep": "Les stations de base allumées iront en mode sommeil lorsque SteamVR n'est pas utilisé, elles se rallumeront quand SteamVR démarre.",
"base_stations_power_mgmt_on_startup": "Allumer les stations de base lorsque SteamVR démarre",
"base_stations_power_mgmt_on_startup_description": "Les stations de base s'allumeront lorsque SteamVR démarre.",
"base_stations_power_mgmt_on_shutdown": "Éteindre les stations de base lorsque SteamVR se ferme",
"base_stations_power_mgmt_on_shutdown_description": "Les stations de base s'éteindront lorsque SteamVR n'est pas utilisé.",
"base_stations_power_mgmt_standby": "En attente",
"base_stations_power_mgmt_standby_description": "Les stations de base éteindront uniquement leur laser pour sortir du mode endormi plus rapidement quand SteamVR démarre. Uniquement disponible pour les stations de base 2.0 ; le mode sommeil sera utilisé dans les autres cas.",
"base_stations_power_mgmt_sleep": "Endormie",
"base_stations_power_mgmt_sleep_description": "Les stations de base éteindront leurs lasers et leurs moteurs.",
"base_stations_power_mgmt_warning": "*PAS RECOMMANDÉ pour les utilisations où les stations de base sont partagées avec plusieurs utilisateurs SteamVR.",
/* settings */
"settings_title": "Options",
"settings_advanced": "Options avancées",
"settings_advanced_description": "Montre plus d'options pour affiner les réglages destinés aux utilisateurs avancés.",
"settings_calibrate_motion_vectors": "Calibrer les vecteurs de mouvement",
"settings_calibrate_motion_vectors_description": "Améliorer la prédiction des mouvements pour un tracking plus réactif. Il se peut que cela affecte les jeux reposant sur la physique.",
"settings_autofix_playspace_jumps": "Auto-corriger les sauts dans l'espace de jeu",
"settings_autofix_playspace_jumps_description": "Essaie de détecter automatiquement les sauts soudains dans le suivi de l'espace de jeu.",
"settings_enforce_minimum_rotation_variance": "Force une variance minimale de rotation",
"settings_enforce_minimum_rotation_variance_description": "Rejette automatiquement les échantillons avec des rotations similaires pour améliorer la qualité de la calibration.",
"settings_locale": "Langue",
"settings_reset": "Remettre toutes les options à zéro",
"settings_reset_description": "Remet toutes les options à zéro. Ceci est permanent et irréversible",
"settings_reset_confirm": "Ce changement est permanent et il n'est pas possible de revenir en arrière. Êtes-vous sûr de vouloir continuer ?",
"settings_reset_yes": "Oui",
"settings_reset_no": "Non",
/* about */
"about_title": "À propos",
"about_description": "Space Calibrator est un outil gratuit et open source qui permet d'utiliser plusieurs appareils de plusieurs marques ensemble avec SteamVR.",
"about_view_source_info": "Vous pouvez voir le code source sur le dépôt GitHub.",
"about_contributors_title": "Contributeurs",
"about_contributors_description": "Space Calibrator est possible grâce aux personnes suivantes:",
"about_translators_title": "Traducteurs",
"about_translators_description": "Space Calibrator a été traduit par les personnes suivantes:",
"about_licenses_title": "Licences",
"about_licenses_description": "Ce programme utilise une licence MIT. D'autres dépendances utilisent d'autres licences ; merci de voir les différentes licences ci-dessous.",
"about_link_github": "GitHub",
"about_link_discord": "Server Discord",
"about_link_logs_dir": "Dossier de Logs",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Une autre instance de Space Calibrator est présente",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Une autre version de Space Calibrator est installée. Voulez-vous la supprimer ?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Une autre instance de Space Calibrator est présente",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Une autre version de Space Calibrator est installée. Voulez-vous la supprimer ?",
"troubleshoot_action_yes": "Oui",
"troubleshoot_action_no": "Non",
"troubleshoot_action_quit": "Fermer",
/* tutorial */
"learn_title": "Découvrir",
"learn_card_standard_calibration": "Calibration Standard",
"learn_card_standard_calibration_description": "Apprendre comment calibrer une paire d'appareils.",
"learn_card_continuous_calibration": "Calibration continue",
"learn_card_continuous_calibration_description": "Calibrer fréquemment pour contrebalancer la déviation qui arrive lors de vos sessions.",
"learn_card_base_station_management": "Gestion des stations de base",
"learn_card_base_station_management_description": " Contrôlez vos stations de base SteamVR sans fil.",
"learn_card_ui_tour": "Visite de l'interface",
"learn_card_ui_tour_description": "Une présentation de l'interface de Space Calibrator.",
"learn_action_back": "Retour",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "La calibration standard aligne deux systèmes de tracking ensemble pour que vos appareils VR marchent ensemble dans le même espace physique.",
"learn_page_standard_select_devices_title": "Sélectionnez votre appareil",
"learn_page_standard_select_devices_desc": "Avant de commencer, l'application a besoin de savoir quels sont les deux appareils à aligner.",
"learn_page_standard_ref_device": "Appareil de référence: Cet appareil est celui qui va être choisi comme référence pour l'autre appareil ; celui-ci se calibre vers lui, en général une manette.",
"learn_page_standard_target_device": "Appareil cible: Cet appareil est celui qui va être aligné à l'appareil de référence, en général un tracker ou autre objet similaire.",
"learn_page_standard_perform_title": "Lancer la calibration",
"learn_page_standard_perform_step1": "Attrapez les deux appareils ensemble fermement dans une main. Essayez de les garder le plus proches l'un de l'autre et le plus fermement possible pour qu'ils ne bougent pas lors du processus de calibration.",
"learn_page_standard_perform_step2": "Cliquez le bouton Calibration standard pour lancer la calibration.",
"learn_page_standard_perform_step3": "Déplacez-vous dans votre pièce en bougeant votre paire d'appareils en forme de 8. Veuillez vous référer à l'illustration ci-dessous.",
"learn_page_standard_speeds_title": "Vitesses de Calibration",
"learn_page_standard_speeds_desc": "Vous pouvez changer la durée de la calibration pour changer la quantité de mouvements requise. Plus de mouvements tendent à améliorer la qualité de la calibration.",
"learn_page_standard_speed_fast": "Rapide: prend moins de temps à calibrer, mais résulte en une calibration moins bonne.",
"learn_page_standard_speed_slow": "Lent/Très lent: prend plus de temps à calibrer mais tend à donner une calibration plus fidèle.",
"learn_page_standard_completion_note": "Une fois que la barre de progression est remplie, vos appareils devraient instantanément s'aligner en VR, si cela n'est pas le cas, essayez de calibrer de nouveau.",
"learn_page_standard_drift_title": "Une note sur la déviation",
"learn_page_standard_drift_desc": "Au cours du temps, vos appareils peuvent dévier, ce qui casse la calibration. Si cela arrive, vous aurez à recalibrer pour corriger cette déviation. Si vous avez à faire ça de façon fréquente, vous devriez considérer utiliser la calibration continue.",
"learn_page_continuous_desc1": "Si vous trouvez que vos appareils dévient lentement, tournent de façon anormale ou bougent de façon non normale lorsque vous jouez, la calibration continue est une solution à ces soucis.",
"learn_page_continuous_desc2": "Plutôt que vous forcer à vous arrêter et calibrer de temps en temps, la calibration continue automatiquement garder le suivi aligné en tâche de fond lorsque vous jouez.",
"learn_page_continuous_note_title": "Note",
"learn_page_continuous_note_desc": "Une monture dédiée pour votre casque est requise pour cette fonctionnalité.",
"learn_page_continuous_desc3": "La calibration continue tente de recalibrer vos appareils fréquemment pour éliminer tout drift. Cela tend à faire en sorte que vous puissiez plus vous soucier des calibrations une fois que la calibration continue est mise en place.",
"learn_page_continuous_setup_instructions": "Pour mettre la calibration continue en place, sélectionner votre appareil comme expliqué dans la page de la calibration standard. Il est préférable de sélectionner votre casque comme appareil de référence et le tracker de calibration comme appareil cible. Ensuite cliquez sur le bouton Calibration continue pour lancer la calibration. Il se peut que cela prenne un peu de temps pour que la calibration initiale soit complétée, donc déplacez-vous dans votre espace pour laisser l'application apprendre de votre suivi!",
"learn_page_continuous_should_use_title": "Devriez-vous utiliser la calibration continue?",
"learn_page_continuous_should_use_standard": "Utilisez la calibration standard si vous n'avez pas un tracker dédié sur votre casque, si vous ne faites pas de sessions longues en VR, ou que vous n'êtes pas dérangé d'avoir à recalibrer de temps en temps lorsque de la déviation arrive.",
"learn_page_continuous_should_use_continuous": "Utilisez la calibration continue si vous voulez ne pas avoir à penser au drift. Ceci est recommandé si vous passez beaucoup de temps en VR ou que vous observez beaucoup de déviation au fur et à mesure que vous jouez.",
"learn_page_continuous_physical_setup_title": "Mise en place physique (attachez votre tracker sur votre casque)",
"learn_page_continuous_physical_setup_desc1": "Pour utiliser la calibration continue vous aurez besoin d'un tracker dédié attaché sur votre casque de VR. Il y a un large panel de montures dédiées à chaque combo de casque et de tracker. vous trouverez typiquement des modèles 3D en ligne que vous pouvez imprimer et commencer à utiliser, vous pouvez également demander dans la communauté pour voir ce que les gens utilisent.",
"learn_page_continuous_physical_setup_desc2": "Une fois monté le tracker doit être attaché de façon ferme à votre casque. Il ne doit pas vibrer, tourner ou bouger. Une monture plus stable devrait donner une calibration plus stable.",
"learn_page_basestation_desc": "Space Calibrator vous permet de contrôler vos stations de base SteamVR si vous avez un adaptateur Bluetooth à basse consommation (BLE) disponible",
"learn_page_basestation_1_title": "Modèles de station de base 1.0",
"learn_page_basestation_1_desc": "Vous pouvez allumer et éteindre ces dernières. Cependant vous ne pouvez pas changer leurs canaux sans fil sur ces dernières, vous devrez appuyer sur le bouton physique derrière la station de base pour changer de canal ",
"learn_page_basestation_2_title": "Modèle de station de base 2.0",
"learn_page_basestation_2_desc1": "Construites par Valve et HTC, ces stations de base ont un meilleur support pour les contrôler que les stations de base 1.0. Avec ces dernières vous pouvez les allumer et les éteindre et également changer leur canal sans fil. Les stations de base 2.0 doivent être sur des canaux uniques, sinon elles ne fonctionneront pas. Space Calibrator vous permet de changer ça si ça arrive.",
"learn_page_basestation_2_desc2": "Pour changer les canaux des stations de base 2.0, rendez-vous dans la page Gestion des stations de base, sélectionnez le bouton Changer sur la station de base que vous souhaitez contrôler et cliquez sur le canal désiré (marqué en vert).",
"learn_page_basestation_auto_power_title": "Gestion automatique de l'alimentation",
"learn_page_basestation_auto_power_desc": "Vous pouvez aller dans la page Options et activer la gestion automatique de l'alimentation des stations de base, cela allumera toutes vos stations de base lorsque Space Calibrator est allumé, elles seront également automatiquement éteintes lorsque SteamVR est fermé (avec Space Calibrator qui tourne). Notez que fermer manuellement Space Calibrator n'éteindra pas vos stations de base automatiquement.",
"learn_page_ui_tour_desc": "Cette interface est divisée en plusieurs pages qui contiennent une liste variée.",
"learn_page_ui_tour_calibration_heading": "page Calibration",
"learn_page_ui_tour_cal_desc1": "Cette page calibration contient certains contrôles liés aux calibrations. Vous contrôlez vos calibrations d'ici.",
"learn_page_ui_tour_cal_desc2": "En haut, vous verrez un rectangle vous montrant si vous avez une calibration active et si elle est active, le type de calibration.",
"learn_page_ui_tour_cal_desc3": "En dessous de cela vous pouvez sélectionner quel appareil vous pouvez calibrer. Premièrement choisissez le système de tracking que vous voulez calibrer. Ensuite sur le panneau de gauche vous pourrez sélectionner l'appareil de référence et sur la droite vous trouverez l'appareil que vous voulez calibrer.",
"learn_page_ui_tour_cal_desc4": "Encore en dessous vous trouverez les boutons pour lancer la calibration. Si vous ne savez pas quelle calibration vous devriez choisir, veuillez lire les pages parlant de la calibration standard et de la calibration continue pour apprendre ce qu'elles font.",
"learn_page_ui_tour_cal_desc5": "En bas de la page calibration vous trouverez plusieurs options pour contrôler la calibration. Un grand nombre des options requièrent que les options avancées soient activées.",
"learn_page_ui_tour_base_stations_heading": "Page de gestion des stations de base",
"learn_page_ui_tour_bs_desc": "Ici vous pouvez contrôler chaque station de base dans votre pièce via un adaptateur Bluetooth à basse consommation (BLE). Vous ne devriez typiquement pas avoir à toucher cette option lors de la mise en place initiale.",
"learn_page_ui_tour_settings_heading": "Page options",
"learn_page_ui_tour_settings_desc1": "Ici vous trouverez quelques options globales pour ce programme. Celles-ci incluent les options avancées, Gestion des stations de base et la langue de l'interface.",
"learn_page_ui_tour_settings_desc2": "Quelques fonctionnalités de cette application demandent que les options avancées soient activées. Vous devriez uniquement activer les options avancées si vous savez ce que vous faites.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Anglais (Royaume-Uni)",
"languages_en_US": "Anglais (États-Unis)",
"languages_fr": "Français",
"languages_it": "Italien",
"languages_de": "Allemand",
"languages_nl": "Néerlandais",
"languages_es_ES": "Espagnol (Espagne)",
"languages_es_US": "Espagnol (Amérique Latine)",
"languages_da": "Danois",
"languages_sv": "Suédois",
"languages_fi": "Finlandais",
"languages_no": "Norvégien",
"languages_bg": "Bulgare",
"languages_pl": "Polonais",
"languages_cs": "Tchèque",
"languages_el": "Grec",
"languages_hu": "Hongrois",
"languages_pt_PT": "Portugais (Portugal)",
"languages_pt_BR": "Portugais (Brésil)",
"languages_ro": "Roumain",
"languages_ru": "Russe",
"languages_tr": "Turc",
"languages_uk": "Ukrainien",
"languages_zh_HANS": "Chinois (Simplifié)",
"languages_zh_HANT": "Chinois (Traditionnel)",
"languages_ja": "Japonais",
"languages_ko": "Coréen",
"languages_th": "Thaï",
"languages_vi": "Vietnamien",
"languages_system": "Langue du système"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - Az egér használatához zárja be a VR-panelt", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Nincsenek felismert követőeszközök. A folytatáshoz kapcsoljon be egy eszközt.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Kritikus hiba lépett fel! Kérjük, jelentse ezt a fejlesztőknek GitHub-on vagy Steam-en keresztül, hogy orvosolhassák a problémát.",
"ipc_unavailable": "Nem sikerült csatlakozni a Space Calibrator SteamVR illesztőprogramjához. Kérjük, ellenőrizze a fájlok épségét a Steam könyvtárban az alkalmazásra jobb gombbal kattintva a „Tulajdonságok” --> „Telepített fájlok” menüpontban, vagy telepítse újra az alkalmazást.",
//this is it's first appearance, so i'll leave the note here:
//the grammatically correct way to mark a quote in hungarian is using the `„` character to begin it, and `”` to close it. Also, for foreign language words the linguistic quotation mark should be used on both ends `'`. The regular quote character `"` is also very commonly used, but technically not grammatically correct. I'm opting to use it, but if it has rendering issues, then it should be fine to switch them out to the "computer quotes" character.
"steamvr_unavailable": "Nem sikerült csatlakozni a SteamVR-hoz.",
"vr_troubleshooting_hmd_not_found": "Kérjük, először csatlakoztassa a VR-szemüvegét, és indítsa el a SteamVR-t.",
"vr_troubleshooting_connect_steamlink": "Kérjük, először nyissa meg a Steam Link-et a VR-szemüvegén, és csatlakozzon a SteamVR-hoz.",
"vr_troubleshooting_generic": "Kérjük, először csatlakoztassa a VR-szemüvegét, és indítsa el a SteamVR-t. Hibakód: „{0}: {1}”", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Összehangolás",
//-- "Calibration" can be translated as: --//
//"Kalibráció" (A very hunglish word, less known but would otherwise be the most direct. Didn't use it, because I'm assuming the people who will use this app in hungarian are less likely to already posess a better intuitive understanting of it's meaning.),
//"Összehangolás" (Bringing two or more things into harmony/cooperation with eachother. The word originates from the action of tuning together multiple instruments. Perhaps the closest in meaning to "Calibration".),
//"Összeigazítás" (Adjusting/Aligning two or more things together. For example it's used when conveying the act of aligning two pictures in a word document to be level.)
// -- "Hozzá" instead of "Össze": Use while actively referring to one of the devices/universes. Like "The target tracker {Hozzáigazítása} to the refrence base.", here "Hozzáigazítás" refers to performing the action on the target tracker, with the action being to align it with the reference base.
//"Illesztés" (Fitting/Joining. Like the "fitting" of the two tracking universes. In this case, the Calibration/It's transformation matrix itself, not neccessarily the act of doing so, but it can also be the act of doing it ("Illeszt") depending on context.)
//"Egyeztetés" (Coordination. The act of making two or more people/things agree in a sense. Maybe a bit less fitting in this case, but still maybe usefull. (Ie. when talking about two tracking universes "agreeing"/"being the same"/"matching"/{megegyeznek}.) )
//"Szinkronizálás" (Synchronization. Like calibration/"Összehangolás", but implies more that it's a continuous thing (or refers to timing also). A bit hunglish too, but less technical and probably wider known.)
//-- --//
//Proper usage of these words, where appropriate should result in better understandability than just using the "kalibráció" loanword.
"calibration_count_none": "Nincs létező illesztés. Kérjük, készítsen egy újat a folytatáshoz.", // Shown when there are no calibrations active
"calibration_new": "Új illesztés készítése",
"calibration_delete": "Illesztés törlése",
"calibration_next": "Következő illesztés",
"calibration_previous": "Előző illesztés",
"calibration_status_none": "Nincs aktív illesztés",
"calibration_status_none_description": "A kezdéshez válasszon ki egy eszközpárt, és kezdje meg velük az összehangolást.",
"calibration_status_edit": "Illesztés szerkesztése",
"calibration_status_edit_description": "A jelenlegi illesztés módosítása.",
"calibration_status_continuous": "Folyamatos szinkronizáció",
"calibration_status_continuous_description": "Aktív illesztéssel rendelkezik. Egy VR-szemüvegre felszerelt követőeszközt használ, melynek segítségével néhány másodpercenként automatikusan újraigazítja az aktív illesztést.",
"calibration_status_standard": "Normál összeigazítás",
"calibration_status_standard_description": "Rendelkezik aktív illesztéssel. Ha eltolódást/elcsúszást érzékel, szükség lehet az ismételt összehangolásra.",
// space here refers to a tracking space / tracking system.
// reference can be translated as "referencia", or "viszonyítási". They mean the same thing, although "viszonyítási" carries a bit more meaning of "comparison", and is less of a loanword. When in the context of positioning stuff, they act very similarly, but in this case the latter fits more.
// target is commonly translated as "cél", but that means "goal". I assume that here, it means "the device to be calibrated/aligned with [the reference device]", and that translates to "Illesztendő" (or "igazítandó").
"reference_device": "Viszonyítási eszköz", // assuming that the reference_device is treated as standard base, and the target_device's universe is the one on which the basis transformation happens, and not the other way around.
"reference_device_description": "Ez az eszköz amivel az összehangolás történik. Általában a VR-szemüveg vagy egy kontroller.",
"target_device": "Illesztendő eszköz",
"target_device_description": "Ezen eszköz segítségével lesz a többi követőeszköz és/vagy kontroller összehangolva a viszonyítási eszközzel.",
"select_reference_device": "Viszonyítási eszköz kiválasztása",
"select_target_device": "Illesztendő eszköz kiválasztása",
"identify_selected_devices": "Kiválasztott eszközök azonosítása (villogó LED-es jelzőfény vagy rezgés)",
"identify_auto_detect_devices": "Eszközök automatikus észlelése",
"calibration_error_reference_hmd_missing": "A(z) „{0}” követőrendszer illesztendő eszköze nem található. Előfordulhat, hogy újra el kell végeznie az összehangolást.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "A játéktér-alapú követés ('Stage Tracking') ki van kapcsolva! Az optimális működés érdekében nyissa meg a VR-szemüvegén futó Virtual Desktop menüjében a „Streaming” fület, és engedélyezze a „Center to play area (Stage Tracking)” opciót.",
"calibration_warning_stage_tracking_disabled_ignore_button": "Ne mutassa többet",
"calibration_action_start": "Normál összeigazítás indítása",
"calibration_action_clear": "Illesztés törlése",
"calibration_action_continuous": "Folyamatos szinkronizáció",
"calibration_action_edit": "Illesztés szerkesztése",
"save_calibration_profile": "Illesztési profil megjegyzése",
"calibration_progress": "Összehangolás haladása",
"calibration_info_move_around_insufficient_samples": "Tartsa össze a kiválasztott eszközöket, és sétáljon körbe a játéktérben miközben finoman együtt forgatja őket nyolcasokat leírva a levegőben.",
"calibration_speed": "Összeigazítás sebessége",
"calibration_speed_description": "Azt állítja, hogy mennyi időbe kerül az összeigazítás végrehajtása. Általában a hosszabb összeigazítások pontosabbak.",
"calibration_speed_fast": "Gyors",
"calibration_speed_slow": "Lassú",
"calibration_speed_very_slow": "Csigalassú",
/* Editing calibrations */
"edit_calibration_rotation": "Forgatás",
"edit_calibration_position": "Pozíció (m)",
"edit_calibration_yaw": "Legyezőmozgás ('Yaw')", //The official equivalents to Yaw, Pitch, Roll, are rarely used and not instantly intuitive to everyone, they may come off as weird. So it may be advised to keep the english words in place. Also, "legyezőmozgás" could be "elfordulás" but that's also unofficial.
"edit_calibration_pitch": "Bólintás ('Pitch')", //yes these are the actual words here. this is not a joke. The official word for yaw is basically "fan movement" ("fan" as in the handheld folding one)
"edit_calibration_roll": "Dőlés ('Roll')", //Like this is just so goofy. Why has no one yet invented better words for these? Like come on lmao..
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Átméretezés (m)",
"continuous_hide_tracker": "Kiválasztott illesztendő követőeszköz elrejtése más alkalmazások elől",
"continuous_relative_calibration": "Relatív illesztés engedélyezése",
"continuous_relative_calibration_description": "Relatívvá teszi az illesztést a viszonyítási eszközhöz (tipikusan a VR-szemüveghez), így az minden képkockánál frissül anélkül, hogy meg kéne ismételni az összehangolást. Ez csak folyamatos szinkronizáció esetében lehetséges.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Ismeretlen", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Összehangolás",
"tab_page_graphs": "Grafikonok",
"tab_page_base_station_management": "Bázisállomások",
"tab_page_settings": "Beállítások",
"tab_page_debug": "Hibakeresés",
"tab_page_learn": "Súgó",
"tab_page_about": "Névjegy",
/* graphs */
"graphs_title": "Grafikonok",
/* base stations */
"base_stations_title": "Bázisállomás-kezelő",
"base_stations_no_bluetooth": "Nem sikerült találni alkalmas Bluetooth eszközt. Csatlakoztasson egy BLE kompatibilis Bluetooth antennát, hogy kezelni tudja a bázisállomásokat.",
"base_stations_none_found": "Nem található bázisállomás. Amennyiben ki vannak helyezve, ellenőrizze a tápellátásukat!",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Csatornaütközés észlelve! Ez problémákat fog okozni a követésben. Minden bázisállomásnak egyedi csatornát kell használnia.",
"base_stations_state_sleep": "Alvó üzemmód",
"base_stations_state_standby": "Készenléti mód",
"base_stations_state_active": "Aktív",
"base_stations_state_unknown": "Ismeretlen állapot",
"base_stations_state_faulty": "Meghibásodott",
"base_stations_channel_select_label": "Bázisállomás csatornájának kiválasztása:",
"base_stations_active_channel": "Csatorna {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Eszköznév", //As an alternative, "Becenév". (more like "Gúnynév" haha)
/* actions */
"base_stations_action_wake_all": "Összes felébresztése",
"base_stations_action_sleep_all": "Összes altatása",
"base_stations_action_fix_collisions": "Csatornaütközések orvoslása",
"base_stations_btn_wake": "Ébresztés",
"base_stations_btn_standby": "Készenlét",
"base_stations_btn_sleep": "Altatás",
"base_stations_btn_edit": "Szerkesztés",
"base_stations_btn_save": "Elmentés",
"base_station_power_management": "Bázisállomás-állapotkezelés",
"base_stations_power_mgmt_enable": "Állapotkezelés engedélyezése *",
"base_stations_power_mgmt_enable_description_standby": "A bekapcsolt bázisállomások készenléti üzemmódba váltanak amikor a SteamVR nincs használatban, és felébrednek amikor a SteamVR elindul.",
"base_stations_power_mgmt_enable_description_sleep": "A bekapcsolt bázisállomások alvó üzemmódba váltanak amikor a SteamVR nincs használatban, és felébrednek amikor a SteamVR elindul.",
"base_stations_power_mgmt_on_startup": "Bázisállomások bekapcsolása a SteamVR indulásakor",
"base_stations_power_mgmt_on_startup_description": "A kikapcsolt Bázisállomások felébrednek amikor a SteamVR elindul.",
"base_stations_power_mgmt_on_shutdown": "Bázisállomások kikapcsolása a SteamVR bezárásakor",
"base_stations_power_mgmt_on_shutdown_description": "A bekapcsolt Bázisállomások kikapcsolnak amikor a SteamVR nincs használatban.",
"base_stations_power_mgmt_standby": "Készenléti mód",
"base_stations_power_mgmt_standby_description": "Csak a lézereiket kapcsolják ki a bázisállomások, ezzel lehetővé téve a gyorsabb felébredést amikor a SteamVR elindul. Mivel ez az 1.0-s (és egyes 2.0-s) bázisállomásokon nem elérhető, esetükben az alvó üzemmód lép érvénybe.",
"base_stations_power_mgmt_sleep": "Alvó üzemmód",
"base_stations_power_mgmt_sleep_description": "A bázisállomások a lézereiket és a motorjaikat is kikapcsolják.",
"base_stations_power_mgmt_warning": "* NEM AJÁNLOTT közös játékterekhez, amelyeket több SteamVR-felhasználó is használhat egyszerre.",
/* settings */
"settings_title": "Beállítások",
"settings_advanced": "Haladó beállítások",
"settings_advanced_description": "További beállítások és finomhangolási lehetőségek megjelenítése tapasztalt felhasználók számára.",
"settings_calibrate_motion_vectors": "Mozgásvektorok igazítása",
"settings_calibrate_motion_vectors_description": "Javítja a mozgásjóslást a közvetlenebb követés érdekében. Hatással lehet a fizika-alapú játékokra.",
"settings_autofix_playspace_jumps": "Játéktér-ugrások automatikus korrigálása",
"settings_autofix_playspace_jumps_description": "Megkísérli a játéktér hirtelen elmozdulásainak észlelését és kijavítását.",
"settings_enforce_minimum_rotation_variance": "Minimális forgási eltérés megkövetelése",
"settings_enforce_minimum_rotation_variance_description": "Automatikusan kiszűri a hasonló orientációjú mintákat az illesztés minőségének növelése érdekében.",
"settings_locale": "Nyelv",
"settings_reset": "Beállítások visszaállítása",
"settings_reset_description": "Visszaállítja az összes beállítást alapértelmezettre. Ez nem visszavonható.",
"settings_reset_confirm": "Ez egy visszavonhatatlan módosítás. Biztosan folytatja?",
"settings_reset_yes": "Igen",
"settings_reset_no": "Nem",
/* about */
"about_title": "Névjegy",
"about_description": "A Space Calibrator egy ingyenes és nyílt forráskódú eszköz, amely segíti különböző gyártók eszközeinek együttes működtetését SteamVR-on belül.",
"about_view_source_info": "A forráskód megtekinthető a GitHub tárolón.",
"about_contributors_title": "Fejlesztők",
"about_contributors_description": "A Space Calibrator-t az alábbi emberek segítsége teszi lehetővé:",
"about_translators_title": "Fordítók",
"about_translators_description": "A Space Calibrator-t az alábbi emberek fordították:",
"about_licenses_title": "Licencek",
"about_licenses_description": "Ez a program az MIT licenc alatt áll. Más függőségek más licencek alatt állnak, további információkért tekintse meg az alábbi licenceket.",
"about_link_github": "GitHub tároló",
"about_link_discord": "Discord szerver",
"about_link_logs_dir": "Naplózási mappa",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Már jelen van a Space Calibrator egy másik példánya is.",
"troubleshoot_diagnosis_legacy_ipc_found_description": "A Space Calibrator egy másik verziója jelenleg is fut, ami ütközést okoz. Ezen alkalmazás használatához el kell távolítani az ütköző példányt. Kívánja ezt automatikusan elvégezni?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Már jelen van a Space Calibrator egy másik példánya is.",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Telepítve van már egy más verziószámú Space Calibrator példány. Szeretné eltávolítani?",
"troubleshoot_action_yes": "Igen",
"troubleshoot_action_no": "Nem",
"troubleshoot_action_quit": "Kilépés",
/* tutorial */
"learn_title": "Súgó",
"learn_card_standard_calibration": "Normál összeigazítás",
"learn_card_standard_calibration_description": "Hogyan kell két eszközt összehangolni?",
"learn_card_continuous_calibration": "Folyamatos szinkronizáció",
"learn_card_continuous_calibration_description": "Az illesztés elcsúszásának elkerülése gyakori, és automatikus újraigazítással.",
"learn_card_base_station_management": "Bázisállomás-kezelés",
"learn_card_base_station_management_description": "Bázisállomások vezeték nélküli vezérlése.",
"learn_card_ui_tour": "Felhasználói felület áttekintése",
"learn_card_ui_tour_description": "A Space Calibrator alkalmazás ismertetése.",
"learn_action_back": "Vissza",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Normál összeigazítás során két különböző követőrendszer összehangolásra kerül, a követési tereik szinkronba kerülnek. Biztosítja a megfelelő együttes működést, és lehetővé teszi különféle VR-eszközök egyidejű használatát ugyanabban a fizikai játéktérben.",
"learn_page_standard_select_devices_title": "Eszközök kiválasztása",
"learn_page_standard_select_devices_desc": "Mielőtt elkezdené, ki kell választani az alkalmazásban, hogy mely két eszközt szeretné használni összeigazításhoz.",
"learn_page_standard_ref_device": "Viszonyítási eszköz: Ez az eszköz szolgál majd támaszpontként, amelynek a követési rendszeréhez igazítva lesz a másik. Általában a VR-szemüveg, vagy egy ahhoz tartozó kontroller.",
"learn_page_standard_target_device": "Illesztendő eszköz: Az az eszköz, amelynek a követési tere hozzá lesz igazítva a másikéhoz, mivel alapból nem illeszkedik a kettő. Általában egy egyszerű követőeszköz ('Tracker'), vagy ahhoz hasonló.",
"learn_page_standard_perform_title": "Az összeigazítás folyamata",
"learn_page_standard_perform_step1": "Tartsa össze mindkét eszközt határozottan, egy kézben. Szorosan fogja őket, hogy az összeigazítás során ne mozduljanak el egymáshoz képest.",
"learn_page_standard_perform_step2": "Kattintson a „Normál összeigazítás” gombra az összehangolás megkezdéséhez.",
"learn_page_standard_perform_step3": "Sétáljon körbe a játéktérben, miközben a két eszközt együtt mozgatja, nyolcasokat leírva a levegőben, ahogy ez az alábbi ábrán is látható.",
"learn_page_standard_speeds_title": "Összeigazítás sebessége",
"learn_page_standard_speeds_desc": "Lehetőség van az összeigazítás sebességének állítására. Ez arra van hatással, hogy mennyi mozgatási minta szükséges az illesztés kiszámolásához. A több begyűjtött minta általában pontosítani tudja az illesztést.",
"learn_page_standard_speed_fast": "Gyors: Kevesebb időt vesz igénybe az összehangolás. Ronthat az illesztés minőségén.",
"learn_page_standard_speed_slow": "Lassú / Csigalassú: Több időbe kerül az összeigazítás, viszont általában pontosabb illesztést eredményez.",
"learn_page_standard_completion_note": "Amint a folyamatjelző sáv végigér, az eszközeinek azonnal illeszkedniük kell a fizikai térhez. Ha ez mégsem történt meg, akkor próbálja meg újra az összeigazítást.",
"learn_page_standard_drift_title": "Megjegyzés az elcsúszódásról",
"learn_page_standard_drift_desc": "Idővel az eszközei követése elcsúszhat, ezzel elrontva az illesztésüket. Ha ez bekövetkezik, újra el kell végeznie az összehangolásukat. Ha erre gyakran szükség van, ajánlott megfontolni a „Folyamatos Szinkronizáció” használatát.",
"learn_page_continuous_desc1": "Ha azt érzékeli, hogy az eszközei lassacskán elcsúsznak, pozíciójuk lassan eltolódik vagy elfordul használat közben, akkor erre megoldást nyújthat a folyamatos szinkronizáció.",
"learn_page_continuous_desc2": "Ahelyett, hogy időnként meg kellene állnia, hogy kézileg újra összeigazítsa a követőrendszereket, folyamatos szinkronizációval az alkalmazás automatikusan szinkronban tudja tartani a követési tereket.",
"learn_page_continuous_note_title": "Megjegyzés",
"learn_page_continuous_note_desc": "Ezen funkció használatához szükséges egy, a VR-szemüvegre felszerelt külön követőeszköz.",
"learn_page_continuous_desc3": "A folyamatos szinkronizáció megpróbálja a követési rendszerek összeigazítását gyakran és automatikusan megismételni, ezzel megszüntetve mindenféle elcsúszást. Megfelelő beállítás után már szinte sose kell bajlódnia az öszehangolással.",
"learn_page_continuous_setup_instructions": "A folyamatos szinkronizáció beállításához először válassza ki a két eszközt, mint ahogy ez a normál összeigazításnál is el lett magyarázva. Általában viszonyítási eszköznek a VR-szemüveget, illesztendő eszköznek pedig a felszerelt követőeszközt kell kijelölni. Az összehangolás megkezdéséhez kattintson a „Folyamatos Szinkronizáció” gombra. Beletelhet egy kis időbe, amíg a kezdeti illesztés számolása befejeződik, közben sétáljon körbe a játéktérben, hogy az alkalmazás elegendő mintát gyűjthessen!",
"learn_page_continuous_should_use_title": "Mikor használjunk folyamatos szinkronizációt?",
"learn_page_continuous_should_use_standard": "Használja a „Normál összeigazítás”-t, ha nem rendelkezik külön követőeszközzel, amit rá tudna szerelni a VR-szemüvegére, nem tölt sok időt a virtuális valóságban, vagy nem bánja, hogy időnként újra el kell végeznie az összeigazítást.",
"learn_page_continuous_should_use_continuous": "Használjon „Folyamatos Szinkronizáció”-t, ha gyakorlatilag soha sem szeretne bajlódni az összehangolással a jövőben. Ajánlott, ha sok időt tölt a virtuális valóságban, vagy ha használat közben idővel jelentős mértékű elcsúszást érzékel.",
"learn_page_continuous_physical_setup_title": "Követőeszköz felszerelése VR-szemüvegre",
"learn_page_continuous_physical_setup_desc1": "A folyamatos szinkronizáció használatához szükséges egy külön követőeszköz, melyet a VR-szemüvegre kell rögzíteni. Attól függően, hogy milyen VR-szemüveget és követőeszközt használ, lehet hogy léteznek már erre különböző megoldások. Gyakran található erre készített és letölthető 3D-nyomtatható modell az interneten, vagy körbe is lehet kérdezősködni a közösségben, hogy mások hogyan oldották meg.",
"learn_page_continuous_physical_setup_desc2": "Felszerelés után a követőnek biztonságosan rögzítve kell lennie a VR-szemüvegre. Nem szabad billegnie, forognia, vagy remegnie. Minél biztosabb a rögzítés, annál biztonságosabb, és ráadásul stabilabb is lesz a szinkronizáció.",
"learn_page_basestation_desc": "A Space Calibrator lehetővé teszi SteamVR bázisállomások („világítótornyok”, „szenzorok”, 'Base Stations', 'Lighthouses') vezérlését, ha rendelkezésre áll egy erre alkalmas (BLE kompatibilis) Bluetooth antenna.",
"learn_page_basestation_1_title": "1.0-s Bázisállomás modellek",
"learn_page_basestation_1_desc": "Csak a ki- és be kapcsolást támogatják. A csatornák vezeték nélküli beállítása nem támogatott, a hátoldalukon lévő fizikai gombot kell megnyomni csatornaváltáshoz.",
"learn_page_basestation_2_title": "2.0-s Bázisállomás modellek",
"learn_page_basestation_2_desc1": "A Valve és HTC által egyaránt gyártott 2.0-s modellek kiterjedtebb vezeték nélküli kezelést támogatnak. Bluetooth segítségével állítani lehet a csatornát, és választani az Alvó, Készenléti, vagy Aktív üzemmódok közül. Fontos, hogy minden bázisállomás egyedi csatornát használjon, különben nem fognak működni. A Space Calibrator ezt felismeri, és felajánlja a probléma automatikus orvoslását.",
"learn_page_basestation_2_desc2": "Egy 2.0-s bázisállomás csatornájának módosításához lépjen a Bázisállomás-kezelés fülre, válassza ki a vezérelni kívánt bázisállomás szerkesztés gombját, majd kattintson a kívánt csatornára (zölddel jelölve).",
"learn_page_basestation_auto_power_title": "Automatikus állapotkezelés",
"learn_page_basestation_auto_power_desc": "A „Beállítások” fülön engedélyezhető az automatikus bázisállomás állapotkezelés, amely bekapcsolja a bázisállomásokat amikor a Space Calibrator elindul, és kikapcsolja őket amikor leáll a SteamVR (és a Space Calibrator fut még). Vegye figyelembe, hogy ha Space Calibrator manuálisan bezáródik a SteamVR leállítása előtt, akkor NEM tudja automatikusan kikapcsolni a bázisállomásokat.",
"learn_page_ui_tour_desc": "A felhasználói felület több fülre van osztva, melyek mindegyike különbőző dolgokat tartalmaz.",
"learn_page_ui_tour_calibration_heading": "Összehangolás fül",
"learn_page_ui_tour_cal_desc1": "Az összehangolás fülön lehet vezérelni és szerkeszteni az összeigazítást és illesztést.",
"learn_page_ui_tour_cal_desc2": "Legfelül található a panel, amelyről le lehet olvasni, hogy van -e aktív illesztés, és ha van, akkor milyen fajta.",
"learn_page_ui_tour_cal_desc3": "Alatta kiválaszthatja az összehangoláshoz használni kívánt eszközöket. Felül az összehangolandó követési rendszereket adhatja meg. Ezt követően a bal oldalon válassza ki a támaszpontként szolgáló viszonyítási eszközt, a jobb oldalon pedig azt az eszközt, amelyet ehhez szeretne hozzáigazítani.",
"learn_page_ui_tour_cal_desc4": "Alattuk találhatóak az összeigazítás elindítására szolgáló gombok. Ha nem biztos abban, hogy mely módszert használja, további információkért nézzen utána a Súgó megfelelő oldalain, ahol a „Normál összeigazítás”-ról és a „Folyamatos Szinkronizáció”-ról lehet tájékozódni.",
"learn_page_ui_tour_cal_desc5": "Az oldal alján található számos további beállítás amelyekkel szabályozni lehet az összeigazítást. Közülük pár alapértelmezetten el van rejtve, felfedésükhöz engedélyezze a „Haladó beállítások”-at a Beállítások fülön.",
"learn_page_ui_tour_base_stations_heading": "Bázisállomás-kezelés fül",
"learn_page_ui_tour_bs_desc": "Itt lehetőség nyílik Bázisállomások távoli vezérlésére. Ezen funkció működéséhez szükséges egy erre alkalmas (BLE kompatibilis) Bluetooth antenna. Megfelelő beállítás esetén ritkán kell hozzányúlni ezen fülhöz.",
"learn_page_ui_tour_settings_heading": "Beállítások fül",
"learn_page_ui_tour_settings_desc1": "Itt be lehet állítani pár, a programra globális kihatással bíró opciót. Ide tartoznak a haladó beállítások, a bázisállomás-kezeléssel kapcsolatos beállítások, és a felhasználói felület nyelve.",
"learn_page_ui_tour_settings_desc2": "Az alkalmazás pár funkciójának felfedéséhez engedélyeznie kell a „Haladó beállítások”-at. Ezeket csak akkor módosítsa, ha ért hozzá, és pontosan tudja, mit csinálnak.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Angol (brit)",
"languages_en_US": "Angol (amerikai)",
"languages_fr": "Francia",
"languages_it": "Olasz",
"languages_de": "Német",
"languages_nl": "Holland",
"languages_es_ES": "Spanyol (spanyolországi)",
"languages_es_US": "Spanyol (latin-amerikai)",
"languages_da": "Dán",
"languages_sv": "Svéd",
"languages_fi": "Finn",
"languages_no": "Norvég",
"languages_bg": "Bolgár",
"languages_pl": "Lengyel",
"languages_cs": "Cseh",
"languages_el": "Görög",
"languages_hu": "Magyar",
"languages_pt_PT": "Portugál (portugáliai)",
"languages_pt_BR": "Portugál (brazil)",
"languages_ro": "Román",
"languages_ru": "Orosz",
"languages_tr": "Török",
"languages_uk": "Ukrán",
"languages_zh_HANS": "Kínai (egyszerűsített)",
"languages_zh_HANT": "Kínai (hagyományos)",
"languages_ja": "Japán",
"languages_ko": "Koreai",
"languages_th": "Thai",
"languages_vi": "Vietnámi",
"languages_system": "Rendszer nyelve"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - chiudere la sovrapposizione del VR per utilizzare il mouse", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Nessun dispositivo di tracking presente. Per continuare per favore accendere un dispositivo.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Qualcosa è andato catastroficamente storto! La preghiamo di inoltrare l'errore allo sviluppatore o su GitHub o Steam Discussions così che possa venir controllato.",
"ipc_unavailable": "Fallito a connettere il driver di Space Calibrator SteamVR. La preghiamo di verificare l'integrità dei file in Proprietà -> File Installati, o reinstallare l'applicazione.",
"steamvr_unavailable": "Fallito a connettersi a SteamVR.",
"vr_troubleshooting_hmd_not_found": "La preghiamo di connettere il tuo VR headset e di avviare prima SteamVR",
"vr_troubleshooting_connect_steamlink": "La preghiamo di avviare SteamLink nel tuo VR headset e di avviare prima SteamVR.",
"vr_troubleshooting_generic": "La preghiamo di connettere il VR headset e di avviare prima SteamVR ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Calibrazione",
"calibration_count_none": "Nessuna Calibrazione. La preghiamo di creare una nuova calibrazione per iniziare.", // Shown when there are no calibrations active
"calibration_new": "Nuova Calibrazione",
"calibration_delete": "Cancella Calibrazione",
"calibration_next": "Prossima Calibrazione",
"calibration_previous": "Calibrazione Precedente",
"calibration_status_none": "Nessuna Calibrazione attiva",
"calibration_status_none_description": "La preghiamo di selezionare un paio di dispositivi e di calibrare per iniziare.",
"calibration_status_edit": "Modificando calibrazione",
"calibration_status_edit_description": "Modificando la calibrazione attuale.",
"calibration_status_continuous": "Calibrazione Continua",
"calibration_status_continuous_description": "È presente una calibrazione attiva. Utilizza un tracker montato per ricalibrare automaticamente ogni paio di secondi.",
"calibration_status_standard": "Calibrazione Standard",
"calibration_status_standard_description": "È presente una calibrazione attiva. Potrebbe esser necessario ricalibrare all'occorrenza di drifting.",
// space here refers to a tracking space / tracking system.
"reference_device": "Dispositivo di riferimento",
"reference_device_description": "Questo è il dispositivo con cui stai calibrando, solitamente un VR headset o un controller.",
"target_device": "Dispositivo di destinazione",
"target_device_description": "Questo dispositivo verrà utilizzato per allineare i tuoi tracker o controller.",
"select_reference_device": "Selezionare dispositivo di riferimento",
"select_target_device": "Selezionare dispositivo di destinazione",
"identify_selected_devices": "Identificare i dispositivi selezionati (fa lampeggiare i LED o vibra)",
"identify_auto_detect_devices": "Auto-identifica dispositivi",
"calibration_error_reference_hmd_missing": "Ingrado di trovare il dispositivo di destinazione dal sistema di tracking \"{0}\". È possibile che sia necessario ricalibrare.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking è disabilitato! Per un'esperienza migliore, aprire il menù del Desktop Virtuale del tuo Quest, andare nella casella Streaming e abilitare \"Centrare all'area di gioco (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Non mostrare più questa notifica",
"calibration_action_start": "Calibrazione Standard",
"calibration_action_clear": "Svuota Calibrazione",
"calibration_action_continuous": "Calibrazione Continua",
"calibration_action_edit": "Modifica Calibrazione",
"save_calibration_profile": "Salva Profilo",
"calibration_progress": "Progresso della Calibrazione",
"calibration_info_move_around_insufficient_samples": "Tieni insieme i tuoi dispositivi scelti, poi cammina intorno la tua area di gioco, ruotando i dispositivi in una manovra a figura otto.",
"calibration_speed": "Velocità di Calibrazione",
"calibration_speed_description": "Quanto tempo impiega la calibrazione. Una calibrazione più lenta tende ad essere più precisa.",
"calibration_speed_fast": "Veloce",
"calibration_speed_slow": "Lenta",
"calibration_speed_very_slow": "Molto Lenta",
/* Editing calibrations */
"edit_calibration_rotation": "Rotazione",
"edit_calibration_position": "Posizione (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Scala (m)",
"continuous_hide_tracker": "Nascondi il tracker di riferimento dalle app",
"continuous_relative_calibration": "Attiva calibrazione relativa",
"continuous_relative_calibration_description": "Rende la calibrazione relativa al dispositivo di destinazione (tipicamente l'headset) così che venga aggiornato ad ogni frame senza bisogno di venir ricalibrato. Ciò NECESSITA la Calibrazione Continua.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Nessuno", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Calibrazione",
"tab_page_graphs": "Grafici",
"tab_page_base_station_management": "Base Stations",
"tab_page_settings": "Impostazioni",
"tab_page_debug": "Debug",
"tab_page_learn": "Impara",
"tab_page_about": "A Riguardo",
/* graphs */
"graphs_title": "Grafici",
/* base stations */
"base_stations_title": "Gestione Base Stations",
"base_stations_no_bluetooth": "Fallito a trovare un adattatore Bluetooth valido. La preghiamo di connettere un dispositivo Bluetooth compatibile con BLE per poter utilizzare la Gestione Base Stations.",
"base_stations_none_found": "Nessuna Base Station rilevata. Se in possedimento, assicurarsi che siano collegate.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Collisione tra canali rilevata! Questo causerà problemi di tracking. Ogni Base Station dovrebbe utilizzare un canale proprio.",
"base_stations_state_sleep": "Sospensione",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Attivo",
"base_stations_state_unknown": "Sconosciuto",
"base_stations_state_faulty": "Difettoso",
"base_stations_channel_select_label": "Selezionare un canale Base Station:",
"base_stations_active_channel": "Canale {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Soprannome",
/* actions */
"base_stations_action_wake_all": "Attiva Tutto",
"base_stations_action_sleep_all": "Sospendi Tutto",
"base_stations_action_fix_collisions": "Aggiusta Collisioni tra Canali",
"base_stations_btn_wake": "Attiva",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Sospendi",
"base_stations_btn_edit": "Modifica",
"base_stations_btn_save": "Salva",
"base_station_power_management": "Gestione dell'Alimentazione Base Station",
"base_stations_power_mgmt_enable": "Abilita gestione dell'alimentazione *",
"base_stations_power_mgmt_enable_description_standby": "Le base station alimentate vanno in modalità standby quando SteamVR non è in uso, e si riattivano quando SteamVR si accende.",
"base_stations_power_mgmt_enable_description_sleep": "Le base station alimentate vanno in modalità sospensione quando SteamVR non è in uso, e si riattivano quando SteamVR si accende.",
"base_stations_power_mgmt_on_startup": "Attiva le Base Station quando SteamVR viene aperto",
"base_stations_power_mgmt_on_startup_description": "Le base station disattivate vengono attivate quando SteamVR viene aperto.",
"base_stations_power_mgmt_on_shutdown": "Spegni le base station quando SteamVR viene chiuso",
"base_stations_power_mgmt_on_shutdown_description": "Le base station alimentate vengono spente quando SteamVR non è in uso.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Le base station disattiveranno solamente i laser per un attivamento più veloce quando viene aperto SteamVR. Questo non è disponibile nei modelli Base Station 1.0 e alcuni modelli Base Station 2.0, e in quei casi verrà utilizzata la modalità di sospensione.",
"base_stations_power_mgmt_sleep": "Sospensione",
"base_stations_power_mgmt_sleep_description": "I laser e motori delle base station verranno spente.",
"base_stations_power_mgmt_warning": "* NON CONSIGLIATO per spazi di tracking condivisi tra più utenti di SteamVR.",
/* settings */
"settings_title": "Impostazioni",
"settings_advanced": "Impostazioni avanzate",
"settings_advanced_description": "Dimostra impostazioni extra e controlli di ritocco per utenti esperti.",
"settings_calibrate_motion_vectors": "Calibra vettori di movimento",
"settings_calibrate_motion_vectors_description": "Migliora le predizioni di movimento per un tracking più reattivo. Potrebbe influire giochi con fisica abbondante.",
"settings_autofix_playspace_jumps": "Auto-correggi salti nell'area di gioco",
"settings_autofix_playspace_jumps_description": "Prova ad individuare automaticamente e correggere salti improvvisi nel tracking dell'area di gioco.",
"settings_enforce_minimum_rotation_variance": "Imponi minima variazione di rotazioni",
"settings_enforce_minimum_rotation_variance_description": "Automaticamente rifiuta sample che sono rotazionalmente simili per migliorare la qualità di calibrazione.",
"settings_locale": "Lingua",
"settings_reset": "Ripristina tutte le impostazioni",
"settings_reset_description": "Ripristina tutte le impostazioni a quelle predefinite. Questa modifica è permanente e non può essere annullata.",
"settings_reset_confirm": "Questa modifica è permanente e non può essere annullata. Sicuri di voler continuare?",
"settings_reset_yes": "Sì",
"settings_reset_no": "No",
/* about */
"about_title": "A Riguardo",
"about_description": "Space Calibrator è un attrezzo gratis e open source che ti permette di utilizzare insieme dispositivi di più fornitori con SteamVR.",
"about_view_source_info": "È possibile vedere il source code nel repositorio GitHub.",
"about_contributors_title": "Contributori",
"about_contributors_description": "Space Calibrator è reso possibile con l'aiuto delle seguenti persone:",
"about_translators_title": "Traduttori",
"about_translators_description": "Space Calibrator è stato tradotto dalle seguenti persone:",
"about_licenses_title": "Licenze",
"about_licenses_description": "Questo programma è munito di licenza tramite la MIT license. Altre dipendenze sono munite di licenze grazie ad altre licenze, per più informazioni è possibile consultare le licenze qui sotto.",
"about_link_github": "GitHub",
"about_link_discord": "Server Discord",
"about_link_logs_dir": "Cartella di Registri",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "È già presente un'altra istanza di Space Calibrator",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Una versione contrastante di Space Calibrator è attualmente in uso. Avrai bisogno di disinstallarla per poter utilizzare questa applicazione. Vorresti rimuoverla automaticamente?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "È già presente un'altra istanza di Space Calibrator",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Un'altra versione di Space Calibrator è già presente. Vorresti rimuoverla?",
"troubleshoot_action_yes": "Sì",
"troubleshoot_action_no": "No",
"troubleshoot_action_quit": "Esci",
/* tutorial */
"learn_title": "Impara",
"learn_card_standard_calibration": "Calibrazione Standard",
"learn_card_standard_calibration_description": "Impara come calibrare un paio di dispositivi.",
"learn_card_continuous_calibration": "Calibrazione Continua",
"learn_card_continuous_calibration_description": "Calibra frequente per contrastare il drift nel mezzo di una sessione.",
"learn_card_base_station_management": "Gestione Base Stations",
"learn_card_base_station_management_description": "Controlla le tue Base Station di SteamVR senza cavo.",
"learn_card_ui_tour": "UI Tour",
"learn_card_ui_tour_description": "Una paronamica dell'interfaccia di Space Calibrator.",
"learn_action_back": "Indietro",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Calibrazione Standard allinea due sistemi di tracking così che i tuoi dispositivi VR funzionano insieme nello stesso spazio di gioco fisico.",
"learn_page_standard_select_devices_title": "Seleziona i tuoi dispositivi",
"learn_page_standard_select_devices_desc": "Prima di iniziare, l'app ha bisogno di sapere quali due dispositivi vuoi che allinei.",
"learn_page_standard_ref_device": "Dispositivo di Riferimento: Questo dispositivo è a cosa stai calibrando, solitamente un controller.",
"learn_page_standard_target_device": "Dispositivo di Destinazione: Il dispositivo non allineato con cui stai calibrando, tipicamente un tracker o qualcosa di simile.",
"learn_page_standard_perform_title": "Eseguire la Calibrazione",
"learn_page_standard_perform_step1": "Tenere entrambi i dispositivi strettamente su una mano. Tienili con più forza possibile così che non si muovano durante il processo di calibrazione.",
"learn_page_standard_perform_step2": "Clicca il pulsante Calibrazione Standard per iniziare a calibrare.",
"learn_page_standard_perform_step3": "Spostati attorno la tua stanza mentre muovi i tuoi dispositivi in una manovra a figura otto, come qua sotto illustrato.",
"learn_page_standard_speeds_title": "Velocità di Calibrazione",
"learn_page_standard_speeds_desc": "Puoi opzionalmente alterare la velocità di calibrazione per influenzare quanto movimento è richiesto. Più movimento tende a migliorare la qualità di calibrazione.",
"learn_page_standard_speed_fast": "Veloce: Impiega meno tempo, ma può risultare in calibrazioni di qualità più scarsa.",
"learn_page_standard_speed_slow": "Lenta / Molto Lenta: Impiega di più, e tende a risultare in calibrazioni più precise.",
"learn_page_standard_completion_note": "Una volta che la barra di progresso si riempe del tutto, i tuoi dispositivi dovrebbero istantaneamente allinearsi in VR. Se questo non accade, prova a calibrare di nuovo.",
"learn_page_standard_drift_title": "Una Nota a Riguardo del Drift",
"learn_page_standard_drift_desc": "Col passare del tempo, I tuoi dispositivi possono iniziare a driftare, rompendo la calibrazione. Se questo accade, dovrai ricalibrare per correggerlo. Se devi fare ciò frequentemente, dovresti considerare l'utilizzo della Calibrazione Continua.",
"learn_page_continuous_desc1": "Se noti che i tuoi dispositivi iniziano lentamente a muoversi, rotearsi, o a driftare a caso durante una sessione di gioco, la Calibrazione Continua è una soluzione a questi problemi.",
"learn_page_continuous_desc2": "Invece di forzare a fermarti e di calibrare manualmente ogni po' di tempo, la Calibrazione Continua mantiene in sintonia automaticamente il tuo tracking dietro le quinte mentre giochi.",
"learn_page_continuous_note_title": "Nota",
"learn_page_continuous_note_desc": "Un tracker dedicato montato sul tuo headset è NECESSARIO per usare questa funzione.",
"learn_page_continuous_desc3": "La Calibrazione Continua prova a ricalibrare i tuoi dispositivi frequentemente per eliminare al più possiible il drift. Tende a rendere la calibrazione una cosa a cui neanche pensi una volta setuppata.",
"learn_page_continuous_setup_instructions": "Per setuppare la Calibrazione Continua, prima seleziona i tuoi dispositivi come spiegato nella pagina della Calibrazione Standard. Vorrai il tuo headset selezionato come dispositivo di riferimento, e il tracker di calibrazione come dispositivo di destinazione. Poi clicca il pulsante di Calibrazione Continua per iniziare la calibrazione. Potrebbe impiegarci un po' prima che la calibrazione iniziale venga completata, dunque muoviti attorno per far sì che l'app impari il tuo tracking!",
"learn_page_continuous_should_use_title": "Dovresti usare la Calibrazione Continua?",
"learn_page_continuous_should_use_standard": "Utilizza la Calibrazione Standard se non hai un tracker extra da montare sul tuo headset, se non spendi lunghe sessioni in VR, o se non ti turba dover ricalibrare ogni tanto quando c'è bisogno.",
"learn_page_continuous_should_use_continuous": "Usa la Calibrazione Continua se non vuoi praticamente pensare più al drifting. Questo è consigliato se spendi molto tempo in VR o se noti una grande quantità di drifting col passare del tempo.",
"learn_page_continuous_physical_setup_title": "Setup fisico (montare il tracker sul tuo headset)",
"learn_page_continuous_physical_setup_desc1": "Per usare la Calibrazione Continua avrai bisogno di un tracker dedicato attaccato al tuo VR headset. Ci sono vari tipi di montaggio in base al tipo di VR headset e tracker che viene utilizzato. Per iniziare, puoi tipicamente trovare modelli 3D sull'internet che puoi stampare, oppure puoi chiedere attorno nella comunità per capire cos'hanno fatto gli altri.",
"learn_page_continuous_physical_setup_desc2": "Una volta montato, il tracker dovrebbe essere attaccato fermamente all'headset. Non dovrebbe tremare, traballare o girare. Meglio montato è, meglio e più consistenti saranno le calibrazioni.",
"learn_page_basestation_desc": "Space Calibrator ti permette di controllare le SteamVR Base Station se hai un adattatore BLE Bluetooth disponibile.",
"learn_page_basestation_1_title": "Modelli Base Station 1.0",
"learn_page_basestation_1_desc": "Questi puoi solamente accenderli e spegnerli. L'utilizzo di canali senza cavo non è disponibile, e dovrai premere il bottone fisico installato nella parte retro della Base Station per alternare tra canali.",
"learn_page_basestation_2_title": "Modelli Base Station 2.0",
"learn_page_basestation_2_desc1": "Prodotti da entrambi Valve e HTC, questi hanno un miglior supporto per la gestione wireless rispetto a quelle 1.0. Con queste sei in grado di accenderle e spegnerle, e inoltre cambiare il loro canale. Ogni Base Station 2.0 deve essere in un canale unico e proprio, se no non funzioneranno. Space Calibrator ti offrirà ad aiutarti ad aggiustarle se ciò accade.",
"learn_page_basestation_2_desc2": "Per cambiare il canale di una Base Station 2.0, naviga alla casella Gestione Base Stations, seleziona il pulsante modifica per la Base Station che vuoi controllare, e clicca nel canale desiderato (marcato in verde).",
"learn_page_basestation_auto_power_title": "Gestione di Alimentazione Automatica",
"learn_page_basestation_auto_power_desc": "Puoi andare nella casella Impostazioni per abilitare la Gestione Base Station automatica, che accenderà le tue Base Station quando Space Calibrator viene aperto, e spegnerle quando chiudi SteamVR (con Space Calibrator aperto). Nota che chiudendo Space Calibrator manualmente prima di chiudere SteamVR NON spegnerà alcuna Base Station automaticamente.",
"learn_page_ui_tour_desc": "Questa interfaccia è suddivisa in varie caselle ognuna contenendo varie cose.",
"learn_page_ui_tour_calibration_heading": "Casella di Calibrazione",
"learn_page_ui_tour_cal_desc1": "La Casella di Calibraizone contiene controlli riguardanti le calibrazioni. Controlli le tue calibrazioni qui.",
"learn_page_ui_tour_cal_desc2": "In cima, vedrai una carta che ti mostrerà se hai una calibrazione attiva, e se sì, di che tipo.",
"learn_page_ui_tour_cal_desc3": "Sotto quello, puoi selezionare quali dispositivi con cui calibrare. Prima dovresti scegliere il sistema di tracking che desideri calibrare- Poi, sul pannello a sinistra dovresti selezionare con cosa lo andrai a calibrare. E sul pannello a destra dovresti selezionare cosa vorrai calibrare.",
"learn_page_ui_tour_cal_desc4": "Sotto quello ci sono i pulsanti per effettuare una calibrazione. Se non sei sicuro di quale calibrazione dovresti fare, la preghiamo di leggere le pagine a riguardo delle Calibrazioni Standard e Continua per saperne di più.",
"learn_page_ui_tour_cal_desc5": "Alla fine della casella di Calibrazioni troverai alcune opzioni per controllare la calibrazione. Un numero di queste impostazioni richiedono che le impostazioni avanzate siano visibili.",
"learn_page_ui_tour_base_stations_heading": "Casella Gestione Base Stations",
"learn_page_ui_tour_bs_desc": "Qui puoi controllare qualunque Base Station nella tua stanza con un adattatore BLE Bluetooth supportato. Tipicamente, non dovresti aver bisogno di toccare questa casella oltre il setup iniziale.",
"learn_page_ui_tour_settings_heading": "Casella Impostazioni",
"learn_page_ui_tour_settings_desc1": "Qui puoi impostare alcune impostazioni globali per il programma. Queste includono le impostazioni avanzate, Gestione Base Stations e lingua UI.",
"learn_page_ui_tour_settings_desc2": "Alcune feature in quest'app richiedono che le Impostazioni Avanzate siano attivate. Dovresti abilitarlo solo se sai esattamente cosa stai facendo.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Inglese (UK)",
"languages_en_US": "Inglese (US)",
"languages_fr": "Francese",
"languages_it": "Italiano",
"languages_de": "Tedesco",
"languages_nl": "Olandese",
"languages_es_ES": "Spagnolo (Spagna)",
"languages_es_US": "Spagnolo (America Latina)",
"languages_da": "Danese",
"languages_sv": "Svedese",
"languages_fi": "Finlandese",
"languages_no": "Norvegese",
"languages_bg": "Bulgaro",
"languages_pl": "Polacco",
"languages_cs": "Ceco",
"languages_el": "Greco",
"languages_hu": "Ungherese",
"languages_pt_PT": "Portoghese (Portogallo)",
"languages_pt_BR": "Portoghese (Brasile)",
"languages_ro": "Rumeno",
"languages_ru": "Russo",
"languages_tr": "Turco",
"languages_uk": "Ucraino",
"languages_zh_HANS": "Cinese (Semplificato)",
"languages_zh_HANT": "Cinese (Tradizionale)",
"languages_ja": "Giapponese",
"languages_ko": "Coreano",
"languages_th": "Tailandese",
"languages_vi": "Vietnamita",
"languages_system": "Lingua del Sistema"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - マウスを使用するにはVRオーバーレイを閉じてください", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "トラッキングされたデバイスが存在しません。続けるにはデバイスの電源を入れてください。", /* Should never be hit but you never know */
"error_unknown_catastrophic": "重大なエラーが発生しました。問題の解決に向けて、GitHubまたはSteamのディスカッションでこの問題を報告してください。",
"ipc_unavailable": "Space Calibrator SteamVRドライバーへの接続に失敗しました。[プロパティ] -> [インストール済みファイル] でファイルの整合性を確認するか、アプリを再インストールしてください。",
"steamvr_unavailable": "SteamVRへの接続に失敗しました。",
"vr_troubleshooting_hmd_not_found": "VRヘッドセットを接続して、SteamVRを起動してください。",
"vr_troubleshooting_connect_steamlink": "VRヘッドセットでSteamLinkを開き、SteamVRに接続してください。",
"vr_troubleshooting_generic": "Please connect your VR headset and launch SteamVR first. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "キャリブレーション",
"calibration_count_none": "キャリブレーションが存在しません。開始するには新しいキャリブレーションを作成してください。", // Shown when there are no calibrations active
"calibration_new": "新しいキャリブレーション",
"calibration_delete": "キャリブレーションを削除",
"calibration_next": "次のキャリブレーション",
"calibration_previous": "前のキャリブレーション",
"calibration_status_none": "アクティブなキャリブレーションはありません",
"calibration_status_none_description": "開始するには2台のデバイスを選択してキャリブレーションを行ってください。",
"calibration_status_edit": "キャリブレーション編集",
"calibration_status_edit_description": "現在のキャリブレーションを変更しています。",
"calibration_status_continuous": "自動キャリブレーション",
"calibration_status_continuous_description": "アクティブなキャリブレーションがあります。固定されたトラッカーを使用して、数秒ごとに自動的に再キャリブレーションを行います。",
"calibration_status_standard": "標準キャリブレーション",
"calibration_status_standard_description": "アクティブなキャリブレーションがあります。ドリフトが発生した場合は、再キャリブレーションが必要になることがあります。",
// space here refers to a tracking space / tracking system.
"reference_device": "リファレンスデバイス",
"reference_device_description": "キャリブレーションの基準にするデバイスです。通常はヘッドマウントディスプレイまたはコントローラーを使用します。",
"target_device": "ターゲットデバイス",
"target_device_description": "トラッカーやコントローラーの位置をリファレンスデバイスに合わせるために使用されるデバイスです。",
"select_reference_device": "リファレンスデバイスを選択",
"select_target_device": "ターゲットデバイスを選択",
"identify_selected_devices": "選択したデバイスを識別 (振動またはLEDを点滅)",
"identify_auto_detect_devices": "デバイスの自動検出",
"calibration_error_reference_hmd_missing": "トラッキングシステム「{0}」からターゲットデバイスが見つかりません。再キャリブレーションが必要な場合があります。", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "ステージトラッキングが無効です。より快適にプレイするには、QuestのVirtual Desktopメニューを開き、[Streaming]タブに移動して「Center to play area (Stage Tracking)」を有効にしてください。",
"calibration_warning_stage_tracking_disabled_ignore_button": "今後このメッセージを表示しない",
"calibration_action_start": "標準キャリブレーション",
"calibration_action_clear": "キャリブレーションをクリア",
"calibration_action_continuous": "自動キャリブレーション",
"calibration_action_edit": "キャリブレーションを編集",
"save_calibration_profile": "プロファイルを保存",
"calibration_progress": "キャリブレーションの進行状況",
"calibration_info_move_around_insufficient_samples": "選択したデバイスを一緒に持ち、プレイエリア内を歩き回りながら、デバイスを8の字を描くようにゆっくり回転させてください。",
"calibration_speed": "キャリブレーション速度",
"calibration_speed_description": "キャリブレーションにかかる時間です。速度が遅いほど精度が高くなる傾向があります。",
"calibration_speed_fast": "高速",
"calibration_speed_slow": "低速",
"calibration_speed_very_slow": "超低速",
/* Editing calibrations */
"edit_calibration_rotation": "回転",
"edit_calibration_position": "位置 (m)",
"edit_calibration_yaw": "ヨー (Yaw)",
"edit_calibration_pitch": "ピッチ (Pitch)",
"edit_calibration_roll": "ロール (Roll)",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "スケール (m)",
"continuous_hide_tracker": "ターゲットデバイスをアプリから隠す",
"continuous_relative_calibration": "相対キャリブレーションを有効にする",
"continuous_relative_calibration_description": "リファレンスデバイス(通常はヘッドマウントディスプレイ)を基準にしてキャリブレーションを行うことで、再キャリブレーションを行わなくても毎フレーム更新されるようになります。この機能を使用するには、自動キャリブレーションが必須です。",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "なし", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "キャリブレーション",
"tab_page_graphs": "グラフ",
"tab_page_base_station_management": "ベースステーション",
"tab_page_settings": "設定",
"tab_page_debug": "デバッグ",
"tab_page_learn": "使い方",
"tab_page_about": "情報",
/* graphs */
"graphs_title": "グラフ",
/* base stations */
"base_stations_title": "ベースステーション管理",
"base_stations_no_bluetooth": "有効なBluetoothアダプターが見つかりませんでした。ベースステーション管理を使用するには、BLE対応のBluetoothデバイスを接続してください。",
"base_stations_none_found": "ベースステーションが検出されません。ベースステーションがある場合は、電源ケーブルの接続を確認してください。",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "チャンネルの競合が検出されました。トラッキングの問題の原因になるため、各ベースステーションには、それぞれ異なるチャンネルを設定してください。",
"base_stations_state_sleep": "スリープ中",
"base_stations_state_standby": "スタンバイ",
"base_stations_state_active": "アクティブ",
"base_stations_state_unknown": "不明",
"base_stations_state_faulty": "エラー",
"base_stations_channel_select_label": "ベースステーションのチャンネルを選択:",
"base_stations_active_channel": "チャンネル {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "名前",
/* actions */
"base_stations_action_wake_all": "すべて起動",
"base_stations_action_sleep_all": "すべてスリープ",
"base_stations_action_fix_collisions": "チャンネルの競合を修正",
"base_stations_btn_wake": "起動",
"base_stations_btn_standby": "スタンバイ",
"base_stations_btn_sleep": "スリープ",
"base_stations_btn_edit": "編集",
"base_stations_btn_save": "保存",
"base_station_power_management": "ベースステーション電源管理",
"base_stations_power_mgmt_enable": "電源管理を有効にする *",
"base_stations_power_mgmt_enable_description_standby": "SteamVRが使用されていないとき、ベースステーションはスタンバイモードになり、SteamVRが起動すると再び起動します。",
"base_stations_power_mgmt_enable_description_sleep": "SteamVRが使用されていないとき、ベースステーションはスリープモードになり、SteamVRが起動すると再び起動します。",
"base_stations_power_mgmt_on_startup": "SteamVRの起動時にベースステーションの電源を入れる",
"base_stations_power_mgmt_on_startup_description": "SteamVRの起動時に、電源が入っていないベースステーションを起動します。",
"base_stations_power_mgmt_on_shutdown": "SteamVRの終了時にベースステーションの電源を切る",
"base_stations_power_mgmt_on_shutdown_description": "SteamVRが使用されていないとき、ベースステーションの電源がオフになります。",
"base_stations_power_mgmt_standby": "スタンバイ",
"base_stations_power_mgmt_standby_description": "SteamVR起動時により素早く復帰できるよう、ベースステーションのレーザーのみをオフにします。ベースステーション1.0および一部のベースステーション 2.0ではこの機能を利用できず、代わりにスリープが使用されます。",
"base_stations_power_mgmt_sleep": "スリープ",
"base_stations_power_mgmt_sleep_description": "ベースステーションのレーザーとモーターの両方をオフにします。",
"base_stations_power_mgmt_warning": "※複数のSteamVRユーザーでトラッキングスペースを共有している場合は非推奨です。",
/* settings */
"settings_title": "設定",
"settings_advanced": "詳細設定",
"settings_advanced_description": "上級者向けの追加の設定や微調整コントロールを表示します。",
"settings_calibrate_motion_vectors": "モーションベクターのキャリブレーション",
"settings_calibrate_motion_vectors_description": "動きの予測精度を向上させ、トラッキングのレスポンスを高めます。物理演算を多用するゲームに影響を与える場合があります。",
"settings_autofix_playspace_jumps": "プレイエリアのジャンプを自動修正",
"settings_autofix_playspace_jumps_description": "プレイエリアのトラッキング中に発生する、突然の座標飛び(ジャンプ)を自動的に検出して修正を試みます。",
"settings_enforce_minimum_rotation_variance": "最小回転分散を強制",
"settings_enforce_minimum_rotation_variance_description": "キャリブレーションの品質を向上させるため、回転角度が酷似しているサンプルを自動的に除外します。",
"settings_locale": "言語",
"settings_reset": "設定をすべてリセット",
"settings_reset_description": "すべての設定を初期状態に戻します。この操作は元に戻すことはできません。",
"settings_reset_confirm": "この変更は元に戻せません。本当に続行しますか?",
"settings_reset_yes": "はい",
"settings_reset_no": "いいえ",
/* about */
"about_title": "Space Calibratorについて",
"about_description": "Space Calibratorは、異なるメーカーのデバイスをSteamVRで一緒に組み合わせて使用できるようにする、無料のオープンソースツールです。",
"about_view_source_info": "ソースコードはGitHubリポジトリで確認できます。",
"about_contributors_title": "コントリビューター",
"about_contributors_description": "Space Calibratorは、以下の方々の協力を得て開発されています:",
"about_translators_title": "翻訳",
"about_translators_description": "Space Calibratorは、以下の方々によって翻訳されました:",
"about_licenses_title": "ライセンス",
"about_licenses_description": "このプログラムはMITライセンスに基づいて提供されています。その他の依存関係は別のライセンスに基づいて提供されています。詳細については以下のライセンスをご確認ください。",
"about_link_github": "GitHub",
"about_link_discord": "Discordサーバー",
"about_link_logs_dir": "ログフォルダー",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "別のSpace Calibratorが既に実行されています",
"troubleshoot_diagnosis_legacy_ipc_found_description": "競合するバージョンのSpace Calibratorが現在実行中です。このアプリケーションを使用するには、アンインストールする必要があります。自動的に削除しますか?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "別のバージョンのSpace Calibratorが既にインストールされています",
"troubleshoot_diagnosis_legacy_overlay_found_description": "別のバージョンのSpace Calibratorが現在インストールされています。削除しますか?",
"troubleshoot_action_yes": "はい",
"troubleshoot_action_no": "いいえ",
"troubleshoot_action_quit": "終了",
/* tutorial */
"learn_title": "使い方",
"learn_card_standard_calibration": "標準キャリブレーション",
"learn_card_standard_calibration_description": "デバイスのペアをキャリブレーションする方法を学びます。",
"learn_card_continuous_calibration": "自動キャリブレーション",
"learn_card_continuous_calibration_description": "セッション中のドリフトを補正するため、定期的にキャリブレーションを行います。",
"learn_card_base_station_management": "ベースステーション管理",
"learn_card_base_station_management_description": "SteamVRベースステーションをワイヤレス制御します。",
"learn_card_ui_tour": "UIガイド",
"learn_card_ui_tour_description": "Space Calibratorのインターフェースについて説明します。",
"learn_action_back": "戻る",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "標準キャリブレーションでは、2つのトラッキングシステムの位置関係を合わせ、VRデバイスを同じ物理空間で使用できるようにします。",
"learn_page_standard_select_devices_title": "デバイスを選択",
"learn_page_standard_select_devices_desc": "開始する前に、位置関係を合わせる2つのデバイスを指定する必要があります。",
"learn_page_standard_ref_device": "リファレンスデバイス:キャリブレーションの基準となるデバイスです。通常はコントローラーを使用します。",
"learn_page_standard_target_device": "ターゲットデバイス:位置が同期されていないデバイスで、通常はトラッカーなどを使用します。",
"learn_page_standard_perform_title": "キャリブレーションを実行",
"learn_page_standard_perform_step1": "両方のデバイスを片手でしっかりと持ちます。キャリブレーション中にデバイスが動かないよう、できるだけぶれないよう固定してください。",
"learn_page_standard_perform_step2": "「標準キャリブレーション」ボタンをクリックして、キャリブレーションを開始します。",
"learn_page_standard_perform_step3": "下図のように、デバイスを8の字に動かしながら部屋の中を移動してください。",
"learn_page_standard_speeds_title": "キャリブレーション速度",
"learn_page_standard_speeds_desc": "キャリブレーション速度を変更して、必要なデバイスの動きの量を調整できます。より大きく動かすほど、キャリブレーションの精度が向上する傾向があります。",
"learn_page_standard_speed_fast": "高速:キャリブレーションにかかる時間は短くなりますが、精度が低下する場合があります。",
"learn_page_standard_speed_slow": "低速/超低速:キャリブレーションに時間がかかりますが、より正確なキャリブレーション結果が得られる傾向があります。",
"learn_page_standard_completion_note": "進捗バーが最後まで進むと、VR内でデバイスの位置がすぐに揃うはずです。揃わない場合は、もう一度キャリブレーションを行ってください。",
"learn_page_standard_drift_title": "ドリフトについて",
"learn_page_standard_drift_desc": "時間が経つとデバイスの位置がずれて、キャリブレーションが合わなくなる場合があります。その場合は、再度キャリブレーションを行って補正してください。頻繁にこの操作が必要になる場合は、「自動キャリブレーション」の使用を検討してください。",
"learn_page_continuous_desc1": "プレイ中にデバイスの位置や向きが少しずつずれたり、徐々に位置がずれていったりする場合は、「自動キャリブレーション」でこれらの問題を解決できます。",
"learn_page_continuous_desc2": "定期的にプレイを中断して手動でキャリブレーションする代わりに、「自動キャリブレーション」はプレイ中もバックグラウンドでトラッキングの同期を自動的に維持します。",
"learn_page_continuous_note_title": "注意",
"learn_page_continuous_note_desc": "この機能を使用するには、ヘッドマウントディスプレイに同期用のトラッカーを取り付ける必要があります。",
"learn_page_continuous_desc3": "「自動キャリブレーション」は、頻繁に再キャリブレーションを行い、ドリフトを可能な限り解消します。一度設定すれば、ドリフトをほとんど意識することなく使用できるようになります。",
"learn_page_continuous_setup_instructions": "「自動キャリブレーション」を設定するには、まず「標準キャリブレーション」ページの説明に従ってデバイスを選択してください。ヘッドマウントディスプレイをリファレンスデバイス、キャリブレーション用のトラッカーをターゲットデバイスに設定します。次に「自動キャリブレーション」ボタンをクリックしてキャリブレーションを開始します。開始時のキャリブレーションが完了するまで少し時間がかかる場合があります。アプリがトラッキングの状態を認識できるよう、動き回ってください。",
"learn_page_continuous_should_use_title": "自動キャリブレーションを使用するべきか?",
"learn_page_continuous_should_use_standard": "ヘッドマウントディスプレイに取り付ける追加のトラッカーがない場合、VRを長時間使用しない場合、またはドリフトが発生したときに必要に応じて再キャリブレーションすることが気にならない場合は、標準キャリブレーションを使用してください。",
"learn_page_continuous_should_use_continuous": "ドリフトをほとんど気にせずに使用したい場合は、自動キャリブレーションを使用してください。VRを長時間使用する場合や、時間の経過とともに大きなドリフトが発生する場合におすすめです。",
"learn_page_continuous_physical_setup_title": "物理的なセットアップ(ヘッドマウントディスプレイへのトラッカーの取り付け)",
"learn_page_continuous_physical_setup_desc1": "自動キャリブレーションを使用するには、ヘッドマウントディスプレイにそれ専用のトラッカーを取り付ける必要があります。使用するVRヘッドセットやトラッカーによって、さまざまな取り付け方法があります。まずは、インターネット上で公開されている3Dモデルを探して印刷するのが一般的です。また、コミュニティで他のユーザーがどのような方法で取り付けているか聞いてみるのもよいでしょう。",
"learn_page_continuous_physical_setup_desc2": "取り付けたトラッカーは、ヘッドマウントディスプレイにしっかりと固定してください。ぐらついたり、回転したり、振動したりしないようにする必要があります。取り付けがしっかりしているほど、キャリブレーションの安定性が向上します。",
"learn_page_basestation_desc": "Space Calibratorでは、対応するBLE Bluetoothアダプターがあれば、SteamVRのベースステーションを制御できます。",
"learn_page_basestation_1_title": "ベースステーション1.0",
"learn_page_basestation_1_desc": "1.0モデルでは、電源のオン/オフのみを操作できます。ワイヤレスでのチャンネル設定には対応していないため、チャンネルを切り替えるにはベースステーション背面の物理ボタンを押す必要があります。",
"learn_page_basestation_2_title": "ベースステーション2.0",
"learn_page_basestation_2_desc1": "ValveとHTCの両社から製造されている2.0モデルは、1.0モデルよりもワイヤレスでの管理に対応しています。電源のオン/オフに加えて、チャンネルも設定できます。2.0モデルでは、それぞれ異なるチャンネルを設定する必要があります。同じチャンネルに設定されていると正常に動作しません。その場合、Space Calibratorは問題の解決をサポートできます。",
"learn_page_basestation_2_desc2": "2.0モデルのチャンネルを変更するには、「ベースステーション管理」タブに移動し、操作したいベースステーションの編集ボタンを選択して、目的のチャンネル(緑色で表示)をクリックしてください。",
"learn_page_basestation_auto_power_title": "自動電源管理",
"learn_page_basestation_auto_power_desc": "「設定」タブから電源管理を有効にすると、Space Calibratorの起動時にベースステーションの電源をオンにし、Space Calibratorを起動したままSteamVRを終了したときに電源をオフにできます。SteamVRを終了する前にSpace Calibratorを手動で終了した場合、ベースステーションの電源は自動的にはオフになりません。",
"learn_page_ui_tour_desc": "このインターフェースはいくつかのタブに分かれており、それぞれにさまざまな機能があります。",
"learn_page_ui_tour_calibration_heading": "キャリブレーションタブ",
"learn_page_ui_tour_cal_desc1": "キャリブレーションタブでは、キャリブレーションに関する各種操作を行います。",
"learn_page_ui_tour_cal_desc2": "上部には、現在キャリブレーションが有効になっているかどうかと、どのキャリブレーション方法が現在有効になっているのかの表示があります。",
"learn_page_ui_tour_cal_desc3": "その下では、キャリブレーションに使用するデバイスを選択できます。まず、キャリブレーションするトラッキングシステムを選択します。次に、左側のパネルでキャリブレーションの基準にするものを、右側のパネルでキャリブレーションするものを選択します。",
"learn_page_ui_tour_cal_desc4": "その下には、キャリブレーションを実行するためのボタンがあります。どのキャリブレーションを行えばよいかわからない場合は、「標準キャリブレーション」と「自動キャリブレーション」のページを読んで、それぞれの違いを確認してください。",
"learn_page_ui_tour_cal_desc5": "キャリブレーションタブの下部には、キャリブレーションを調整するためのさまざまなオプションがあります。一部の設定を表示するには、詳細設定を有効にする必要があります。",
"learn_page_ui_tour_base_stations_heading": "ベースステーション管理タブ",
"learn_page_ui_tour_bs_desc": "対応するBLE Bluetoothアダプターを使用している場合、ここから部屋にあるベースステーションを操作できます。初期設定が完了した後は、通常ここを操作する必要はありません。",
"learn_page_ui_tour_settings_heading": "設定タブ",
"learn_page_ui_tour_settings_desc1": "ここでは、アプリケーション全体に適用される設定を変更できます。詳細設定、ベースステーション管理、UI言語などの設定があります。",
"learn_page_ui_tour_settings_desc2": "このアプリの一部の機能を使用するには、詳細設定を有効にする必要があります。設定内容を理解している場合のみ有効にしてください。",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "英語 (英国)",
"languages_en_US": "英語 (米国)",
"languages_fr": "フランス語",
"languages_it": "イタリア語",
"languages_de": "ドイツ語",
"languages_nl": "オランダ語",
"languages_es_ES": "スペイン語 (スペイン)",
"languages_es_US": "スペイン語 (ラテンアメリカ)",
"languages_da": "デンマーク語",
"languages_sv": "スウェーデン語",
"languages_fi": "フィンランド語",
"languages_no": "ノルウェー語",
"languages_bg": "ブルガリア語",
"languages_pl": "ポーランド語",
"languages_cs": "チェコ語",
"languages_el": "ギリシャ語",
"languages_hu": "ハンガリー語",
"languages_pt_PT": "ポルトガル語 (ポルトガル)",
"languages_pt_BR": "ポルトガル語 (ブラジル)",
"languages_ro": "ルーマニア語",
"languages_ru": "ロシア語",
"languages_tr": "トルコ語",
"languages_uk": "ウクライナ語",
"languages_zh_HANS": "中国語 (簡体字)",
"languages_zh_HANT": "中国語 (繁体字)",
"languages_ja": "日本語",
"languages_ko": "韓国語",
"languages_th": "タイ語",
"languages_vi": "ベトナム語",
"languages_system": "システム言語"
}
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@@ -1,278 +0,0 @@
{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - 마우스를 이용하여 VR 오버레이를 닫습니다.", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "추적중인 장치가 없습니다. 장치의 전원을 켜 진행해주세요.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "알 수 없는 치명적인 문제가 발생했습니다! 해당 내용을 저희가 알 수 있도록 GitHub 또는 스팀 커뮤니티 토론에 남겨주세요! .",
"ipc_unavailable": "Space Calibrator를 SteamVR 드라이버 연결에 실패했습니다. 속성에서 설치된 파일 -> 소프트웨어 파일 무결성 검사를 진행하시거나 앱을 재설치 해주세요.",
"steamvr_unavailable": "SteamVR에 연결하는데 실패했습니다.",
"vr_troubleshooting_hmd_not_found": "VR헤드셋을 연결 한 후 SteamVR를 켜주세요.",
"vr_troubleshooting_connect_steamlink": "VR헤드셋에 SteamLink를 실행한 뒤, SteamVR에 연결해주세요.",
"vr_troubleshooting_generic": "VR헤드셋을 연결 한 후 SteamVR를 켜주세요. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "보정",
"calibration_count_none": "보정된 값은 없습니다. 새로운 보정값을 만들어주세요.", // Shown when there are no calibrations active
"calibration_new": "새로 보정하기",
"calibration_delete": "보정값 삭제",
"calibration_next": "다음 보정값",
"calibration_previous": "이전 보정값",
"calibration_status_none": "보정된 기기가 없습니다.",
"calibration_status_none_description": "연결할 기기를 선택하여 보정을 시작합니다.",
"calibration_status_edit": "보정값 수정",
"calibration_status_edit_description": "현재 보정값을 수정합니다.",
"calibration_status_continuous": "연속 보정",
"calibration_status_continuous_description": "보정작업이 활성화 상태입니다. 수 초 마다 고정된 트래커를 이용하여 자동으로 재보정합니다.",
"calibration_status_standard": "일반 보정",
"calibration_status_standard_description": "보정작업이 활성화 상태입니다. 드리프트가 일어나면 재보정해야 할 수 있습니다.",
// space here refers to a tracking space / tracking system.
"reference_device": "기준 장치",
"reference_device_description": "보정에서 기준이 될 장치를 선택합니다. 일반적으로 VR 헤드셋이나 컨트롤러가 있습니다.",
"target_device": "타겟 장치",
"target_device_description": "위치를 맞출 트래커나 컨트롤러 장치를 선택합니다.",
"select_reference_device": "기준 장치 선택",
"select_target_device": "타겟 장치 선택",
"identify_selected_devices": "선택한 장치 식별하기 (LED가 깜빡거리거나 진동이 울립니다.)",
"identify_auto_detect_devices": "장치 자동 감지",
"calibration_error_reference_hmd_missing": "\"{0}\"에서 타겟 장치를 찾을 수 없습니다. 재보정을 해야합니다.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage tracking가 비활성화 상태입니다! 더 나은 경험을 위해 버츄얼 데스크탑 메뉴에서 Streaming 탭에 들어 간 후 \"Center to play area (Stage Tracking)\"를 활성화 해주세요.",
"calibration_warning_stage_tracking_disabled_ignore_button": "다시 보여주지 않기",
"calibration_action_start": "일반 보정",
"calibration_action_clear": "보정값 삭제",
"calibration_action_continuous": "연속 보정",
"calibration_action_edit": "보정값 수정",
"save_calibration_profile": "프로파일 저장",
"calibration_progress": "보정 진행",
"calibration_info_move_around_insufficient_samples": "선택한 장치들을 잡고 8자 모양으로 주변을 움직여주세요.",
"calibration_speed": "보정 속도",
"calibration_speed_description": "보정 속도를 정합니다. 느리게 설정 할 수록 정확해집니다. ",
"calibration_speed_fast": "빠르게",
"calibration_speed_slow": "느리게",
"calibration_speed_very_slow": "매우 느리게",
/* Editing calibrations */
"edit_calibration_rotation": "각도",
"edit_calibration_position": "위치 (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "스케일 (m)",
"continuous_hide_tracker": "앱에서 타겟 장치를 숨깁니다.",
"continuous_relative_calibration": "상대 보정 활성화",
"continuous_relative_calibration_description": "기준 장치를 상대적으로 보정합니다. (기본적으로 헤드셋) 매 프레임 마다 재보정 할 필요 없이 업데이트 됩니다. 해당 기능은 *연속 보정*을 요구합니다.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "없음", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "삼성 기어 VR",
"virtual_desktop_hmd_oculus_go": "오큘러스 Go",
"virtual_desktop_hmd_oculus_quest_1": "오큘러스 퀘스트",
"virtual_desktop_hmd_oculus_quest_2": "오큘러스 퀘스트 2",
"virtual_desktop_hmd_meta_quest_pro": "메타 퀘스트 프로",
"virtual_desktop_hmd_pico_4": "피코 4",
"virtual_desktop_hmd_meta_quest_3": "메타 퀘스트 3",
"virtual_desktop_hmd_meta_quest_3s": "메타 퀘스트 3S",
"virtual_desktop_hmd_pico_4_ultra": "피코 4 울트라",
"virtual_desktop_hmd_samsung_galaxy_xr": "삼성 갤럭시 XR",
"virtual_desktop_hmd_play_for_dream_mr": "플레이 포 드림 MR",
/* vertical tabs on the left */
"tab_page_calibration": "보정",
"tab_page_graphs": "그래프",
"tab_page_base_station_management": "베이스 스테이션",
"tab_page_settings": "설정",
"tab_page_debug": "디버그",
"tab_page_learn": "더 알아보기",
"tab_page_about": "소개",
/* graphs */
"graphs_title": "그래프",
/* base stations */
"base_stations_title": "베이스 스테이션 관리",
"base_stations_no_bluetooth": "유효한 블루투스 어뎁터를 찾을 수 없습니다. BLE(Bluetooth Low Energy)가 호환되는 블루투스 어뎁터를 연결하여 베이스 스테이션을 관리 할 수 있습니다.",
"base_stations_none_found": "베이스 스테이션을 찾을 수 없습니다. 만일 있다하면 연결해주세요.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "채널 충돌이 감지되었습니다! 트래킹에 문제가 발생 할 수 있습니다. 각 베이스 스테이션 마다 개별적인 채널을 사용해야합니다.",
"base_stations_state_sleep": "수면중",
"base_stations_state_standby": "대기중",
"base_stations_state_active": "활성화됨",
"base_stations_state_unknown": "알 수 없음",
"base_stations_state_faulty": "문제있음",
"base_stations_channel_select_label": "베이스 스테이션 채널을 선택해주세요:",
"base_stations_active_channel": "채널 {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "별명",
/* actions */
"base_stations_action_wake_all": "전부 깨우기",
"base_stations_action_sleep_all": "전부 재우기",
"base_stations_action_fix_collisions": "채널 충돌 고치기",
"base_stations_btn_wake": "깨우기",
"base_stations_btn_standby": "대기",
"base_stations_btn_sleep": "재우기",
"base_stations_btn_edit": "수정",
"base_stations_btn_save": "저장",
"base_station_power_management": "베이스 스테이션 전원 관리",
"base_stations_power_mgmt_enable": "전원 관리 활성화 *",
"base_stations_power_mgmt_enable_description_standby": "SteamVR를 사용하지 않을 때 베이스 스테이션을 대기상태로 바꿉니다. 그리고 SteamVR를 사용할 때 깨웁니다.",
"base_stations_power_mgmt_enable_description_sleep": "SteamVR를 사용하지 않을 때 베이스 스테이션을 수면상태로 바꿉니다. 그리고 SteamVR를 사용할 때 깨웁니다.",
"base_stations_power_mgmt_on_startup": "SteamVR를 시작할 때 베이스 스테이션을 킵니다.",
"base_stations_power_mgmt_on_startup_description": "SteamVR를 시작할 때 꺼져있는 베이스 스테이션의 전원을 킵니다.",
"base_stations_power_mgmt_on_shutdown": "SteamVR를 종료할 때 베이스 스테이션을 끕니다.",
"base_stations_power_mgmt_on_shutdown_description": "SteamVR를 사용하지 않을 때 베이스 스테이션의 전원을 끕니다.",
"base_stations_power_mgmt_standby": "대기",
"base_stations_power_mgmt_standby_description": "베이스 스테이션의 레이저만 끕니다. SteamVR이 시작할 때 빠르게 켜지지만, 베이스 스테이션 1.0에서는 작동하지 않으며 일부 베이스 스테이션 2.0에서는 작동하지 않을 수 있습니다. 이 경우 수면을 사용해주세요.",
"base_stations_power_mgmt_sleep": "수면",
"base_stations_power_mgmt_sleep_description": "베이스 스테이션의 모터와 레이저의 전원을 끕니다.",
"base_stations_power_mgmt_warning": "* 여러 SteamVR 사용자가 트래킹 공간을 공유할 경우 사용하는 것을 추천하지 않습니다.",
/* settings */
"settings_title": "설정",
"settings_advanced": "고급 설정",
"settings_advanced_description": "전문 사용자를 위한 추가적인 설정이 보입니다.",
"settings_calibrate_motion_vectors": "모션 벡터 보정",
"settings_calibrate_motion_vectors_description": "반응성 움직임에 대한 움직임 예측이 향상됩니다. 물리 효과가 높은 게임에 영향이 있을 수 있습니다.",
"settings_autofix_playspace_jumps": "트래커 튀었을때 자동 연결",
"settings_autofix_playspace_jumps_description": "트래커가 튀는것을 감지하여 자동으로 보정을 시도합니다.",
"settings_enforce_minimum_rotation_variance": "최소 각도 변화 강제",
"settings_enforce_minimum_rotation_variance_description": "보정 품질을 향상하기 위해 비슷한 각도값을 자동으로 거부합니다.",
"settings_locale": "언어",
"settings_reset": "모든 설정값 초기화",
"settings_reset_description": "모든 설정을 기본값으로 초기화 합니다. 초기화 후 설정값을 되돌릴 수 없습니다.",
"settings_reset_confirm": "설정값이 기본값으로 초기화되고 초기화 이후에 해당 행동을 되돌릴 수 없습니다. 진행하시겠습니까?",
"settings_reset_yes": "네",
"settings_reset_no": "아니요",
/* about */
"about_title": "소개",
"about_description": "Space Calibrator는 SteamVR에서 여러 제조사의 장치들을 함께 움직일 수 있도록 하는 오픈소스 무료 도구입니다.",
"about_view_source_info": "소스코드들은 GitHub 리포지토리에서 확인 할 수 있습니다.",
"about_contributors_title": "기여자들",
"about_contributors_description": "Space Calibrator가 여기에 있을 수 있도록 도와주신 분들 입니다:",
"about_translators_title": "번역가들",
"about_translators_description": "Space Calibrator를 번역해주신 분들 입니다:",
"about_licenses_title": "라이선스",
"about_licenses_description": "해당 프로그램은 MIT 라이선스 내에 있습니다 . 기타 의존성에 대해서는 별도의 라이선스 내에 있습니다, 자세한 내용은 라이선스를 참고해주세요.",
"about_link_github": "GitHub",
"about_link_discord": "디스코드 서버",
"about_link_logs_dir": "로그 파일",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "다른 Space Calibrator가 이미 실행중에 있습니다.",
"troubleshoot_diagnosis_legacy_ipc_found_description": "서로 충돌되는 Space Calibrator가 실행중에 있습니다. 삭제를 해야 실행할 수 있습니다. 자동으로 삭제를 진행할까요?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "다른 Space Calibrator가 이미 실행중에 있습니다",
"troubleshoot_diagnosis_legacy_overlay_found_description": "다른 버전의 Space Calibrator가 실행중에 있습니다. 삭제를 진행할까요?",
"troubleshoot_action_yes": "네",
"troubleshoot_action_no": "아니요",
"troubleshoot_action_quit": "나가기",
/* tutorial */
"learn_title": "더 알아보기",
"learn_card_standard_calibration": "일반 보정",
"learn_card_standard_calibration_description": "서로 다른 장치를 연결하는 방법에 대해 배웁니다.",
"learn_card_continuous_calibration": "연속 보정",
"learn_card_continuous_calibration_description": "주기적으로 보정하여 발생하는 오차를 줄이는 방법에 대해 배웁니다.",
"learn_card_base_station_management": "베이스 스테이션 관리",
"learn_card_base_station_management_description": "무선으로 베이스 스테이션을 관리 하는 방법에 대해 배웁니다.",
"learn_card_ui_tour": "UI 투어",
"learn_card_ui_tour_description": "Space Calibrator의 인터페이스를 둘러봅니다.",
"learn_action_back": "뒤로가기",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "일반 보정은 서로 다른 두 트래킹 시스템을 하나로 연동함으로써 VR 장치들이 같은 플레이 공간에서 작동하도록 설정합니다.",
"learn_page_standard_select_devices_title": "장치를 선택해주세요",
"learn_page_standard_select_devices_desc": "시작하기 전에 사용자가 앱에서 연동할 두 장치를 선택해줘야합니다.",
"learn_page_standard_ref_device": "기준 장치: 보정에서 기준이 될 장치를 선택합니다. 일반적으로 컨트롤러가 있습니다.",
"learn_page_standard_target_device": "타겟 장치: 연동되지 않은 기준 장치에 맞출 트래커나 컨트롤러 장치를 선택합니다.",
"learn_page_standard_perform_title": "보정을 진행합니다",
"learn_page_standard_perform_step1": "기준 장치와 타겟 장치를 한 손에 단단히 쥐어 줍니다. 가능한 단단히 쥐어줌으로써 보정 과정중에 움직이지 않도록 고정합니다.",
"learn_page_standard_perform_step2": "일반 보정 버튼을 눌러 보정을 시작합니다.",
"learn_page_standard_perform_step3": "밑에 있는 그림 처럼 방 안을 8자 모양으로 움직여주세요.",
"learn_page_standard_speeds_title": "보정 속도",
"learn_page_standard_speeds_desc": "필요에 따라 보정 속도를 조절하여 어느정도 움직일지 정할 수 있습니다. 움직임이 많을 수록 보정 품질이 향상됩니다.",
"learn_page_standard_speed_fast": "빠름: 보정을 하는데 시간이 적게 소모되지만 그만큼 보정 품질이 좋지 않을 수 있습니다.",
"learn_page_standard_speed_slow": "느림 / 매우 느림: 보정을 하는데 시간이 많이 소모되지만 그만큼 보정 품질이 좋아질 수 있습니다.",
"learn_page_standard_completion_note": "진행바가 다 채워지면, 여러분의 장비가 연동되어 있을 것입니다. 그렇지 않는다면 다시 보정을 진행하셔야합니다.",
"learn_page_standard_drift_title": "드리프트에 대하여",
"learn_page_standard_drift_desc": "시간이 지날수록 장치들은 드리프트를 일으키게 되어 보정이 망가지게 됩니다. 다시 보정하여 맞추면 되지만, 자주 일어나게 되면 연속 보정을 고려해봐야할 수 있습니다.",
"learn_page_continuous_desc1": "만약 여러분께서 장치가 천천히 돌아가거나 튀거나 드리프팅이 일어나는걸 알게되었다면 연속 보정이 해결책이 될 수 있습니다.",
"learn_page_continuous_desc2": "백그라운드에서 보정을 연속적으로 해줌으로써 매번 멈추고 보정하는 번거로운 작업을 할 필요가 없어집니다.",
"learn_page_continuous_note_title": "알아야 할 내용",
"learn_page_continuous_note_desc": "헤드셋에 고정된 트래커(뚝트)가 필수적으로 요구됩니다.",
"learn_page_continuous_desc3": "연속 보정은 지속적으로 재보정을 함으로써 한번 설정해두면 보정 문제에 대해 더 이상 신경 쓸 필요가 없습니다.",
"learn_page_continuous_setup_instructions": "연속 보정을 하기 위해 일반 보정에서 처음 설명했던것 처럼 장치를 선택해야합니다. 이번엔 헤드셋이 기준 장치가 되고, 헤드셋에 고정된 트래커(뚝트)가 타켓 장치가 되어야합니다. 그 다음 연속 보정 버튼을 누릅니다. 초기 보정이 될 때 까지 시간이 걸립니다. 앱이 움직임을 학습할 수 있도록 몸을 움직여주세요!",
"learn_page_continuous_should_use_title": "연속 보정을 꼭 써야할까요?",
"learn_page_continuous_should_use_standard": "만약 여분의 트래커가 없거나, 장시간 동안 플레이 하지 않거나, 일반 보정을 자주하는것에 있어 불편함이 없다면 일반 보정을 사용하셔도 문제 없습니다.",
"learn_page_continuous_should_use_continuous": "만약 드리프트가 일어날 정도로 장시간을 플레이 하거나, 드리프트에 대해 생각하기도 싫다면 연속 보정을 사용하시면 됩니다.",
"learn_page_continuous_physical_setup_title": "물리적 설정(헤드셋 위에 트래커 장착)",
"learn_page_continuous_physical_setup_desc1": "연속 보정을 사용하기 위해서는 헤드셋 위에 트래커를 고정시켜야합니다. 헤드셋 마다 별도의 마운트가 존재하며 3D 프린터 출력물을 만들거나, 커뮤니티에서 사용하는 방법을 찾을 수 있습니다.",
"learn_page_continuous_physical_setup_desc2": "장착했으면 트래커는 반드시 고정되어야하며. 흔들리거나 덜 고정되어선 안됩니다. 잘 고정되어있다면 그만큼 연속 보정의 결과값도 일정하고 좋아집니다.",
"learn_page_basestation_desc": "Space Calibrator은 BLE가 호환되는 Bluetooth 어뎁터가 있을 경우 SteamVR 베이스 스테이션을 조작할 수 있습니다.",
"learn_page_basestation_1_title": "베이스 스테이션 1.0",
"learn_page_basestation_1_desc": "해당 모델은 키거나 끄기만 할 수 있습니다. 무선으로 채널을 설정할 수 없습니다. 후면에 있는 물리 버튼을 이용하여 채널을 바꿀 수 있습니다.",
"learn_page_basestation_2_title": "베이스 스테이션 2.0",
"learn_page_basestation_2_desc1": "Valve와 HTC에서 생산되며, 1.0보다 더 나은 무선 설정을 할 수 있습니다. 무선으로 전원을 키거나 끌 수 있으며 채널까지 설정할 수 있습니다. 베이스 스테이션 2.0은 개별적인 채널을 사용해야하며, 그렇지 않을 경우 작동하지 않을 수 있습니다. Space Calibrator는 이것에 대해 고칠 수 있습니다.",
"learn_page_basestation_2_desc2": "베이스 스테이션 2.0 채널을 변경하기 위해, 베이스 스테이션 관리 탭으로 들어갑니다. 조작할 베이스 스테이션을 설정하여 원하는 채널을 선택하면 됩니다.(녹색으로 표시됩니다.).",
"learn_page_basestation_auto_power_title": "전원 설정",
"learn_page_basestation_auto_power_desc": "설정 탭에서 베이스 스테이션 전원 관리를 할 수 있습니다. Space Calibrator가 실행되면 베이스 스테이션이 켜지게 됩니다. 그리고 SteamVR을 끄게 되면 베이스 스테이션이 꺼집니다. (Space Calibrator가 켜져있어야합니다.) 만일 Space Calibrator를 수동으로 먼저 끈 상태에서 SteamVR을 끄게되면 베이스 스테이션이 꺼지지 않습니다.",
"learn_page_ui_tour_desc": "해당 인터페이스에서 여러 탭이 나뉘어져 있으며 각기 다른 내용을 포함하고 있습니다.",
"learn_page_ui_tour_calibration_heading": "보정 탭",
"learn_page_ui_tour_cal_desc1": "보정 탭에는 보정에 필요한 설정들이 있습니다. 여러분들은 여기서 보정을 할 수 있습니다.",
"learn_page_ui_tour_cal_desc2": "상단에 있는 카드는 보정이 활성화 되어있는지, 어떤 방법으로 보정되어있는지 확인 할 수 있습니다.",
"learn_page_ui_tour_cal_desc3": "바로 아래에 있는 것은 보정에 사용할 장치를 선택할 수 있는 구간입니다. 첫번째로 어떠한 트래킹 시스템에서 보정할지 설정해야합니다. 그 뒤에 왼쪽 패널에서 기준 장치를 정하고 오른쪽 패널에서 타켓 장치를 정합니다.",
"learn_page_ui_tour_cal_desc4": "그 뒤로 아래에 있는 버튼들은 어떤 방법으로 보정 할지 선택하는 버튼들 입니다. 어떤 보정을 사용해야하는지 모르겠다하면 일반 보정 페이지와 연속 보정 페이지를 읽어보시는걸 권장합니다.",
"learn_page_ui_tour_cal_desc5": "그리고 그 아래로 있는 옵션들은 보정에 대한 옵션들을 설정할 수 있으며, 몇몇 옵션들은 고급 설정을 활성화해야 보이게됩니다.",
"learn_page_ui_tour_base_stations_heading": "베이스 스테이션 관리 탭",
"learn_page_ui_tour_bs_desc": "여기서는 BLE를 지원하는 Bluetooth 어뎁터가 있는 경우 베이스 스테이션들을 관리 할 수 있는 탭입니다. 보통은 초기 설정 이후 해당 부분을 건들일 필요는 없습니다.",
"learn_page_ui_tour_settings_heading": "설정 탭",
"learn_page_ui_tour_settings_desc1": "여기서는 프로그램에서 광역 설정 할 수 있는 탭입니다. 여기에는 고급 설정, 베이스 스테이션 관리, 그리고 UI언어를 설정 할 수 있습니다.",
"learn_page_ui_tour_settings_desc2": "일부 기능들은 고급 설정을 활성화 해야 보이게됩니다. 해당 기능들이 무슨 역할을 하는지 아는 경우에만 활성화 하는것을 권장드립니다.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "영어 (영국)",
"languages_en_US": "영어 (미국)",
"languages_fr": "프랑스어",
"languages_it": "이탈리아어",
"languages_de": "독일어",
"languages_nl": "네덜란드어",
"languages_es_ES": "스페인어 (스페인)",
"languages_es_US": "스페인어 (라틴 아메리카)",
"languages_da": "덴마크어",
"languages_sv": "스웨덴어",
"languages_fi": "필란드어",
"languages_no": "노르웨이어",
"languages_bg": "불가리아어",
"languages_pl": "폴란드어",
"languages_cs": "체코어",
"languages_el": "그리스어",
"languages_hu": "헝가리어",
"languages_pt_PT": "포르투갈어 (포르투갈)",
"languages_pt_BR": "포르투갈어 (브라질)",
"languages_ro": "로마어",
"languages_ru": "라시아어",
"languages_tr": "튀르키에어",
"languages_uk": "우크라이나어",
"languages_zh_HANS": "중국어 (간체자)",
"languages_zh_HANT": "중국어 (번체자)",
"languages_ja": "일본어",
"languages_ko": "한국어",
"languages_th": "태국어",
"languages_vi": "베트남어",
"languages_system": "시스템 언어"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - lukk VR-overlayet for å bruke musen", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Fant ingen sporingsenheter. Slå på en enhet for å fortsette.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "En alvorlig feil har oppstått! Vennligst rapporter dette til utvikleren enten på GitHub eller Steam-diskusjoner slik at dette kan rettes opp i.",
"ipc_unavailable": "Tilkobling til Space Calibrator SteamVR-driveren mislyktes. Velg \"Sjekk etter feil i spillfiler\" under Egenskaper ... -> Installerte filer, eller installer appen på nytt.",
"steamvr_unavailable": "Tilkobling til SteamVR mislyktes.",
"vr_troubleshooting_hmd_not_found": "Vennligst koble til VR-headsettet og start SteamVR først.",
"vr_troubleshooting_connect_steamlink": "Vennligst åpne SteamLink på VR-headsettet ditt og koble til SteamVR først.",
"vr_troubleshooting_generic": "Vennligst koble til VR-headsettet og start SteamVR først. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Kalibrering",
"calibration_count_none": "Ingen kalibrering funnet. Vennligst opprett en ny kalibrering for å komme i gang.", // Shown when there are no calibrations active
"calibration_new": "Ny kalibrering",
"calibration_delete": "Slett kalibrering",
"calibration_next": "Neste kalibrering",
"calibration_previous": "Forrige kalibrering",
"calibration_status_none": "Ingen aktiv kalibrering",
"calibration_status_none_description": "Vennligst velg et par enheter og utfør kalibrering for å komme i gang.",
"calibration_status_edit": "Redigerer kalibreringen",
"calibration_status_edit_description": "Redigerer nåværende kalibrering.",
"calibration_status_continuous": "Kontinuerlig kalibrering",
"calibration_status_continuous_description": "Aktiv kalibrering pågår. En montert tracker brukes til å rekalibrere automatisk med få sekunders mellomrom.",
"calibration_status_standard": "Standard kalibrering",
"calibration_status_standard_description": "Du har en aktiv kalibrering. Ny kalibrering kan bli nødvendig ved eventuelle avvik (drift).",
// space here refers to a tracking space / tracking system.
"reference_device": "Referanseenhet",
"reference_device_description": "Dette er enheten som brukes til kalibrering, som regel VR-headsettet ditt eller en kontroller.",
"target_device": "Målenhet",
"target_device_description": "Denne enheten brukes til å rette inn trackere eller kontrollere.",
"select_reference_device": "Velg referanseenhet",
"select_target_device": "Velg målenhet",
"identify_selected_devices": "Identifiser valgte enheter (LED-blinking eller vibrasjon)",
"identify_auto_detect_devices": "Finn enheter automatisk",
"calibration_error_reference_hmd_missing": "Fant ikke målenheten i sporingssystemet \"{0}\". Ny kalibrering kan være nødvendig.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Posisjonssporing er deaktivert! For en bedre opplevelse, åpne Virtual Desktop-menyen på din Quest, gå til Streamingfanen og aktiver \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Vis aldri dette igjen",
"calibration_action_start": "Standard kalibrering",
"calibration_action_clear": "Nullstill kalibrering",
"calibration_action_continuous": "Kontinuerlig kalibrering",
"calibration_action_edit": "Rediger kalibrering",
"save_calibration_profile": "Lagre profil",
"calibration_progress": "Kalibreringsfremdrift",
"calibration_info_move_around_insufficient_samples": "Hold de valgte enhetene inntil hverandre og gå rundt i spilleområdet mens du beveger dem i rolige åttetallsbevegelser.",
"calibration_speed": "Kalibreringshastighet",
"calibration_speed_description": "Tidsbruk ved kalibrering. Tregere kalibreringer er ofte mer presise.",
"calibration_speed_fast": "Rask",
"calibration_speed_slow": "Sakte",
"calibration_speed_very_slow": "Veldig sakte",
/* Editing calibrations */
"edit_calibration_rotation": "Rotasjon",
"edit_calibration_position": "Posisjon (m)",
"edit_calibration_yaw": "Yaw",
"edit_calibration_pitch": "Pitch",
"edit_calibration_roll": "Roll",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Skala (m)",
"continuous_hide_tracker": "Skjul referanseenheten fra apper",
"continuous_relative_calibration": "Slå på relativ kalibrering",
"continuous_relative_calibration_description": "Kalibreringen gjøres relativt til målenheten (som regel VR-headsettet), slik at den oppdateres i sanntid per bilde. Dette KREVER kontinuerlig kalibrering.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Ingen", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Kalibrering",
"tab_page_graphs": "Grafer",
"tab_page_base_station_management": "Basestasjoner",
"tab_page_settings": "Innstillinger",
"tab_page_debug": "Feilsøking",
"tab_page_learn": "Lær",
"tab_page_about": "Om",
/* graphs */
"graphs_title": "Grafer",
/* base stations */
"base_stations_title": "Basestasjonshåndtering",
"base_stations_no_bluetooth": "Fant ingen gyldig Bluetooth-adapter. Koble til en BLE-kompatibel enhet for å bruke Basestasjonshåndtering.",
"base_stations_none_found": "Ingen basestasjoner ble funnet. Sørg for at de er plugget i hvis du har noen.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Kanalkollisjon funnet! Dette skaper problemer med sporingen. Hver basestasjon må ha sin egen kanal.",
"base_stations_state_sleep": "Hvilemodus",
"base_stations_state_standby": "Standby",
"base_stations_state_active": "Aktiv",
"base_stations_state_unknown": "Ukjent",
"base_stations_state_faulty": "Defekt",
"base_stations_channel_select_label": "Velg en basestasjonskanal:",
"base_stations_active_channel": "Kanal {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Kallenavn",
/* actions */
"base_stations_action_wake_all": "Vekk alle",
"base_stations_action_sleep_all": "Sett alle i hvilemodus",
"base_stations_action_fix_collisions": "Løs kanalkollisjoner",
"base_stations_btn_wake": "Vekk",
"base_stations_btn_standby": "Standby",
"base_stations_btn_sleep": "Hvilemodus",
"base_stations_btn_edit": "Rediger",
"base_stations_btn_save": "Lagre",
"base_station_power_management": "Strømstyring for basestasjoner",
"base_stations_power_mgmt_enable": "Aktiver strømstyring *",
"base_stations_power_mgmt_enable_description_standby": "Tilkoblede basestasjoner går i standby når SteamVR ikke er i bruk, og våkner igjen når SteamVR starter.",
"base_stations_power_mgmt_enable_description_sleep": "Tilkoblede basestasjoner går i hvilemodus når SteamVR ikke er i bruk, og våkner igjen når SteamVR starter.",
"base_stations_power_mgmt_on_startup": "Aktiver basestasjoner ved oppstart av SteamVR",
"base_stations_power_mgmt_on_startup_description": "Inaktive basestasjoner vekkes når SteamVR kjøres.",
"base_stations_power_mgmt_on_shutdown": "Slå av basestasjoner når SteamVR lukkes",
"base_stations_power_mgmt_on_shutdown_description": "Basestasjoner slår seg av når SteamVR ikke brukes.",
"base_stations_power_mgmt_standby": "Standby",
"base_stations_power_mgmt_standby_description": "Basestasjonene deaktiverer kun laserne for at de skal våkne raskere når SteamVR starter. Dette støttes ikke av 1.0-modeller eller visse 2.0-modeller, og disse vil i stedet gå i hvilemodus.",
"base_stations_power_mgmt_sleep": "Hvilemodus",
"base_stations_power_mgmt_sleep_description": "Basestasjoner slår av lasere og motorer.",
"base_stations_power_mgmt_warning": "* ANBEFALES IKKE for delte sporingsområder med flere SteamVR-brukere.",
/* settings */
"settings_title": "Innstillinger",
"settings_advanced": "Avanserte innstillinger",
"settings_advanced_description": "Viser avanserte innstillinger og finjustering for erfarne brukere.",
"settings_calibrate_motion_vectors": "Kalibrer bevegelsesvektorer",
"settings_calibrate_motion_vectors_description": "Gir bedre bevegelsesforutsigbarhet for raskere sporing. Kan påvirke spill med mye fysikk.",
"settings_autofix_playspace_jumps": "Autokorriger hopp i spilleområdet",
"settings_autofix_playspace_jumps_description": "Prøver å automatisk finne og rette opp plutselige hopp i sporing av spilleområdet.",
"settings_enforce_minimum_rotation_variance": "Tving minimum rotasjonsvarians",
"settings_enforce_minimum_rotation_variance_description": "Avviser automatisk prøver med lignende rotasjon for å forbedre kalibreringskvaliteten.",
"settings_locale": "Språk",
"settings_reset": "Nullstill alle innstillinger",
"settings_reset_description": "Tilbakestiller alle innstillinger til standardverdier. Dette er permanent og kan ikke angres.",
"settings_reset_confirm": "Denne endringen er permanent og kan ikke angres. Er du sikker på at du vil fortsette?",
"settings_reset_yes": "Ja",
"settings_reset_no": "Nei",
/* about */
"about_title": "Om",
"about_description": "Space Calibrator er et gratis programvareverktøy basert på åpen kildekode som gjør det mulig å kombinere utstyr fra forskjellige leverandører i SteamVR.",
"about_view_source_info": "Kildekoden er tilgjengelig i GitHub-repositoriet.",
"about_contributors_title": "Bidragsytere",
"about_contributors_description": "Space Calibrator har blitt til takket være følgende personer:",
"about_translators_title": "Oversettere",
"about_translators_description": "Space Calibrator har blitt oversatt av følgende personer:",
"about_licenses_title": "Lisenser",
"about_licenses_description": "Dette programmet er utgitt under MIT-lisensen. Andre avhengigheter har egne lisensvilkår; se oversikten nedenfor for mer informasjon.",
"about_link_github": "GitHub",
"about_link_discord": "Discord-server",
"about_link_logs_dir": "Loggmappe",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "En annen instans av Space Calibrator kjører allerede",
"troubleshoot_diagnosis_legacy_ipc_found_description": "En annen versjon av Space Calibrator kjører allerede. Du må avinstallere denne før du kan fortsette. Vil du at denne skal fjernes automatisk?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "En annen instans av Space Calibrator kjører allerede",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Det finnes allerede en annen versjon av Space Calibrator på maskinen. Vil du avinstallere denne?",
"troubleshoot_action_yes": "Ja",
"troubleshoot_action_no": "Nei",
"troubleshoot_action_quit": "Avslutt",
/* tutorial */
"learn_title": "Lær",
"learn_card_standard_calibration": "Standard kalibrering",
"learn_card_standard_calibration_description": "Lær hvordan du kalibrerer et par enheter.",
"learn_card_continuous_calibration": "Kontinuerlig kalibrering",
"learn_card_continuous_calibration_description": "Kalibrerer ofte for å kompensere for avvik (drift) i løpet av økten.",
"learn_card_base_station_management": "Basestasjonshåndtering",
"learn_card_base_station_management_description": "Trådløs styring av dine SteamVR-basestasjoner.",
"learn_card_ui_tour": "Omvisning i brukergrensesnittet",
"learn_card_ui_tour_description": "Oversikt over brukergrensesnittet i Space Calibrator.",
"learn_action_back": "Tilbake",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Standardkalibrering synkroniserer to sporingssystemer slik at VR-enhetene dine fungerer sammen på samme fysiske område.",
"learn_page_standard_select_devices_title": "Velg enhetene dine",
"learn_page_standard_select_devices_desc": "Appen trenger å vite hvilke to enheter som skal synkroniseres før du kan starte.",
"learn_page_standard_ref_device": "Referanseenhet: Dette er enheten du kalibrerer etter, som regel en kontroller.",
"learn_page_standard_target_device": "Målenhet: Den ujusterte enheten som skal kalibreres, som regel en tracker eller tilsvarende.",
"learn_page_standard_perform_title": "Utfør kalibreringen",
"learn_page_standard_perform_step1": "Hold begge enhetene i et fast grep med én hånd. Pass på at de holdes helt i ro mens kalibreringen pågår.",
"learn_page_standard_perform_step2": "Trykk på Standardkalibrering-knappen for å starte kalibreringen.",
"learn_page_standard_perform_step3": "Gå rundt i rommet mens du fører enhetene i et åttetall, som vist under.",
"learn_page_standard_speeds_title": "Kalibreringshastigheter",
"learn_page_standard_speeds_desc": "Du kan velge å justere kalibreringshastigheten for å styre hvor mye bevegelse som trengs. Økt bevegelse gir som regel bedre kalibreringskvalitet.",
"learn_page_standard_speed_fast": "Rask: Sparer tid ved kalibrering, men kan gi et mindre presist resultat.",
"learn_page_standard_speed_slow": "Sakte / Veldig sakte: Kalibreringen tar lengre tid, men gir ofte mer presise resultater.",
"learn_page_standard_completion_note": "Når fremdriftslinjen er fullført, skal enhetene dine dukke opp i VR med en gang. Prøv å kalibrere på nytt dersom dette ikke skjer.",
"learn_page_standard_drift_title": "En merknad om avvik (drift)",
"learn_page_standard_drift_desc": "Enhetene dine kan miste nøyaktigheten over tid slik at kalibreringen ikke lenger stemmer. Skjer dette, må du utføre en ny kalibrering. Dersom dette må gjøres ofte, bør du vurdere å aktivere kontinuerlig kalibrering.",
"learn_page_continuous_desc1": "Dersom du opplever at enhetene dine begynner å skli eller rotere ut av stilling mens du spiller, så vil kontinuerlig kalibrering være en mulig løsning.",
"learn_page_continuous_desc2": "Kontinuerlig kalibrering sørger for at sporingen din alltid er synkronisert i bakgrunnen mens du spiller, slik at du slipper å avbryte spillet for manuell kalibrering.",
"learn_page_continuous_note_title": "Merk",
"learn_page_continuous_note_desc": "Du MÅ ha en egen tracker montert på VR-headsettet ditt for å bruke denne funksjonen.",
"learn_page_continuous_desc3": "Kontinuerlig kalibrering prøver å rekalibrere enhetene dine med jevne mellomrom for å fjerne alt av drift. Dette gjør at du slipper å tenke på kalibrering etter at første oppsett er ferdig.",
"learn_page_continuous_setup_instructions": "For å konfigurere kontinuerlig kalibrering må du først velge enhetene dine slik de er beskrevet under standardkalibrering. VR-headsettet skal velges som referanseenhet, mens kalibreringstrackeren skal være målenhet. Trykk så på knappen for kontinuerlig kalibrering for å sette i gang. Den første kalibreringen kan ta litt tid, så beveg deg gjerne rundt for å hjelpe appen med å forstå bevegelsene dine!",
"learn_page_continuous_should_use_title": "Bør du bruke kontinuerlig kalibrering?",
"learn_page_continuous_should_use_standard": "Velg standardkalibrering hvis du ikke har en ekstra tracker på VR-headsettet, sjelden har lange VR-økter, eller synes det er greit å rekalibrere litt når det oppstår avvik.",
"learn_page_continuous_should_use_continuous": "Benytt kontinuerlig kalibrering for å slippe å bekymre deg for avvik. Dette er lurt om du bruker mye tid i VR eller opplever at posisjonen forskyver seg over tid.",
"learn_page_continuous_physical_setup_title": "Fysisk oppsett (montering av trackeren på VR-headsettet ditt)",
"learn_page_continuous_physical_setup_desc1": "Kontinuerlig kalibrering krever en egen tracker montert på VR-headsettet ditt. Utvalget av fester varierer basert på hvilket VR-headsett og tracker-modell du har. Som regel finner du 3D-modeller på nettet som kan 3D-printes for å komme i gang, ellers kan du spørre rundt i fellesskapet for å få tips fra andre.",
"learn_page_continuous_physical_setup_desc2": "Etter montering må trackeren sitte stødig på VR-headsettet. Den skal ikke kunne bevege seg, rotere eller riste. En stabil montering sikrer mer nøyaktig kalibrering.",
"learn_page_basestation_desc": "Space Calibrator gjør det mulig å styre SteamVR-basestasjoner, forutsatt at du har en kompatibel BLE Bluetooth-adapter.",
"learn_page_basestation_1_title": "Basestasjon 1.0-modeller",
"learn_page_basestation_1_desc": "Disse kan kun skrus av eller på. Det er ikke mulig å endre kanaler trådløst; du må i stedet bruke den fysiske knappen bak på basestasjonen for å bytte kanal.",
"learn_page_basestation_2_title": "Basestasjon 2.0-modeller",
"learn_page_basestation_2_desc1": "Produsert av både Valve og HTC, disse tilbyr bedre trådløs styring enn 1.0-basestasjoner. Her kan du kontrollere av- og på-funksjonen og endre kanalinnstillinger. 2.0-basestasjoner må ha hver sin unike kanal for å fungere. Skulle det oppstå en konflikt, vil Space Calibrator hjelpe deg med å løse den.",
"learn_page_basestation_2_desc2": "For å endre kanal på en 2.0-basestasjon, går du til Basestasjonshåndtering-tabben, trykker på redigeringsikonet for den aktuelle basestasjonen og velger ønsket kanal (markert med grønt).",
"learn_page_basestation_auto_power_title": "Automatisk strømstyring",
"learn_page_basestation_auto_power_desc": "Under innstillingsfanen kan du aktivere automatisk styring av basestasjoner. Dette slår på basestasjonene når Space Calibrator starter, og slår dem av igjen når SteamVR lukkes (så lenge Space Calibrator kjører). Merk at basestasjonene IKKE slås av automatisk hvis du lukker Space Calibrator manuelt før SteamVR.",
"learn_page_ui_tour_desc": "Dette grensesnittet er delt opp i flere faner som inneholder forskjellige ting.",
"learn_page_ui_tour_calibration_heading": "Kalibreringsfane",
"learn_page_ui_tour_cal_desc1": "Kalibreringsfanen inneholder innstillinger for kalibrering. Her kan du administrere kalibreringene dine.",
"learn_page_ui_tour_cal_desc2": "Øverst ser du et kort som forteller om en kalibrering er aktiv, og hvilken type det er snakk om.",
"learn_page_ui_tour_cal_desc3": "Under dette velger du hvilke enheter som skal brukes til kalibrering. Begynn med å velge sporingssystemene som skal kalibreres. Bruk deretter venstre rute for å velge referanseenhet, og høyre rute for å velge enheten som skal kalibreres.",
"learn_page_ui_tour_cal_desc4": "Under dette finner du knappene for å utføre en kalibrering. Er du usikker på hvilken metode du skal bruke, finner du mer informasjon på sidene om standard og kontinuerlig kalibrering.",
"learn_page_ui_tour_cal_desc5": "Nederst i kalibreringsfanen ligger det flere alternativer for kalibrering. Enkelte av disse valgene forutsetter at avanserte innstillinger er aktivert.",
"learn_page_ui_tour_base_stations_heading": "Basestasjonshåndteringsfanen",
"learn_page_ui_tour_bs_desc": "Her kan du styre alle basestasjoner i rommet ditt via en støttet BLE Bluetooth-adapter. Som regel er det ikke behov for å endre disse innstillingene etter første gangs oppsett.",
"learn_page_ui_tour_settings_heading": "Innstillingsfane",
"learn_page_ui_tour_settings_desc1": "Her kan du konfigurere programmets globale innstillinger, som avanserte innstillinger, basestasjonshåndtering og språk.",
"learn_page_ui_tour_settings_desc2": "Noen funksjoner krever at du slår på avanserte innstillinger. Dette bør kun gjøres av erfarne brukere.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Engelsk (UK)",
"languages_en_US": "Engelsk (US)",
"languages_fr": "Fransk",
"languages_it": "Italiensk",
"languages_de": "Tysk",
"languages_nl": "Nederlandsk",
"languages_es_ES": "Spansk (Spania)",
"languages_es_US": "Spansk (Latin-Amerika)",
"languages_da": "Dansk",
"languages_sv": "Svensk",
"languages_fi": "Finsk",
"languages_no": "Norsk",
"languages_bg": "Bulgarsk",
"languages_pl": "Polsk",
"languages_cs": "Tsjekkisk",
"languages_el": "Gresk",
"languages_hu": "Ungarsk",
"languages_pt_PT": "Portugisisk (Portugal)",
"languages_pt_BR": "Portugisisk (Brasil)",
"languages_ro": "Rumensk",
"languages_ru": "Russisk",
"languages_tr": "Tyrkisk",
"languages_uk": "Ukrainsk",
"languages_zh_HANS": "Kinesisk (Forenklet)",
"languages_zh_HANT": "Kinesisk (Tradisjonell)",
"languages_ja": "Japansk",
"languages_ko": "Koreansk",
"languages_th": "Thai",
"languages_vi": "Vietnamesisk",
"languages_system": "Systemspråk"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - zamknij nakładkę VR, aby użyć myszy", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Brak śledzonych urządzeń. Włącz urządzenie, aby kontynuować.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Wystąpił krytyczny błąd! Zgłoś go deweloperowi na Githubie lub w Steam Discussions, aby można go było naprawić.",
"ipc_unavailable": "Nie udało się połączyć ze sterownikiem Space Calibrator SteamVR. Sprawdź integralność plików w Właściwości -> Zainstalowane pliki, lub zainstaluj aplikację ponownie.",
"steamvr_unavailable": "Nie udało się połączyć ze SteamVR.",
"vr_troubleshooting_hmd_not_found": "Podłącz gogle VR i uruchom SteamVR.",
"vr_troubleshooting_connect_steamlink": "Otwórz aplikacje SteamLink na goglach VR i połącz się ze SteamVR.",
"vr_troubleshooting_generic": "Podłącz gogle VR i uruchom SteamVR. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Kalibracja",
"calibration_count_none": "Brak Kalibracji. Utwórz nową kalibrację, aby rozpocząć.", // Shown when there are no calibrations active
"calibration_new": "Nowa Kalibracja",
"calibration_delete": "Usuń Kalibrację",
"calibration_next": "Następna Kalibracja",
"calibration_previous": "Poprzednia Kalibracja",
"calibration_status_none": "Brak aktywnej Kalibracji",
"calibration_status_none_description": "Zaznacz parę urządzeń i przeprowadź kalibrację, aby zacząć.",
"calibration_status_edit": "Edycja Kalibracji",
"calibration_status_edit_description": "Zmodyfikuj bieżącą kalibrację.",
"calibration_status_continuous": "Ciągła Kalibracja",
"calibration_status_continuous_description": "Masz aktywną kalibrację. Używa zamontowanego trackera do automatycznej rekalibracji co kilka sekund.",
"calibration_status_standard": "Standardowa Kalibracja",
"calibration_status_standard_description": "Masz aktywną kalibrację. W przypadku wystąpienia dryfu może być konieczna rekalibracja.",
// space here refers to a tracking space / tracking system.
"reference_device": "Urządzenie referencyjne",
"reference_device_description": "To urządzenie, według którego kalibrujesz. Zazwyczaj gogle VR lub kontrolery.",
"target_device": "Urządzenie docelowe",
"target_device_description": "To urządzenie zostanie użyte do dopasowania trackerów lub kontrolerów.",
"select_reference_device": "Wybierz urządzenie referencyjne",
"select_target_device": "Wybierz urządzenie docelowe",
"identify_selected_devices": "Zidentyfikuj wybrane urządzenie (miga diodą lub wibruje)",
"identify_auto_detect_devices": "Automatyczne wykrywanie urządzeń",
"calibration_error_reference_hmd_missing": "Nie można znaleźć urządzenia docelowego z systemu śledzenia \"{0}\". Spróbuj ponowną kalibrację.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Śledzenie obszaru jest wyłączone! Dla lepszych wrażeń, otwórz menu Virtual Desktop na goglach Quest, przejdź do zakładki Streaming i włącz \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Nie pokazuj ponownie",
"calibration_action_start": "Standardowa Kalibracja",
"calibration_action_clear": "Wyczyść Kalibrację",
"calibration_action_continuous": "Ciągła Kalibracja",
"calibration_action_edit": "Edytuj Kalibrację",
"save_calibration_profile": "Zapisz Profil",
"calibration_progress": "Postęp Kalibracji",
"calibration_info_move_around_insufficient_samples": "Przytrzymaj wybrane urządzenia razem, i następnie przejdź po swoim obszarze gry, delikatnie obracając je w kształt ósemki.",
"calibration_speed": "Szybkość Kalibracji",
"calibration_speed_description": "Czas trwania kalibracji. Wolniejsze kalibracje bywają dokładniejsze.",
"calibration_speed_fast": "Szybka",
"calibration_speed_slow": "Wolna",
"calibration_speed_very_slow": "Bardzo Wolna",
/* Editing calibrations */
"edit_calibration_rotation": "Rotacja",
"edit_calibration_position": "Pozycja (m)",
"edit_calibration_yaw": "Odchylenie",
"edit_calibration_pitch": "Pochylenie",
"edit_calibration_roll": "Przechylenie",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Skala (m)",
"continuous_hide_tracker": "Ukryj tracker referencyjny przed aplikacjami",
"continuous_relative_calibration": "Włącz kalibrację względną",
"continuous_relative_calibration_description": "Kalibracja będzie względna w stosunku do urządzenia docelowego (zazwyczaj gogli), dzięki czemu aktualizuje się w każdej klatce bez konieczności ponownej kalibracji. WYMAGA Ciągłej Kalibracji.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "None", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Kalibracja",
"tab_page_graphs": "Wykresy",
"tab_page_base_station_management": "Stacje Bazowe",
"tab_page_settings": "Ustawienia",
"tab_page_debug": "Debugowanie",
"tab_page_learn": "Samouczek",
"tab_page_about": "O programie",
/* graphs */
"graphs_title": "Wykresy",
/* base stations */
"base_stations_title": "Zarządzanie Stacjami Bazowymi",
"base_stations_no_bluetooth": "Nie znaleziono prawidłowego adaptera Bluetooth. Podłącz adapter Bluetooth z obsługą BLE, aby móc zarządzać stacjami bazowymi.",
"base_stations_none_found": "Nie wykryto Stacji Bazowych. Jeśli jakiekolwiek posiadasz, upewnij się, że są podłączone do zasilania.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Wykryto kolizję kanałów! To spowoduje problemy ze śledzeniem. Każda ze Stacji Bazowych powinna używać unikalnego kanału.",
"base_stations_state_sleep": "Uśpiony",
"base_stations_state_standby": "Czuwanie",
"base_stations_state_active": "Aktywny",
"base_stations_state_unknown": "Nieznany",
"base_stations_state_faulty": "Wadliwy",
"base_stations_channel_select_label": "Wybierz kanał Stacji Bazowej:",
"base_stations_active_channel": "Kanał {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Nazwa własna",
/* actions */
"base_stations_action_wake_all": "Obudź Wszystkie",
"base_stations_action_sleep_all": "Uśpij Wszystkie",
"base_stations_action_fix_collisions": "Napraw Kolizje Kanałów",
"base_stations_btn_wake": "Wybudź",
"base_stations_btn_standby": "Czuwanie",
"base_stations_btn_sleep": "Uśpij",
"base_stations_btn_edit": "Edytuj",
"base_stations_btn_save": "Zapisz",
"base_station_power_management": "Zarządzanie Zasilaniem Stacji Bazowych",
"base_stations_power_mgmt_enable": "Włącz zarządzanie zasilaniem *",
"base_stations_power_mgmt_enable_description_standby": "Podłączone Stacje Bazowe przechodzą w tryb czuwania, gdy SteamVR nie jest używany, i wybudzają się ponownie po uruchomieniu SteamVR.",
"base_stations_power_mgmt_enable_description_sleep": "Podłączone Stacje Bazowe przechodzą w tryb uśpienia, gdy SteamVR nie jest używany, i wybudzają się ponownie po uruchomieniu SteamVR.",
"base_stations_power_mgmt_on_startup": "Włączaj Stacje Bazowe przy uruchomieniu SteamVR",
"base_stations_power_mgmt_on_startup_description": "Wyłączone Stacje Bazowe wybudzają się przy uruchomieniu SteamVR.",
"base_stations_power_mgmt_on_shutdown": "Wyłączaj Stacje Bazowe przy zamknięciu SteamVR",
"base_stations_power_mgmt_on_shutdown_description": "Podłączone Stacje Bazowe są wyłączane, gdy SteamVR jest zamknięty.",
"base_stations_power_mgmt_standby": "Tryb czuwania",
"base_stations_power_mgmt_standby_description": "Stacje Bazowe wyłączą tylko swoje lasery, co pozwala na szybsze wybudzenie po uruchomieniu SteamVR. Opcja niedostępna w modelach Stacji Bazowych 1.0 oraz niektórych modelach 2.0. W takich przypadkach użyty zostanie tryb uśpienia.",
"base_stations_power_mgmt_sleep": "Uśpienie",
"base_stations_power_mgmt_sleep_description": "Stacje Bazowe wyłączą zarówno lasery, jak i silniki.",
"base_stations_power_mgmt_warning": "* NIEZALECANE w przypadku współdzielonych przestrzeni śledzenia z wieloma użytkowniami SteamVR.",
/* settings */
"settings_title": "Ustawienia",
"settings_advanced": "Ustawienia zaawansoowane",
"settings_advanced_description": "Pokazuje dodatkowe ustawienia i opcje precyzyjnej regulacji dla zaawansowanych użytkowników.",
"settings_calibrate_motion_vectors": "Kalibruj wektory ruchu",
"settings_calibrate_motion_vectors_description": "Poprawia przewidywanie ruchu, zapewniając bardziej responsywne śledzenie. Może wpływać na gry wymagającej dużej wydajności fizyki.",
"settings_autofix_playspace_jumps": "Automatycznie koryguj przeskoki przestrzeni gry",
"settings_autofix_playspace_jumps_description": "Próbuje automatycznie wykrywać i korygować nagłe przeskoki w śledzeniu przestrzeni gry.",
"settings_enforce_minimum_rotation_variance": "Wymuszaj minimalną wariancję rotacji",
"settings_enforce_minimum_rotation_variance_description": "Automatycznie odrzuca próbki o podobnej rotacji, aby poprawić jakość kalibracji.",
"settings_locale": "Język",
"settings_reset": "Zresetuj wszystkie ustawienia",
"settings_reset_description": "Przywraca wszystkie ustawienia do domyślnych. Ta operacja jest trwała i nie można jej cofnąć.",
"settings_reset_confirm": "Ta operacja jest trwała i nie można jej cofnąć. Czy na pewno chcesz kontynuować?",
"settings_reset_yes": "Tak",
"settings_reset_no": "Nie",
/* about */
"about_title": "O programie",
"about_description": "Space Calibrator to darmowe narzędzie open-source umożliwiające używanie urządzeń różnych producentów w SteamVR.",
"about_view_source_info": "Kod źródłowych można przejrzeć w repozytorium Github.",
"about_contributors_title": "Kontrybutorzy",
"about_contributors_description": "Space Calibrator powstał dzięki pomocy tych osób:",
"about_translators_title": "Tłumacze",
"about_translators_description": "Space Calibrator został przetłumaczony przez te osoby:",
"about_licenses_title": "Licencje",
"about_licenses_description": "Ten program jest udostępniany na licencji MIT. Inne zależności są licencjonowane na podstawie odrębnych licencji. Szczegółowe informacje znajdziesz poniżej.",
"about_link_github": "GitHub",
"about_link_discord": "Serwer Discord",
"about_link_logs_dir": "Folder Zdarzeń",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Inny Space Calibrator jest już uruchomiony",
"troubleshoot_diagnosis_legacy_ipc_found_description": "Kolidująca wersja Space Calibrator już jest uruchomiona. Musisz ją odinstalować, aby móc korzystać z aplikacji. Czy chcesz usunąć ją automatycznie?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Inny Space Calibrator jest już uruchomiony",
"troubleshoot_diagnosis_legacy_overlay_found_description": "Inna wersja Space Calibrator jest obecnie zainstalowana. Czy chcesz ją usunąć?",
"troubleshoot_action_yes": "Tak",
"troubleshoot_action_no": "Nie",
"troubleshoot_action_quit": "Wyjdź",
/* tutorial */
"learn_title": "Samouczek",
"learn_card_standard_calibration": "Standardowa Kalibracja",
"learn_card_standard_calibration_description": "Dowiedz się, jak skalibrować parę urządzeń.",
"learn_card_continuous_calibration": "Ciągła Kalibracja",
"learn_card_continuous_calibration_description": "Kalibruj często, aby zapobieć dryfowaniu podczas sesji.",
"learn_card_base_station_management": "Zarządzanie Stacjami Bazowymi",
"learn_card_base_station_management_description": "Bezprzewodowo steruj Stacjami Bazowymi SteamVR.",
"learn_card_ui_tour": "Przegląd Interfejsu",
"learn_card_ui_tour_description": "Przegląd interfejsu programu Space Calibrator.",
"learn_action_back": "Wstecz",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Standardowa Kalibracja wyrównuje ze sobą dwa systemy śledzenia, dzięki czemu twoje urządzenia VR współpracuja w tej samej przestrzeni gry.",
"learn_page_standard_select_devices_title": "Zaznacz urządzenia",
"learn_page_standard_select_devices_desc": "Przed rozpoczęciem aplikacja musi wiedzieć, które dwa urządzenia chcesz ze sobą wyrównać.",
"learn_page_standard_ref_device": "Urządzenie Referenycjne: Urządzenie, do którego się kalibrujesz - zazwyczaj kointroler.",
"learn_page_standard_target_device": "Urządzenie Docelowe: Niewyrównane urządzenie, które kalibrujesz - zazwyczaj tracker lub podobne urządzenie.",
"learn_page_standard_perform_title": "Przeprowadź Kalibrację",
"learn_page_standard_perform_step1": "Trzymaj oba urządzenia w jednej dłoni. Upewnij się, żeby nie ruszały się podczas kalibracji.",
"learn_page_standard_perform_step2": "Kliknij przycisk Standardowa Kalibracja, aby rozpocząć proces.",
"learn_page_standard_perform_step3": "Poruszaj się po pokoju, poruszając urządzeniami w kształcie ósemki, jak pokazano niżej.",
"learn_page_standard_speeds_title": "Szybkość Kalibracji",
"learn_page_standard_speeds_desc": "Możesz opcjonalnie zmienić czas trwania kalibracji, co wpływa na wymaganą ilość ruchu. Większa ilość ruchu zazwyczaj poprawia jakość kalibracji.",
"learn_page_standard_speed_fast": "Szybka: Trwa krócej, ale może skutkować kalibracją gorszej jakości.",
"learn_page_standard_speed_slow": "Wolna / Bardzo Wolna: Trwa dłużej, ale pozwala uzyskać dokładniejszą kalibrację.",
"learn_page_standard_completion_note": "Gdy pasek postępu się zapełniu, urządzenia powinny natychmiast wyrównać się w VR. Jeśli tak się nie stanie, spróbuj skalibrować urządzenia ponownie.",
"learn_page_standard_drift_title": "Uwaga na tematu dryfu (Drift)",
"learn_page_standard_drift_desc": "Z czasem urządzenia mogą zacząć dryfować, co niszczy kalibrację. Jeśli tak się stanie, musisz ponownie skalibrować urządzenia. Jeśli zdarza się to często, spróbuj użyć Ciągłej Kalibracji.",
"learn_page_continuous_desc1": "Jeśli zauważysz, że twoje urządzenia powoli się przesuwają, obracają lub tracą pozycję podczas gry, Ciągła Kalibracja powinna rozwiązać problem.",
"learn_page_continuous_desc2": "Zamiast ciągłego rekalibrowania ręcznie, Ciągła Kalibracja automatycznie synchronizuje śledzenie w tle podczas gry.",
"learn_page_continuous_note_title": "Uwaga",
"learn_page_continuous_note_desc": "Do korzystania z tej funkcji WYMAGANY jest dedykowany tracker zamontowany na goglach.",
"learn_page_continuous_desc3": "Ciągła Kalibracja próbuje często ponownie kalibrować urządzenia, aby całkowicie wyeliminować dryfowanie. Dzięki temu po skonfigurowaniu możesz zapomnieć o problemach z kalibracją.",
"learn_page_continuous_setup_instructions": "Aby skonfigurować Ciągłą Kalibrację, najpierw wybierz urządzenia zgodnie z instrukcją ze strony Standardowej Kalibracji. Gogle powinny być wybrane jako urządzenia referencyjne, a tracker kalibracyjny jako urządzenie docelowe. Następnie kliknij przycisk Ciągła Kalibracja. Wstępna kalibracja może zająć chwile, więc poruszaj się, aby aplikacja poznawała twój system śledzenia!",
"learn_page_continuous_should_use_title": "Czy powinieneś używać Ciągłej Kalibracji?",
"learn_page_continuous_should_use_standard": "Używaj Standardowej Kalibracji, jeśli nie masz dodatkowego trackera do zamontowania na goglach, nie spędzasz w VR dużo czasu lub nie przeszkadza ci sporadyczna ponowna kalibracja po wystąpieniu dryfu.",
"learn_page_continuous_should_use_continuous": "Używaj Ciągłej Kalibracji, jeśli nie chcesz mieć problemów z dryfowaniem. Jest zalecane, gdy spędzasz dużo czasu w VR lub zauważasz znaczny dryf z upływem czasu.",
"learn_page_continuous_physical_setup_title": "Montaż fizyczny (mocowanie trackera do gogli)",
"learn_page_continuous_physical_setup_desc1": "Aby korzystać z Ciągłej Kalibracji, potrzebujesz dedykowanego trackera do przymocowanego do gogli VR. Istnieją różne uchwyty w zależności od posiadanego modelu gogli oraz trackera. Gotowe modele 3D do druku łatwo znajdziesz w internecie lub pytając osoby na forum.",
"learn_page_continuous_physical_setup_desc2": "Po zamontowaniu tracker powinien być stabilnie przymocowany do gogli. Nie powinien się chwiać, obracać ani trząść. Im stabilniejszy montaż, tym bardziej spójna i dokładna kalibracja.",
"learn_page_basestation_desc": "Space Calibrator pozwala na sterowanie stacjami bazowymi SteamVR, jeśli posiadasz kompatybilny adapter Bluetooth BLE.",
"learn_page_basestation_1_title": "Stacje Bazowe - Modele 1.0",
"learn_page_basestation_1_desc": "Te modele można jedynie włączać i wyłączać. Bezprzewodowa zmiana kanałów nie jest obsługiwana. Aby zmienić kanał, musisz nacisnąć fizyczny przycisk z tyłu stacji bazowej.",
"learn_page_basestation_2_title": "Stacje Bazowe - Modele 2.0",
"learn_page_basestation_2_desc1": "Produkowane zarówno przez Valve, jak i HTC, oferują lepszą obsługę zarządzania bezprzewodowego niż stacje 1.0. Możesz je włączać, wyłączać oraz zmieniać ich kanały. Każda stacja 2.0 musi działać na unikalnym kanale, w przeciwnym razie nie będą działać prawidłowo. Space Calibrator ma funkcję pomocy w naprawie kolizji kanałów, jeśli taka wystąpi.",
"learn_page_basestation_2_desc2": "Aby zmienić kanał modelu 2.0, przejdź do zakładki Zarządzanie Stacjami Bazowymi, kliknij przycisk edycji przy wybranej stacji i wybierz żądany kanał (oznaczony na zielono).",
"learn_page_basestation_auto_power_title": "Automatyczne Zarządzanie Zasilaniem",
"learn_page_basestation_auto_power_desc": "W zakładce ustawienia możesz włączyć Automatyczne Zarządzanie Zasilaniem Stacji Bazowych, które włączy Stacje po uruchomieniu Space Calibrator i wyłączy je po zamknięciu SteamVR (gdy Space Calibrator działa w tle). Pamiętaj, że ręczne zamknięcie Space Calibrator przed zamknięciem SteamVR NIE wyłączy automatycznie Stacji Bazowych.",
"learn_page_ui_tour_desc": "Ten interfejs jest podzielony na kilka zakładek, z których każda zawiera różne opcje.",
"learn_page_ui_tour_calibration_heading": "Zakładka Kalibracja",
"learn_page_ui_tour_cal_desc1": "Zakładka Kalibracja zawiera opcje związane z procesem kalibracji. Tutaj zarządzasz swoimi Kalibracjami.",
"learn_page_ui_tour_cal_desc2": "Na samej górze zobaczysz panel informujący o tym, czy kalibracja jest aktywna i jakiego jest typu.",
"learn_page_ui_tour_cal_desc3": "Poniżej wybierasz urządzenia do kalibracji. Najpierw wybierz systemy śledzenia, które chcesz skalibrować. Następnie w lewym panelu wybierz urządzenia referencyjne, a w prawym panelu urządzenie, które ma zostać skalibrować (docelowe).",
"learn_page_ui_tour_cal_desc4": "Poniżej znajdują się przyciski do uruchamiania kalibracji. Jeśli nie masz pewności, którą opcję wybrać, przeczytaj sekcje dotyczące Standardowej i Ciągłej Kalibracji.",
"learn_page_ui_tour_cal_desc5": "Na dole zakładki Kalibracja znajdziesz dodatkowe opcje sterowania. Część z nich wymaga włączenia Ustawień zaawansowanych.",
"learn_page_ui_tour_base_stations_heading": "Zakładka Zarządzanie Stacjami Bazowymi",
"learn_page_ui_tour_bs_desc": "Tutaj możesz sterować Stacjami Bazowymi w swoim pokoju za pomocą obsługiwanego adaptera Bluetooth BLE. Zazwyczaj nie musisz tu nic zmieniać po wstępnej konfiguracji.",
"learn_page_ui_tour_settings_heading": "Zakładka Ustawienia",
"learn_page_ui_tour_settings_desc1": "Tutaj możesz dostosować ogólne ustawienia programu, w tym opcje zaawansowane, zarządzanie stacjami bazowymi oraz język interfejsu.",
"learn_page_ui_tour_settings_desc2": "Niektóre funkcje aplikacji wymagają włączenia Ustawień zaawansowanych. Włącz je tylko wtedy, gdy wiesz, co robisz.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Angielski (Brytyjski)",
"languages_en_US": "Angielski (Amerykański)",
"languages_fr": "Francuski",
"languages_it": "Włoski",
"languages_de": "Niemiecki",
"languages_nl": "Holenderski",
"languages_es_ES": "Hiszpański (Hiszpania)",
"languages_es_US": "Hiszpański (Ameryka Łacińska)",
"languages_da": "Duński",
"languages_sv": "Szwedzki",
"languages_fi": "Fiński",
"languages_no": "Norweski",
"languages_bg": "Bułgarski",
"languages_pl": "Polski",
"languages_cs": "Czeski",
"languages_el": "Grecki",
"languages_hu": "Węgierski",
"languages_pt_PT": "Portugalski (Portugalia)",
"languages_pt_BR": "Portugalski (Brazylia)",
"languages_ro": "Rumuński",
"languages_ru": "Rosyjski",
"languages_tr": "Turecki",
"languages_uk": "Ukraiński",
"languages_zh_HANS": "Chiński (Uproszczony)",
"languages_zh_HANT": "Chiński (Tradycyjny)",
"languages_ja": "Japoński",
"languages_ko": "Koreański",
"languages_th": "Tajski",
"languages_vi": "Wietnamski",
"languages_system": "Język Systemu"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - закройте оверлей для управления курсором", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "Не найдено ни одного отслеживаемого устройства. Включите отслеживаемое устройство, чтобы продолжить.", /* Should never be hit but you never know */
"error_unknown_catastrophic": "Что-то пошло совсем не так! Сообщите об этом разработчику через GitHub или на форуме Steam.",
"ipc_unavailable": "Не удалось подключиться к SteamVR-драйверу Space Calibrator. Проверьте целостность файлов через Свойства -> Установленные файлы или переустановите приложение.",
"steamvr_unavailable": "Не удалось подключиться к SteamVR.",
"vr_troubleshooting_hmd_not_found": "Пожалуйста, подключите VR-гарнитуру и запустите SteamVR перед запуском программы.",
"vr_troubleshooting_connect_steamlink": "Пожалуйста, запустите Steam Link на VR-гарнитуре и подключите её к SteamVR.",
"vr_troubleshooting_generic": "Пожалуйста, подключите VR-гарнитуру и запустите SteamVR. ({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "Калибровка",
"calibration_count_none": "Нет активных калибровок. Пожалуйста, создайте новую калибровку для начала работы.", // Shown when there are no calibrations active
"calibration_new": "Новая калибровка",
"calibration_delete": "Удалить калибровку",
"calibration_next": "Следующая калибровка",
"calibration_previous": "Предыдущая калибровка",
"calibration_status_none": "Нет активных калибровок",
"calibration_status_none_description": "Пожалуйста, выберите пару устройств и откалибруйте их для начала работы.",
"calibration_status_edit": "Редактирование калибровки",
"calibration_status_edit_description": "Изменение текущей калибровки.",
"calibration_status_continuous": "Непрерывная калибровка",
"calibration_status_continuous_description": "Калибровка активна. Трекер на гарнитуре используется для автоматической перекалибровки каждые несколько секунд.",
"calibration_status_standard": "Стандартная калибровка",
"calibration_status_standard_description": "Калибровка активна. Вам придётся провести калибровку заново, если трекинг уплывёт.",
// space here refers to a tracking space / tracking system.
"reference_device": "Основное устройство",
"reference_device_description": "Это ваше основное устройство - VR-гарнитура или контроллер.",
"target_device": "Калибруемое устройство",
"target_device_description": "Это устройство будет использоваться для калибровки трекеров или контроллеров.",
"select_reference_device": "Выбрать основное устройство",
"select_target_device": "Выбрать калибруемое устройство",
"identify_selected_devices": "Идентифицировать устройства (миганием или вибрацией)",
"identify_auto_detect_devices": "Автоопределение устройств",
"calibration_error_reference_hmd_missing": "Не удалось найти устройство из системы трекинга \"{0}\". Вам нужно провести калибровку заново.", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "Stage Tracking выключен! Для более надёжной работы откройте меню Virtual Desktop, перейдите на вкладку Streaming и выберите \"Center to play area (Stage Tracking)\".",
"calibration_warning_stage_tracking_disabled_ignore_button": "Больше не показывать",
"calibration_action_start": "Стандартная калибровка",
"calibration_action_clear": "Очистить калибровку",
"calibration_action_continuous": "Непрерывная калибровка",
"calibration_action_edit": "Изменить калибровку",
"save_calibration_profile": "Сохранить профиль",
"calibration_progress": "Прогресс калибровки",
"calibration_info_move_around_insufficient_samples": "Прижмите выбранные вами устройства друг к другу и походите по игровой зоне, плавно двигая оба устройства по траектории в форме восьмёрки.",
"calibration_speed": "Скорость калибровки",
"calibration_speed_description": "Насколько быстро собираются данные для калибровки. Обычно чем медленнее калибровка, тем выше её точность.",
"calibration_speed_fast": "Быстрая",
"calibration_speed_slow": "Медленная",
"calibration_speed_very_slow": "Очень медленная",
/* Editing calibrations */
"edit_calibration_rotation": "Поворот",
"edit_calibration_position": "Положение (м)",
"edit_calibration_yaw": "Рыскание",
"edit_calibration_pitch": "Тангаж",
"edit_calibration_roll": "Крен",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "Масштаб (м)",
"continuous_hide_tracker": "Скрывать калибруемый трекер от других приложений",
"continuous_relative_calibration": "Включить относительную калибровку",
"continuous_relative_calibration_description": "Калибровка применяется относительно основного устройства (обычно вашей гарнитуры), чтобы она применялась каждый кадр без перекалибровок. Для функции нужна непрерывная калибровка.",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "Отсутствует", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "Калибровка",
"tab_page_graphs": "Графики",
"tab_page_base_station_management": "Базовые станции",
"tab_page_settings": "Настройки",
"tab_page_debug": "Отладка",
"tab_page_learn": "Инструкции",
"tab_page_about": "О программе",
/* graphs */
"graphs_title": "Графики",
/* base stations */
"base_stations_title": "Управление базовыми станциями",
"base_stations_no_bluetooth": "Не удалось найти совместимый Bluetooth-адаптер. Подключите адаптер с поддержкой BLE для управления базовыми станциями.",
"base_stations_none_found": "Базовые станции не найдены. Проверьте, подключены ли они к сети.",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "Базовые станции находятся на одном канале! Из-за этого будут проблемы с отслеживанием. Базовые станции должны находиться на разных каналах.",
"base_stations_state_sleep": "Режим сна",
"base_stations_state_standby": "Ожидание",
"base_stations_state_active": "Работает",
"base_stations_state_unknown": "Неизвестный режим",
"base_stations_state_faulty": "Неисправна",
"base_stations_channel_select_label": "Выберите канал базовой станции:",
"base_stations_active_channel": "Канал {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "Имя",
/* actions */
"base_stations_action_wake_all": "Разбудить все",
"base_stations_action_sleep_all": "Перевести все в режим сна",
"base_stations_action_fix_collisions": "Исправить конфликты каналов",
"base_stations_btn_wake": "Разбудить",
"base_stations_btn_standby": "Режим ожидания",
"base_stations_btn_sleep": "Режим сна",
"base_stations_btn_edit": "Изменить",
"base_stations_btn_save": "Сохранить",
"base_station_power_management": "Управление питанием базовых станций",
"base_stations_power_mgmt_enable": "Включить управление питанием *",
"base_stations_power_mgmt_enable_description_standby": "Включенные базовые станции будут уходить в режим ожидания, когда SteamVR закрывается, и просыпаться при запуске SteamVR.",
"base_stations_power_mgmt_enable_description_sleep": "Включенные базовые станции будут уходить в режим сна, когда SteamVR закрывается, и просыпаться при запуске SteamVR.",
"base_stations_power_mgmt_on_startup": "Включать базовые станции при запуске SteamVR",
"base_stations_power_mgmt_on_startup_description": "Выключенные базовые станции будут включаться при запуске SteamVR.",
"base_stations_power_mgmt_on_shutdown": "Выключать базовые станции при закрытии SteamVR",
"base_stations_power_mgmt_on_shutdown_description": "Включенные базовые станции будут выключаться при закрытии SteamVR.",
"base_stations_power_mgmt_standby": "Режим ожидания",
"base_stations_power_mgmt_standby_description": "Базовые станции будут выключать только лазеры, чтобы быстрее включаться при запуске SteamVR. Эта функция НЕ работает с базовыми станциями 1.0 и некоторыми станциями 2.0, и вместо этого для них будет использоваться режим сна.",
"base_stations_power_mgmt_sleep": "Режим сна",
"base_stations_power_mgmt_sleep_description": "Базовые станции будут выключать и моторы, и лазеры.",
"base_stations_power_mgmt_warning": "* НЕ РЕКОМЕНДУЕТСЯ в игровых зонах, где базовыми станциями пользуется несколько человек.",
/* settings */
"settings_title": "Настройки",
"settings_advanced": "Расширенные настройки",
"settings_advanced_description": "Показывает дополнительные настройки и параметры для продвинутых пользователей.",
"settings_calibrate_motion_vectors": "Калибровать векторы движения",
"settings_calibrate_motion_vectors_description": "Улучшает предсказание движений для более отзывчивого трекинга. Может повлиять на игры с тяжёлой физикой.",
"settings_autofix_playspace_jumps": "Автоисправление скачков игровой зоны",
"settings_autofix_playspace_jumps_description": "Пытается автоматически определять и исправлять резкие рывки трекинга игровой зоны.",
"settings_enforce_minimum_rotation_variance": "Минимальное значение отклонений трекинга",
"settings_enforce_minimum_rotation_variance_description": "Автоматически игнорирует данные, близкие друг к другу, чтобы трекинг был более точным.",
"settings_locale": "Язык",
"settings_reset": "Сбросить все настройки",
"settings_reset_description": "Все настройки будут сброшены. Это действие нельзя будет отменить.",
"settings_reset_confirm": "Результат этого действия нельзя будет отменить. Вы хотите продолжить?",
"settings_reset_yes": "Да",
"settings_reset_no": "Нет",
/* about */
"about_title": "О программе",
"about_description": "Space Calibrator - это бесплатная программа с открытым исходным кодом, которая позволяет использовать несколько систем трекинга вместе в SteamVR.",
"about_view_source_info": "Исходный код доступен в репозитории на GitHub.",
"about_contributors_title": "Разработчики",
"about_contributors_description": "Space Calibrator создан благодаря усилиям этих людей:",
"about_translators_title": "Переводчики",
"about_translators_description": "Space Calibrator был переведён этими людьми:",
"about_licenses_title": "Лицензии",
"about_licenses_description": "Эта программа доступна по лицензии MIT. Другие зависимости доступны под другими лицензиями, указанными ниже.",
"about_link_github": "GitHub",
"about_link_discord": "Сервер Discord",
"about_link_logs_dir": "Папка логов",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "Запущена другая версия Space Calibrator",
"troubleshoot_diagnosis_legacy_ipc_found_description": "В данный момент запущена конфликтующая версия Space Calibrator. Вам придётся удалить её, чтобы использовать это приложение. Вы хотите автоматически удалить её?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "Найдена другая версия Space Calibrator",
"troubleshoot_diagnosis_legacy_overlay_found_description": "В системе установлена другая версия Space Calibrator. Вы хотите удалить её?",
"troubleshoot_action_yes": "Да",
"troubleshoot_action_no": "Нет",
"troubleshoot_action_quit": "Выход",
/* tutorial */
"learn_title": "Инструкции",
"learn_card_standard_calibration": "Стандартная калибровка",
"learn_card_standard_calibration_description": "Узнайте, как откалибровать пару устройств.",
"learn_card_continuous_calibration": "Непрерывная калибровка",
"learn_card_continuous_calibration_description": "Проводите калибровку автоматически, чтобы исключить уплывание трекинга.",
"learn_card_base_station_management": "Управление базовыми станциями",
"learn_card_base_station_management_description": "Управляйте своими базовыми станциями SteamVR с компьютера.",
"learn_card_ui_tour": "Тур по интерфейсу",
"learn_card_ui_tour_description": "Обзор интерфейса Space Calibrator.",
"learn_action_back": "Назад",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "Стандартная калибровка совмещает две системы отслеживания, чтобы ваши VR-устройства работали в одной игровой зоне.",
"learn_page_standard_select_devices_title": "Выбор устройств",
"learn_page_standard_select_devices_desc": "Перед началом работы приложению нужно узнать, какие два устройства вы хотите использовать для калибровки.",
"learn_page_standard_ref_device": "Основное устройство - это то, которым вы обычно пользуетесь, например, контроллер.",
"learn_page_standard_target_device": "Калибруемое устройство - это устройство, трекинг которого будет калиброваться, например, трекер или что-либо подобное.",
"learn_page_standard_perform_title": "Калибровка",
"learn_page_standard_perform_step1": "Жёстко зафиксируйте оба устройства в одной руке. Держите их так плотно друг к другу, чтобы они не шевелились во время калибровочного процесса.",
"learn_page_standard_perform_step2": "Нажмите на кнопку \"Стандартная калибровка\", чтобы начать калибровку.",
"learn_page_standard_perform_step3": "Походите по комнате, перемещая их по траектории в форме восьмёрки, как показано ниже.",
"learn_page_standard_speeds_title": "Скорости калибровки",
"learn_page_standard_speeds_desc": "Вы можете изменить скорость калибровки, чтобы указать, как много вы собираетесь перемещаться во время калибровки. Обычно чем больше движений собрано, тем выше качество калибровки.",
"learn_page_standard_speed_fast": "Быстрая: Делается быстро, но может иметь низкое качество калибровки.",
"learn_page_standard_speed_slow": "Медленная / Очень медленная: Делается дольше, но обычно выдаёт более точный результат.",
"learn_page_standard_completion_note": "Когда индикатор прогресса заполнится полностью, ваши устройства станут мгновенно совмещены друг с другом в VR. Если это не произойдёт, попробуйте провести калибровку ещё раз.",
"learn_page_standard_drift_title": "Уплывание трекинга",
"learn_page_standard_drift_desc": "Время от времени трекинг ваших устройств может начать уплывать, и калибровка будет нарушаться. Если это случится, вам придётся провести калибровку заново. Если вам приходится часто перекалибровываться, вам стоит попробовать перейти на непрерывную калибровку.",
"learn_page_continuous_desc1": "Если вы замечаете, что трекинг ваших устройств постоянно смещается, поворачивается или уплывает, непрерывная калибровка поможет исправить проблему.",
"learn_page_continuous_desc2": "Вместо того, чтобы калиброваться каждый раз вручную, непрерывная калибровка автоматически совмещает два игровых пространства во время игры.",
"learn_page_continuous_note_title": "Внимание",
"learn_page_continuous_note_desc": "Для использования этой функции ОБЯЗАТЕЛЕН отдельный трекер, закреплённый на гарнитуре.",
"learn_page_continuous_desc3": "Непрерывная калибровка пытается часто перекалибровывать ваши устройства, чтобы исключить уплывание трекинга. Она старается сделать так, чтобы вы могли забыть о необходимости калибровки вообще.",
"learn_page_continuous_setup_instructions": "Чтобы настроить непрерывную калибровку, выберите устройства по аналогии с обычной калибровкой. Выберите VR-гарнитуру как основное устройство, а прикреплённый к ней трекер как калибруемое. После этого нажмите кнопку \"Непрерывная калибровка\" для начала работы. Программе нужны данные трекинга для калибровки, поэтому подвигайтесь по игровой зоне, чтобы программа смогла подстроиться под вас!",
"learn_page_continuous_should_use_title": "Нужна ли вам непрерывная калибровка?",
"learn_page_continuous_should_use_standard": "Если у вас нет отдельного трекера на гарнитуре, или если вы не проводите длинные VR-сессии, или если вас не волнует ручная калибровка время от времени, то непрерывная калибровка и не нужна, достаточно обычной.",
"learn_page_continuous_should_use_continuous": "Используйте непрерывную калибровку тогда, когда вы не хотите думать об уплывании трекинга вообще. Это рекомендуется тем, кто проводит много времени в VR или замечает уплывание трекинга время от времени.",
"learn_page_continuous_physical_setup_title": "Настройка трекера (фиксация на гарнитуре)",
"learn_page_continuous_physical_setup_desc1": "Чтобы использовать непрерывный трекинг, вам понадобится отдельный трекер, зафиксированный на VR-гарнитуре. В зависимости от моделей гарнитуры и трекера есть разные способы фиксации. Вы можете найти в интернете модели фиксаторов трекеров для 3D-печати или узнать у друзей, как они фиксируют свои трекеры на гарнитурах.",
"learn_page_continuous_physical_setup_desc2": "Трекер должен быть жёстко зафиксирован на гарнитуре. Он не должен как-то болтаться, качаться или дребезжать. Чем лучше крепление, тем стабильнее будет калибровка.",
"learn_page_basestation_desc": "Space Calibrator позволяет управлять базовыми станциями, не отходя от компьютера и не имея VR-гарнитуры Vive, если у вас есть USB BLE-адаптер.",
"learn_page_basestation_1_title": "Базовые станции 1.0",
"learn_page_basestation_1_desc": "Их можно только включать и выключать. Изменять режимы на них с ПК нельзя, и для переключения режима нужно нажимать кнопку сзади каждой базы.",
"learn_page_basestation_2_title": "Базовые станции 2.0",
"learn_page_basestation_2_desc1": "Базовые станции, производившиеся Valve и HTC, имеют больше вариантов управления без проводов в сравнении с 1.0. Вы можете не только включать/выключать их, но и изменять канал, на котором они работают. Станции 2.0 в одной игровой зоне должны использовать разные каналы, иначе они не будут работать. Space Calibrator поможет вам исправить проблему, если такое случится.",
"learn_page_basestation_2_desc2": "Чтобы изменить канал базовой станции 2.0, перейдите на вкладку \"Управление базовыми станциями\", нажмите \"Изменить\" возле станции, которую вы хотите настроить, и нажмите на желаемый канал работы станции (выделено зелёным).",
"learn_page_basestation_auto_power_title": "Автоматическое управление питанием базовых станций",
"learn_page_basestation_auto_power_desc": "Вы можете перейти на вкладку \"Настройки\", чтобы включить автоматическое управление питанием базовых станций. Оно будет само включать базовые станции при запуске Space Calibrator и выключать их при закрытии SteamVR (если Space Calibrator запущен при этом). Учтите, что ручное закрытие Space Calibrator НЕ БУДЕТ ВЫКЛЮЧАТЬ базовые станции.",
"learn_page_ui_tour_desc": "Интерфейс программы разделён на несколько частей с разными функциями",
"learn_page_ui_tour_calibration_heading": "Вкладка \"Калибровка\"",
"learn_page_ui_tour_cal_desc1": "Вкладка \"Калибровка\" содержит настройки, связанные с калибровкой. Здесь вы можете менять свою калибровку.",
"learn_page_ui_tour_cal_desc2": "В самом верху вы увидите карточку, на которой указан статус и режим калибровки.",
"learn_page_ui_tour_cal_desc3": "Под карточкой можно выбрать устройства для калибровки. Сначала стоит выбрать систему трекинга, которая будет калиброваться. Затем в левом окне нужно выбрать устройство, для которого будет делаться калибровка. Справа же нужно выбрать устройство, которым будет проводиться калибровка.",
"learn_page_ui_tour_cal_desc4": "Под панелью находятся кнопки калибровки. Если вы не уверены, какую из них лучше нажимать, прочитайте инструкцию по режимам стандартной и непрерывной калибровок.",
"learn_page_ui_tour_cal_desc5": "В самом низу вкладки показываются опции управления калибровкой. Часть этих опций скрыта галочкой расширенных настроек.",
"learn_page_ui_tour_base_stations_heading": "Вкладка \"Управление базовыми станциями\"",
"learn_page_ui_tour_bs_desc": "Здесь вы можете управлять всеми базовыми станциями вашей комнаты, если у вас есть адаптер BLE (Bluetooth Low Energy). Обычно на неё не нужно заходить после начальной настройки.",
"learn_page_ui_tour_settings_heading": "Вкладка \"Настройки\"",
"learn_page_ui_tour_settings_desc1": "Здесь вы можете поменять глобальные настройки программы. В эти опции входят расширенные настройки, управление питанием базовых станций и язык программы.",
"learn_page_ui_tour_settings_desc2": "Некоторые функции этого приложения требуют включения расширенных настроек. Включайте их только тогда, когда знаете, что делать с ними.",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "Английский (Великобритания)",
"languages_en_US": "Английский (США)",
"languages_fr": "Французский",
"languages_it": "Итальянский",
"languages_de": "Немецкий",
"languages_nl": "Нидерландский",
"languages_es_ES": "Испанский (Испания)",
"languages_es_US": "Испанский (Латинская Америка)",
"languages_da": "Датский",
"languages_sv": "Шведский",
"languages_fi": "Финский",
"languages_no": "Норвежский",
"languages_bg": "Болгарский",
"languages_pl": "Польский",
"languages_cs": "Чешский",
"languages_el": "Греческий",
"languages_hu": "Венгерский",
"languages_pt_PT": "Португальский (Португалия)",
"languages_pt_BR": "Португальский (Бразилия)",
"languages_ro": "Румынский",
"languages_ru": "Русский",
"languages_tr": "Турецкий",
"languages_uk": "Украинский",
"languages_zh_HANS": "Китайский (упрощённый)",
"languages_zh_HANT": "Китайский (традиционный)",
"languages_ja": "Японский",
"languages_ko": "Корейский",
"languages_th": "Тайский",
"languages_vi": "Вьетнамский",
"languages_system": "Язык системы"
}
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{
"app_title": "{0} {1}", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"app_title_vr": "{0} {1} - 关闭 VR 叠加层后可使用鼠标", /* 0 : Space Calibrator ; 1 : version (eg 2.0.0) */
"tracking_system_no_systems": "未检测到可追踪的设备。请开启设备后继续。", /* Should never be hit but you never know */
"error_unknown_catastrophic": "发生严重错误!请在 GitHub 或 Steam 讨论区向开发者报告,以便解决此问题。",
"ipc_unavailable": "无法连接 Space Calibrator 的 SteamVR 驱动程序。请在“属性”>“已安装文件”中验证文件完整性,或重新安装本应用。",
"steamvr_unavailable": "无法连接 SteamVR。",
"vr_troubleshooting_hmd_not_found": "请先连接 VR 头显并启动 SteamVR。",
"vr_troubleshooting_connect_steamlink": "请先在 VR 头显上打开 SteamLink 并连接到 SteamVR。",
"vr_troubleshooting_generic": "请先连接 VR 头显并启动 SteamVR。({0} {1})", /* 0 : SteamVR init error (eg 108), 1 : SteamVR init error string (eg Headset not connected) - this string is provided by Steam. */
"calibration_title": "校准",
"calibration_count_none": "暂无校准。请新建校准以开始使用。", // Shown when there are no calibrations active
"calibration_new": "新建校准",
"calibration_delete": "删除校准",
"calibration_next": "下一个校准",
"calibration_previous": "上一个校准",
"calibration_status_none": "当前无校准",
"calibration_status_none_description": "请选择一组设备并进行校准。",
"calibration_status_edit": "正在编辑校准",
"calibration_status_edit_description": "正在调整当前校准。",
"calibration_status_continuous": "持续校准",
"calibration_status_continuous_description": "持续校准已启用。系统会使用固定在头显上的追踪器,每隔几秒自动重新校准。",
"calibration_status_standard": "标准校准",
"calibration_status_standard_description": "校准已启用。如果发生漂移,可能需要重新校准。",
// space here refers to a tracking space / tracking system.
"reference_device": "参考设备",
"reference_device_description": "用于校准的参考设备,通常是 VR 头显或控制器。",
"target_device": "目标设备",
"target_device_description": "需要与参考设备对齐的设备,通常是追踪器或控制器。",
"select_reference_device": "选择参考设备",
"select_target_device": "选择目标设备",
"identify_selected_devices": "识别所选设备(LED 闪烁或设备振动)",
"identify_auto_detect_devices": "自动检测设备",
"calibration_error_reference_hmd_missing": "找不到追踪系统“{0}”中的目标设备。可能需要重新校准。", /* 0 : tracking system name, eg SteamVR Tracking*/
"calibration_warning_stage_tracking_disabled": "舞台追踪已关闭!为获得更好的体验,请在 Quest 上打开 Virtual Desktop 菜单,进入“串流”标签页并启用“居中至游玩区域(舞台追踪)”。",
"calibration_warning_stage_tracking_disabled_ignore_button": "不再显示",
"calibration_action_start": "标准校准",
"calibration_action_clear": "清除校准",
"calibration_action_continuous": "持续校准",
"calibration_action_edit": "编辑校准",
"save_calibration_profile": "保存配置",
"calibration_progress": "校准进度",
"calibration_info_move_around_insufficient_samples": "将所选设备贴在一起,然后在游玩区域内走动,同时轻轻转动设备并画 8 字。",
"calibration_speed": "校准速度",
"calibration_speed_description": "校准所需的时间。校准越慢,结果通常越准确。",
"calibration_speed_fast": "快速",
"calibration_speed_slow": "慢速",
"calibration_speed_very_slow": "极慢",
/* Editing calibrations */
"edit_calibration_rotation": "旋转",
"edit_calibration_position": "位置(米)",
"edit_calibration_yaw": "偏航角",
"edit_calibration_pitch": "俯仰角",
"edit_calibration_roll": "滚转角",
"edit_calibration_x": "X",
"edit_calibration_y": "Y",
"edit_calibration_z": "Z",
"edit_calibration_scale": "缩放(米)",
"continuous_hide_tracker": "对应用隐藏参考追踪器",
"continuous_relative_calibration": "启用相对校准",
"continuous_relative_calibration_description": "校准将以目标设备(通常是头显)为参照,因此无需重新校准即可逐帧更新。此功能必须配合持续校准使用。",
/* HMD names for Virtual Desktop */
/* Virtual desktop lies that it's a Quest 2/3 on most headsets, so we have to substitute the real HMD name ourselves. you generally should
NOT have to change these! but some headsets have different names in certain regions (eg PFD MR is YVR MR in China) */
"virtual_desktop_hmd_none": "无", /* should never appear but you never know*/
"virtual_desktop_hmd_gearvr": "Samsung Gear VR",
"virtual_desktop_hmd_oculus_go": "Oculus Go",
"virtual_desktop_hmd_oculus_quest_1": "Oculus Quest",
"virtual_desktop_hmd_oculus_quest_2": "Oculus Quest 2",
"virtual_desktop_hmd_meta_quest_pro": "Meta Quest Pro",
"virtual_desktop_hmd_pico_4": "Pico 4",
"virtual_desktop_hmd_meta_quest_3": "Meta Quest 3",
"virtual_desktop_hmd_meta_quest_3s": "Meta Quest 3S",
"virtual_desktop_hmd_pico_4_ultra": "Pico 4 Ultra",
"virtual_desktop_hmd_samsung_galaxy_xr": "Samsung Galaxy XR",
"virtual_desktop_hmd_play_for_dream_mr": "Play For Dream MR",
/* vertical tabs on the left */
"tab_page_calibration": "校准",
"tab_page_graphs": "图表",
"tab_page_base_station_management": "基站",
"tab_page_settings": "设置",
"tab_page_debug": "调试",
"tab_page_learn": "教程",
"tab_page_about": "关于",
/* graphs */
"graphs_title": "图表",
/* base stations */
"base_stations_title": "基站管理",
"base_stations_no_bluetooth": "未找到可用的蓝牙适配器。请连接支持 BLE 的蓝牙设备,以使用基站管理功能。",
"base_stations_none_found": "未检测到基站。如有基站,请确认已接通电源。",
"base_stations_header_info": "{0}", // 0: station ID (LHB XXXXXXXX) / nickname
"base_stations_warning_collision": "检测到信道冲突!这会导致追踪异常。每台基站必须使用不同的信道。",
"base_stations_state_sleep": "休眠",
"base_stations_state_standby": "待机",
"base_stations_state_active": "运行中",
"base_stations_state_unknown": "未知",
"base_stations_state_faulty": "故障",
"base_stations_channel_select_label": "选择基站信道:",
"base_stations_active_channel": "信道 {0}", // 0: channel number (1-15) ; eg Channel 12
"base_stations_nickname": "别名",
/* actions */
"base_stations_action_wake_all": "全部唤醒",
"base_stations_action_sleep_all": "全部休眠",
"base_stations_action_fix_collisions": "修复信道冲突",
"base_stations_btn_wake": "唤醒",
"base_stations_btn_standby": "待机",
"base_stations_btn_sleep": "休眠",
"base_stations_btn_edit": "编辑",
"base_stations_btn_save": "保存",
"base_station_power_management": "基站电源管理",
"base_stations_power_mgmt_enable": "启用电源管理 *",
"base_stations_power_mgmt_enable_description_standby": "SteamVR 未使用时,已开启的基站会进入待机模式;SteamVR 启动时会再次唤醒。",
"base_stations_power_mgmt_enable_description_sleep": "SteamVR 未使用时,已开启的基站会进入休眠模式;SteamVR 启动时会再次唤醒。",
"base_stations_power_mgmt_on_startup": "SteamVR 启动时开启基站",
"base_stations_power_mgmt_on_startup_description": "SteamVR 启动时,处于关闭状态的基站会被唤醒。",
"base_stations_power_mgmt_on_shutdown": "SteamVR 关闭时关闭基站",
"base_stations_power_mgmt_on_shutdown_description": "SteamVR 停止使用后,已开启的基站会关闭。",
"base_stations_power_mgmt_standby": "待机",
"base_stations_power_mgmt_standby_description": "基站仅关闭激光器,以便在 SteamVR 启动时更快唤醒。基站 1.0 及部分基站 2.0 型号不支持此模式,届时将改用休眠模式。",
"base_stations_power_mgmt_sleep": "休眠",
"base_stations_power_mgmt_sleep_description": "基站会关闭激光器和电机。",
"base_stations_power_mgmt_warning": "* 不建议在多名 SteamVR 用户共用的追踪空间中启用。",
/* settings */
"settings_title": "设置",
"settings_advanced": "高级设置",
"settings_advanced_description": "显示面向高级用户的附加设置和微调选项。",
"settings_calibrate_motion_vectors": "校准运动矢量",
"settings_calibrate_motion_vectors_description": "改善移动预测,使追踪响应更及时。可能会影响物理效果较多的游戏。",
"settings_autofix_playspace_jumps": "自动修正游玩区域跳变",
"settings_autofix_playspace_jumps_description": "尝试自动检测并修正游玩区域追踪的突然跳变。",
"settings_enforce_minimum_rotation_variance": "强制最小旋转变化量",
"settings_enforce_minimum_rotation_variance_description": "自动丢弃旋转角度过于相近的采样,以提高校准质量。",
"settings_locale": "语言",
"settings_reset": "恢复所有设置",
"settings_reset_description": "将所有设置恢复为默认值。此操作无法撤销。",
"settings_reset_confirm": "此操作无法撤销。确定要继续吗?",
"settings_reset_yes": "是",
"settings_reset_no": "否",
/* about */
"about_title": "关于",
"about_description": "Space Calibrator 是一款免费开源工具,可让不同厂商的设备在 SteamVR 中协同使用。",
"about_view_source_info": "可在 GitHub 仓库中查看源代码。",
"about_contributors_title": "贡献者",
"about_contributors_description": "感谢以下人员对 Space Calibrator 的贡献:",
"about_translators_title": "翻译人员",
"about_translators_description": "感谢以下人员为 Space Calibrator 提供翻译:",
"about_licenses_title": "许可证",
"about_licenses_description": "本程序采用 MIT 许可证。其他依赖项可能采用不同的许可证,详情请查看下方信息。",
"about_link_github": "GitHub",
"about_link_discord": "Discord 服务器",
"about_link_logs_dir": "日志文件夹",
/* self-troubleshooting */
/* found another driver loaded in SteamVR -> legacy ipc connection successful */
"troubleshoot_diagnosis_legacy_ipc_found_title": "检测到另一个 Space Calibrator 实例",
"troubleshoot_diagnosis_legacy_ipc_found_description": "当前正在运行的 Space Calibrator 版本与本应用冲突。必须将其卸载后才能继续使用。是否自动移除?",
/* found legacy overlay key registered (non steam) */
"troubleshoot_diagnosis_legacy_overlay_found_title": "检测到另一个 Space Calibrator 实例",
"troubleshoot_diagnosis_legacy_overlay_found_description": "当前已安装另一个版本的 Space Calibrator。是否将其移除?",
"troubleshoot_action_yes": "是",
"troubleshoot_action_no": "否",
"troubleshoot_action_quit": "退出",
/* tutorial */
"learn_title": "教程",
"learn_card_standard_calibration": "标准校准",
"learn_card_standard_calibration_description": "了解如何校准一组设备。",
"learn_card_continuous_calibration": "持续校准",
"learn_card_continuous_calibration_description": "在使用过程中定期校准,以修正漂移。",
"learn_card_base_station_management": "基站管理",
"learn_card_base_station_management_description": "无线控制 SteamVR 基站。",
"learn_card_ui_tour": "界面导览",
"learn_card_ui_tour_description": "了解 Space Calibrator 的界面。",
"learn_action_back": "返回",
/* these are kinda like a messed up wiki because its inlined into the app like this, oh well lol */
"learn_page_standard_desc": "标准校准可对齐两个追踪系统,让不同的 VR 设备在同一物理空间中协同工作。",
"learn_page_standard_select_devices_title": "选择设备",
"learn_page_standard_select_devices_desc": "开始前,请先选择需要对齐的两台设备。",
"learn_page_standard_ref_device": "参考设备:校准时用作参照的设备,通常是控制器。",
"learn_page_standard_target_device": "目标设备:需要与参考设备对齐的设备,通常是追踪器或类似设备。",
"learn_page_standard_perform_title": "开始校准",
"learn_page_standard_perform_step1": "将两台设备牢牢握在同一只手中,尽量固定,避免它们在校准过程中相互移动。",
"learn_page_standard_perform_step2": "点击“标准校准”按钮开始校准。",
"learn_page_standard_perform_step3": "在房间内走动,同时让设备画 8 字,如下图所示。",
"learn_page_standard_speeds_title": "校准速度",
"learn_page_standard_speeds_desc": "可调整校准速度,以改变所需的移动量。移动量越大,校准质量通常越高。",
"learn_page_standard_speed_fast": "快速:校准时间较短,但结果可能不够准确。",
"learn_page_standard_speed_slow": "慢速/极慢:校准时间较长,但结果通常更准确。",
"learn_page_standard_completion_note": "进度条填满后,设备会立即在 VR 中对齐。如果没有对齐,请重新校准。",
"learn_page_standard_drift_title": "关于漂移",
"learn_page_standard_drift_desc": "设备可能会随着时间推移发生漂移,导致校准失效。此时需要重新校准。如果经常发生这种情况,建议使用持续校准。",
"learn_page_continuous_desc1": "游玩时如发现设备缓慢位移、旋转或偏离原位,可使用持续校准解决。",
"learn_page_continuous_desc2": "持续校准会在游玩过程中于后台自动保持追踪同步,无需定期手动校准。",
"learn_page_continuous_note_title": "注意",
"learn_page_continuous_note_desc": "使用此功能必须在头显上安装一个专用追踪器。",
"learn_page_continuous_desc3": "持续校准会频繁重新校准设备,尽可能消除漂移。设置完成后,通常无需再次手动校准。",
"learn_page_continuous_setup_instructions": "设置持续校准时,请先按照“标准校准”页面的说明选择设备。将头显设为参考设备,将校准追踪器设为目标设备,然后点击“持续校准”。首次校准可能需要一些时间,请四处移动,让应用收集追踪数据。",
"learn_page_continuous_should_use_title": "是否需要使用持续校准?",
"learn_page_continuous_should_use_standard": "如果没有可安装在头显上的额外追踪器、通常不会长时间使用 VR,或不介意在发生漂移时偶尔重新校准,请使用标准校准。",
"learn_page_continuous_should_use_continuous": "如果希望尽量避免处理漂移问题,请使用持续校准。经常长时间使用 VR,或设备漂移较明显时,建议使用此模式。",
"learn_page_continuous_physical_setup_title": "硬件安装(将追踪器固定在头显上)",
"learn_page_continuous_physical_setup_desc1": "使用持续校准时,需要在 VR 头显上安装专用追踪器。不同的头显和追踪器需要不同的支架。通常可以在网上找到可供 3D 打印的模型,也可以在社区中参考其他用户的安装方案。",
"learn_page_continuous_physical_setup_desc2": "安装后,追踪器必须牢牢固定在头显上,不能晃动、转动或抖动。固定得越稳,校准结果就越稳定。",
"learn_page_basestation_desc": "如果有兼容的 BLE 蓝牙适配器,可使用 Space Calibrator 控制 SteamVR 基站。",
"learn_page_basestation_1_title": "基站 1.0",
"learn_page_basestation_1_desc": "只能控制基站的开关,不支持无线设置信道。要切换信道,请按基站背面的实体按钮。",
"learn_page_basestation_2_title": "基站 2.0",
"learn_page_basestation_2_desc1": "基站 2.0 由 Valve 和 HTC 生产,相比基站 1.0 提供更完整的无线管理功能。除开关外,还可设置信道。每台基站 2.0 必须使用不同的信道,否则无法正常工作。发生冲突时,Space Calibrator 会提示并协助修复。",
"learn_page_basestation_2_desc2": "要更改基站 2.0 的信道,请打开“基站管理”标签页,点击目标基站的“编辑”按钮,然后选择所需信道(绿色标记)。",
"learn_page_basestation_auto_power_title": "自动电源管理",
"learn_page_basestation_auto_power_desc": "在“设置”中启用基站自动管理后,启动 Space Calibrator 时会开启基站;在 Space Calibrator 仍运行的情况下,关闭 SteamVR 时会关闭基站。请注意,如果先手动关闭 Space Calibrator,再关闭 SteamVR,基站不会自动关闭。",
"learn_page_ui_tour_desc": "界面分为多个标签页,每个标签页提供不同的功能。",
"learn_page_ui_tour_calibration_heading": "“校准”标签页",
"learn_page_ui_tour_cal_desc1": "可在“校准”标签页中查看和管理校准。",
"learn_page_ui_tour_cal_desc2": "顶部卡片会显示当前是否有已启用的校准,以及校准类型。",
"learn_page_ui_tour_cal_desc3": "在下方选择要配对校准的设备。先选择要校准的两个追踪系统,再在左侧选择作为校准参照的设备,在右侧选择要校准的设备。",
"learn_page_ui_tour_cal_desc4": "再往下是执行校准的按钮。如果不确定该选择哪种校准,请阅读“标准校准”和“持续校准”教程。",
"learn_page_ui_tour_cal_desc5": "“校准”标签页底部提供多个校准选项,其中部分选项仅在启用高级设置后显示。",
"learn_page_ui_tour_base_stations_heading": "“基站管理”标签页",
"learn_page_ui_tour_bs_desc": "可通过兼容的 BLE 蓝牙适配器控制房间内的基站。通常只需在初次设置时使用此功能。",
"learn_page_ui_tour_settings_heading": "“设置”标签页",
"learn_page_ui_tour_settings_desc1": "可在此调整程序的全局设置,包括高级设置、基站管理和界面语言。",
"learn_page_ui_tour_settings_desc2": "本应用的部分功能需要启用高级设置。请仅在了解相关功能的情况下启用。",
/* Names of the various languages one may select. Shown in settings */
"languages_en_GB": "英语(英国)",
"languages_en_US": "英语(美国)",
"languages_fr": "法语",
"languages_it": "意大利语",
"languages_de": "德语",
"languages_nl": "荷兰语",
"languages_es_ES": "西班牙语(西班牙)",
"languages_es_US": "西班牙语(拉丁美洲)",
"languages_da": "丹麦语",
"languages_sv": "瑞典语",
"languages_fi": "芬兰语",
"languages_no": "挪威语",
"languages_bg": "保加利亚语",
"languages_pl": "波兰语",
"languages_cs": "捷克语",
"languages_el": "希腊语",
"languages_hu": "匈牙利语",
"languages_pt_PT": "葡萄牙语(葡萄牙)",
"languages_pt_BR": "葡萄牙语(巴西)",
"languages_ro": "罗马尼亚语",
"languages_ru": "俄语",
"languages_tr": "土耳其语",
"languages_uk": "乌克兰语",
"languages_zh_HANS": "简体中文",
"languages_zh_HANT": "繁体中文",
"languages_ja": "日语",
"languages_ko": "韩语",
"languages_th": "泰语",
"languages_vi": "越南语",
"languages_system": "系统语言"
}
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cmake_minimum_required (VERSION 3.24)
project("lib")
# Includes all 3rd party libraries here
# Minhook library
message("Adding minhook...")
add_subdirectory ("minhook")
# GLFW
message("Adding GLFW...")
set(GLFW_BUILD_TESTS OFF)
set(GLFW_BUILD_EXAMPLES OFF)
set(GLFW_BUILD_DOCS OFF)
set(GLFW_INSTALL OFF)
set(BUILD_SHARED_LIBS OFF)
add_subdirectory(glfw)
# Dear ImGui
message("Adding ImGui...")
add_library(imgui STATIC
${CMAKE_SOURCE_DIR}/lib/imgui/imgui.cpp
${CMAKE_SOURCE_DIR}/lib/imgui/imgui_demo.cpp
${CMAKE_SOURCE_DIR}/lib/imgui/imgui_draw.cpp
${CMAKE_SOURCE_DIR}/lib/imgui/imgui_tables.cpp
${CMAKE_SOURCE_DIR}/lib/imgui/imgui_widgets.cpp)
target_include_directories(imgui PUBLIC ${CMAKE_SOURCE_DIR}/lib/imgui)
target_compile_definitions(imgui PRIVATE IMGUI_DEFINE_MATH_OPERATORS)
# ImPlot
message("Adding ImPlot...")
message("Adding ImGui...")
add_library(implot STATIC
${CMAKE_SOURCE_DIR}/lib/implot/implot.cpp
${CMAKE_SOURCE_DIR}/lib/implot/implot_demo.cpp
${CMAKE_SOURCE_DIR}/lib/implot/implot_items.cpp)
target_include_directories(implot PUBLIC ${CMAKE_SOURCE_DIR}/lib/implot)
target_compile_definitions(implot PRIVATE IMGUI_DEFINE_MATH_OPERATORS)
target_link_libraries(implot PRIVATE imgui)
# gl3w
message("Adding gl3w...")
add_library(gl3w STATIC ${CMAKE_SOURCE_DIR}/lib/gl3w/src/gl3w.c)
target_include_directories(gl3w PUBLIC ${CMAKE_SOURCE_DIR}/lib/gl3w/include)
# Assign solution dirs
set_property(TARGET minhook PROPERTY FOLDER "lib")
set_property(TARGET glfw PROPERTY FOLDER "lib/glfw")
set_property(TARGET update_mappings PROPERTY FOLDER "lib/glfw")
set_property(TARGET imgui PROPERTY FOLDER "lib")
set_property(TARGET implot PROPERTY FOLDER "lib")
set_property(TARGET gl3w PROPERTY FOLDER "lib")
+19
View File
@@ -0,0 +1,19 @@
include(RegexUtils)
test_escape_string_as_regex()
file(GLOB Eigen_directory_files "*")
escape_string_as_regex(ESCAPED_CMAKE_CURRENT_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
foreach(f ${Eigen_directory_files})
if(NOT f MATCHES "\\.txt" AND NOT f MATCHES "${ESCAPED_CMAKE_CURRENT_SOURCE_DIR}/[.].+" AND NOT f MATCHES "${ESCAPED_CMAKE_CURRENT_SOURCE_DIR}/src")
list(APPEND Eigen_directory_files_to_install ${f})
endif()
endforeach(f ${Eigen_directory_files})
install(FILES
${Eigen_directory_files_to_install}
DESTINATION ${INCLUDE_INSTALL_DIR}/Eigen COMPONENT Devel
)
install(DIRECTORY src DESTINATION ${INCLUDE_INSTALL_DIR}/Eigen COMPONENT Devel FILES_MATCHING PATTERN "*.h")
@@ -14,30 +14,32 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup Cholesky_Module Cholesky module
*
*
*
* This module provides two variants of the Cholesky decomposition for selfadjoint (hermitian) matrices.
* Those decompositions are also accessible via the following methods:
* - MatrixBase::llt()
* - MatrixBase::ldlt()
* - SelfAdjointView::llt()
* - SelfAdjointView::ldlt()
*
* \code
* #include <Eigen/Cholesky>
* \endcode
*/
*
*
*
* This module provides two variants of the Cholesky decomposition for selfadjoint (hermitian) matrices.
* Those decompositions are also accessible via the following methods:
* - MatrixBase::llt()
* - MatrixBase::ldlt()
* - SelfAdjointView::llt()
* - SelfAdjointView::ldlt()
*
* \code
* #include <Eigen/Cholesky>
* \endcode
*/
// IWYU pragma: begin_exports
#include "src/Cholesky/LLT.h"
#include "src/Cholesky/LDLT.h"
#ifdef EIGEN_USE_LAPACKE
#include "src/misc/lapacke_helpers.h"
#ifdef EIGEN_USE_MKL
#include "mkl_lapacke.h"
#else
#include "src/misc/lapacke.h"
#endif
#include "src/Cholesky/LLT_LAPACKE.h"
#endif
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_CHOLESKY_MODULE_H
#endif // EIGEN_CHOLESKY_MODULE_H
+48
View File
@@ -0,0 +1,48 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_CHOLMODSUPPORT_MODULE_H
#define EIGEN_CHOLMODSUPPORT_MODULE_H
#include "SparseCore"
#include "src/Core/util/DisableStupidWarnings.h"
extern "C" {
#include <cholmod.h>
}
/** \ingroup Support_modules
* \defgroup CholmodSupport_Module CholmodSupport module
*
* This module provides an interface to the Cholmod library which is part of the <a href="http://www.suitesparse.com">suitesparse</a> package.
* It provides the two following main factorization classes:
* - class CholmodSupernodalLLT: a supernodal LLT Cholesky factorization.
* - class CholmodDecomposiiton: a general L(D)LT Cholesky factorization with automatic or explicit runtime selection of the underlying factorization method (supernodal or simplicial).
*
* For the sake of completeness, this module also propose the two following classes:
* - class CholmodSimplicialLLT
* - class CholmodSimplicialLDLT
* Note that these classes does not bring any particular advantage compared to the built-in
* SimplicialLLT and SimplicialLDLT factorization classes.
*
* \code
* #include <Eigen/CholmodSupport>
* \endcode
*
* In order to use this module, the cholmod headers must be accessible from the include paths, and your binary must be linked to the cholmod library and its dependencies.
* The dependencies depend on how cholmod has been compiled.
* For a cmake based project, you can use our FindCholmod.cmake module to help you in this task.
*
*/
#include "src/CholmodSupport/CholmodSupport.h"
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_CHOLMODSUPPORT_MODULE_H
+119 -181
View File
@@ -8,11 +8,8 @@
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_CORE_MODULE_H
#define EIGEN_CORE_MODULE_H
// Eigen version information.
#include "Version"
#ifndef EIGEN_CORE_H
#define EIGEN_CORE_H
// first thing Eigen does: stop the compiler from reporting useless warnings.
#include "src/Core/util/DisableStupidWarnings.h"
@@ -27,25 +24,27 @@
// We need cuda_runtime.h/hip_runtime.h to ensure that
// the EIGEN_USING_STD macro works properly on the device side
#if defined(EIGEN_CUDACC)
#include <cuda_runtime.h>
#include <cuda_runtime.h>
#elif defined(EIGEN_HIPCC)
#include <hip/hip_runtime.h>
#include <hip/hip_runtime.h>
#endif
#ifdef EIGEN_EXCEPTIONS
#include <new>
#include <new>
#endif
// Disable the ipa-cp-clone optimization flag with MinGW 6.x or older (enabled by default with -O3)
// Disable the ipa-cp-clone optimization flag with MinGW 6.x or newer (enabled by default with -O3)
// See http://eigen.tuxfamily.org/bz/show_bug.cgi?id=556 for details.
#if EIGEN_COMP_MINGW && EIGEN_GNUC_STRICT_LESS_THAN(6, 0, 0)
#pragma GCC optimize("-fno-ipa-cp-clone")
#if EIGEN_COMP_MINGW && EIGEN_GNUC_AT_LEAST(4,6) && EIGEN_GNUC_AT_MOST(5,5)
#pragma GCC optimize ("-fno-ipa-cp-clone")
#endif
// Prevent ICC from specializing std::complex operators that silently fail
// on device. This allows us to use our own device-compatible specializations
// instead.
#if EIGEN_COMP_ICC && defined(EIGEN_GPU_COMPILE_PHASE) && !defined(_OVERRIDE_COMPLEX_SPECIALIZATION_)
#if defined(EIGEN_COMP_ICC) && defined(EIGEN_GPU_COMPILE_PHASE) \
&& !defined(_OVERRIDE_COMPLEX_SPECIALIZATION_)
#define _OVERRIDE_COMPLEX_SPECIALIZATION_ 1
#endif
#include <complex>
@@ -54,20 +53,20 @@
// and inclusion of their respective header files
#include "src/Core/util/MKL_support.h"
#if defined(EIGEN_HAS_CUDA_FP16) || defined(EIGEN_HAS_HIP_FP16)
#define EIGEN_HAS_GPU_FP16
#define EIGEN_HAS_GPU_FP16
#endif
#if defined(EIGEN_HAS_CUDA_BF16) || defined(EIGEN_HAS_HIP_BF16)
#define EIGEN_HAS_GPU_BF16
#define EIGEN_HAS_GPU_BF16
#endif
#if (defined _OPENMP) && (!defined EIGEN_DONT_PARALLELIZE)
#define EIGEN_HAS_OPENMP
#define EIGEN_HAS_OPENMP
#endif
#ifdef EIGEN_HAS_OPENMP
#include <atomic>
#include <omp.h>
#endif
@@ -82,33 +81,26 @@
#include <cstddef>
#include <cstdlib>
#include <cmath>
#include <cassert>
#include <functional>
#ifndef EIGEN_NO_IO
#include <sstream>
#include <iosfwd>
#ifndef EIGEN_NO_IO
#include <iosfwd>
#endif
#include <cstring>
#include <string>
#include <limits>
#include <climits> // for CHAR_BIT
#include <climits> // for CHAR_BIT
// for min/max:
#include <algorithm>
#if EIGEN_HAS_CXX11
#include <array>
#include <memory>
#include <vector>
// for std::is_nothrow_move_assignable
#include <type_traits>
// for std::this_thread::yield().
#if !defined(EIGEN_USE_BLAS) && (defined(EIGEN_HAS_OPENMP) || defined(EIGEN_GEMM_THREADPOOL))
#include <thread>
#endif
// for std::bit_cast()
#if defined(__cpp_lib_bit_cast) && __cpp_lib_bit_cast >= 201806L
#include <bit>
// for std::is_nothrow_move_assignable
#ifdef EIGEN_INCLUDE_TYPE_TRAITS
#include <type_traits>
#endif
// for outputting debug info
@@ -117,32 +109,31 @@
#endif
// required for __cpuid, needs to be included after cmath
// also required for _BitScanReverse on Windows on ARM
#if EIGEN_COMP_MSVC && (EIGEN_ARCH_i386_OR_x86_64 || EIGEN_ARCH_ARM64) && !EIGEN_OS_WINCE
#include <intrin.h>
#if EIGEN_COMP_MSVC && EIGEN_ARCH_i386_OR_x86_64 && !EIGEN_OS_WINCE
#include <intrin.h>
#endif
#if defined(EIGEN_USE_SYCL)
#undef min
#undef max
#undef isnan
#undef isinf
#undef isfinite
#include <CL/sycl.hpp>
#include <map>
#include <thread>
#include <utility>
#ifndef EIGEN_SYCL_LOCAL_THREAD_DIM0
#define EIGEN_SYCL_LOCAL_THREAD_DIM0 16
#endif
#ifndef EIGEN_SYCL_LOCAL_THREAD_DIM1
#define EIGEN_SYCL_LOCAL_THREAD_DIM1 16
#endif
#undef min
#undef max
#undef isnan
#undef isinf
#undef isfinite
#include <CL/sycl.hpp>
#include <map>
#include <memory>
#include <utility>
#include <thread>
#ifndef EIGEN_SYCL_LOCAL_THREAD_DIM0
#define EIGEN_SYCL_LOCAL_THREAD_DIM0 16
#endif
#ifndef EIGEN_SYCL_LOCAL_THREAD_DIM1
#define EIGEN_SYCL_LOCAL_THREAD_DIM1 16
#endif
#endif
#if defined EIGEN2_SUPPORT_STAGE40_FULL_EIGEN3_STRICTNESS || defined EIGEN2_SUPPORT_STAGE30_FULL_EIGEN3_API || \
defined EIGEN2_SUPPORT_STAGE20_RESOLVE_API_CONFLICTS || defined EIGEN2_SUPPORT_STAGE10_FULL_EIGEN2_API || \
defined EIGEN2_SUPPORT
#if defined EIGEN2_SUPPORT_STAGE40_FULL_EIGEN3_STRICTNESS || defined EIGEN2_SUPPORT_STAGE30_FULL_EIGEN3_API || defined EIGEN2_SUPPORT_STAGE20_RESOLVE_API_CONFLICTS || defined EIGEN2_SUPPORT_STAGE10_FULL_EIGEN2_API || defined EIGEN2_SUPPORT
// This will generate an error message:
#error Eigen2-support is only available up to version 3.2. Please go to "http://eigen.tuxfamily.org/index.php?title=Eigen2" for further information
#endif
@@ -155,140 +146,102 @@ using std::size_t;
// gcc 4.6.0 wants std:: for ptrdiff_t
using std::ptrdiff_t;
} // namespace Eigen
}
/** \defgroup Core_Module Core module
* This is the main module of Eigen providing dense matrix and vector support
* (both fixed and dynamic size) with all the features corresponding to a BLAS library
* and much more...
*
* \code
* #include <Eigen/Core>
* \endcode
*/
* This is the main module of Eigen providing dense matrix and vector support
* (both fixed and dynamic size) with all the features corresponding to a BLAS library
* and much more...
*
* \code
* #include <Eigen/Core>
* \endcode
*/
#ifdef EIGEN_USE_LAPACKE
#ifdef EIGEN_USE_MKL
#include "mkl_lapacke.h"
#else
#include "src/misc/lapacke.h"
#endif
#endif
// IWYU pragma: begin_exports
#include "src/Core/util/Constants.h"
#include "src/Core/util/Meta.h"
#include "src/Core/util/Assert.h"
#include "src/Core/util/ForwardDeclarations.h"
#include "src/Core/util/StaticAssert.h"
#include "src/Core/util/XprHelper.h"
#include "src/Core/util/Memory.h"
#include "src/Core/util/IntegralConstant.h"
#include "src/Core/util/Serializer.h"
#include "src/Core/util/SymbolicIndex.h"
#include "src/Core/util/EmulateArray.h"
#include "src/Core/util/MoreMeta.h"
#include "src/Core/NumTraits.h"
#include "src/Core/MathFunctions.h"
#include "src/Core/RandomImpl.h"
#include "src/Core/GenericPacketMath.h"
#include "src/Core/MathFunctionsImpl.h"
#include "src/Core/arch/Default/ConjHelper.h"
// Generic half float support
#include "src/Core/arch/Default/Half.h"
#include "src/Core/arch/Default/BFloat16.h"
#include "src/Core/arch/Default/TypeCasting.h"
#include "src/Core/arch/Default/GenericPacketMathFunctionsFwd.h"
#if defined EIGEN_VECTORIZE_AVX512
#include "src/Core/arch/SSE/PacketMath.h"
#include "src/Core/arch/SSE/Reductions.h"
#include "src/Core/arch/AVX/PacketMath.h"
#include "src/Core/arch/AVX/Reductions.h"
#include "src/Core/arch/AVX512/PacketMath.h"
#include "src/Core/arch/AVX512/Reductions.h"
#if defined EIGEN_VECTORIZE_AVX512FP16
#include "src/Core/arch/AVX512/PacketMathFP16.h"
#endif
#include "src/Core/arch/SSE/TypeCasting.h"
#include "src/Core/arch/AVX/TypeCasting.h"
#include "src/Core/arch/AVX512/TypeCasting.h"
#if defined EIGEN_VECTORIZE_AVX512FP16
#include "src/Core/arch/AVX512/TypeCastingFP16.h"
#endif
#include "src/Core/arch/SSE/Complex.h"
#include "src/Core/arch/AVX/Complex.h"
#include "src/Core/arch/AVX512/Complex.h"
#include "src/Core/arch/SSE/MathFunctions.h"
#include "src/Core/arch/AVX/MathFunctions.h"
#include "src/Core/arch/AVX512/MathFunctions.h"
#if defined EIGEN_VECTORIZE_AVX512FP16
#include "src/Core/arch/AVX512/MathFunctionsFP16.h"
#endif
#include "src/Core/arch/AVX512/TrsmKernel.h"
#include "src/Core/arch/SSE/PacketMath.h"
#include "src/Core/arch/SSE/TypeCasting.h"
#include "src/Core/arch/SSE/Complex.h"
#include "src/Core/arch/AVX/PacketMath.h"
#include "src/Core/arch/AVX/TypeCasting.h"
#include "src/Core/arch/AVX/Complex.h"
#include "src/Core/arch/AVX512/PacketMath.h"
#include "src/Core/arch/AVX512/TypeCasting.h"
#include "src/Core/arch/AVX512/Complex.h"
#include "src/Core/arch/SSE/MathFunctions.h"
#include "src/Core/arch/AVX/MathFunctions.h"
#include "src/Core/arch/AVX512/MathFunctions.h"
#elif defined EIGEN_VECTORIZE_AVX
// Use AVX for floats and doubles, SSE for integers
#include "src/Core/arch/SSE/PacketMath.h"
#include "src/Core/arch/SSE/Reductions.h"
#include "src/Core/arch/SSE/TypeCasting.h"
#include "src/Core/arch/SSE/Complex.h"
#include "src/Core/arch/AVX/PacketMath.h"
#include "src/Core/arch/AVX/Reductions.h"
#include "src/Core/arch/AVX/TypeCasting.h"
#include "src/Core/arch/AVX/Complex.h"
#include "src/Core/arch/SSE/MathFunctions.h"
#include "src/Core/arch/AVX/MathFunctions.h"
// Use AVX for floats and doubles, SSE for integers
#include "src/Core/arch/SSE/PacketMath.h"
#include "src/Core/arch/SSE/TypeCasting.h"
#include "src/Core/arch/SSE/Complex.h"
#include "src/Core/arch/AVX/PacketMath.h"
#include "src/Core/arch/AVX/TypeCasting.h"
#include "src/Core/arch/AVX/Complex.h"
#include "src/Core/arch/SSE/MathFunctions.h"
#include "src/Core/arch/AVX/MathFunctions.h"
#elif defined EIGEN_VECTORIZE_SSE
#include "src/Core/arch/SSE/PacketMath.h"
#include "src/Core/arch/SSE/Reductions.h"
#include "src/Core/arch/SSE/TypeCasting.h"
#include "src/Core/arch/SSE/MathFunctions.h"
#include "src/Core/arch/SSE/Complex.h"
#endif
#if defined(EIGEN_VECTORIZE_ALTIVEC) || defined(EIGEN_VECTORIZE_VSX)
#include "src/Core/arch/AltiVec/PacketMath.h"
#include "src/Core/arch/AltiVec/TypeCasting.h"
#include "src/Core/arch/AltiVec/MathFunctions.h"
#include "src/Core/arch/AltiVec/Complex.h"
#include "src/Core/arch/SSE/PacketMath.h"
#include "src/Core/arch/SSE/TypeCasting.h"
#include "src/Core/arch/SSE/MathFunctions.h"
#include "src/Core/arch/SSE/Complex.h"
#elif defined(EIGEN_VECTORIZE_ALTIVEC) || defined(EIGEN_VECTORIZE_VSX)
#include "src/Core/arch/AltiVec/PacketMath.h"
#include "src/Core/arch/AltiVec/MathFunctions.h"
#include "src/Core/arch/AltiVec/Complex.h"
#elif defined EIGEN_VECTORIZE_NEON
#include "src/Core/arch/NEON/PacketMath.h"
#include "src/Core/arch/NEON/TypeCasting.h"
#include "src/Core/arch/NEON/MathFunctions.h"
#include "src/Core/arch/NEON/Complex.h"
#elif defined EIGEN_VECTORIZE_LSX
#include "src/Core/arch/LSX/PacketMath.h"
#include "src/Core/arch/LSX/TypeCasting.h"
#include "src/Core/arch/LSX/MathFunctions.h"
#include "src/Core/arch/LSX/Complex.h"
#include "src/Core/arch/NEON/PacketMath.h"
#include "src/Core/arch/NEON/TypeCasting.h"
#include "src/Core/arch/NEON/MathFunctions.h"
#include "src/Core/arch/NEON/Complex.h"
#elif defined EIGEN_VECTORIZE_SVE
#include "src/Core/arch/SVE/PacketMath.h"
#include "src/Core/arch/SVE/TypeCasting.h"
#include "src/Core/arch/SVE/MathFunctions.h"
#include "src/Core/arch/SVE/PacketMath.h"
#include "src/Core/arch/SVE/TypeCasting.h"
#include "src/Core/arch/SVE/MathFunctions.h"
#elif defined EIGEN_VECTORIZE_ZVECTOR
#include "src/Core/arch/ZVector/PacketMath.h"
#include "src/Core/arch/ZVector/MathFunctions.h"
#include "src/Core/arch/ZVector/Complex.h"
#include "src/Core/arch/ZVector/PacketMath.h"
#include "src/Core/arch/ZVector/MathFunctions.h"
#include "src/Core/arch/ZVector/Complex.h"
#elif defined EIGEN_VECTORIZE_MSA
#include "src/Core/arch/MSA/PacketMath.h"
#include "src/Core/arch/MSA/MathFunctions.h"
#include "src/Core/arch/MSA/Complex.h"
#elif defined EIGEN_VECTORIZE_HVX
#include "src/Core/arch/HVX/PacketMath.h"
#include "src/Core/arch/MSA/PacketMath.h"
#include "src/Core/arch/MSA/MathFunctions.h"
#include "src/Core/arch/MSA/Complex.h"
#endif
#if defined EIGEN_VECTORIZE_GPU
#include "src/Core/arch/GPU/PacketMath.h"
#include "src/Core/arch/GPU/MathFunctions.h"
#include "src/Core/arch/GPU/TypeCasting.h"
#include "src/Core/arch/GPU/PacketMath.h"
#include "src/Core/arch/GPU/MathFunctions.h"
#include "src/Core/arch/GPU/TypeCasting.h"
#endif
#if defined(EIGEN_USE_SYCL)
#include "src/Core/arch/SYCL/InteropHeaders.h"
#include "src/Core/arch/SYCL/SyclMemoryModel.h"
#include "src/Core/arch/SYCL/InteropHeaders.h"
#if !defined(EIGEN_DONT_VECTORIZE_SYCL)
#include "src/Core/arch/SYCL/PacketMath.h"
#include "src/Core/arch/SYCL/MathFunctions.h"
#include "src/Core/arch/SYCL/TypeCasting.h"
#include "src/Core/arch/SYCL/PacketMath.h"
#include "src/Core/arch/SYCL/MathFunctions.h"
#include "src/Core/arch/SYCL/TypeCasting.h"
#endif
#endif
@@ -303,21 +256,17 @@ using std::ptrdiff_t;
#include "src/Core/functors/StlFunctors.h"
#include "src/Core/functors/AssignmentFunctors.h"
// Specialized functors for GPU.
#ifdef EIGEN_GPUCC
#include "src/Core/arch/GPU/Complex.h"
#endif
// Specializations of vectorized activation functions for NEON.
#ifdef EIGEN_VECTORIZE_NEON
#include "src/Core/arch/NEON/UnaryFunctors.h"
// Specialized functors to enable the processing of complex numbers
// on CUDA devices
#ifdef EIGEN_CUDACC
#include "src/Core/arch/CUDA/Complex.h"
#endif
#include "src/Core/util/IndexedViewHelper.h"
#include "src/Core/util/ReshapedHelper.h"
#include "src/Core/ArithmeticSequence.h"
#ifndef EIGEN_NO_IO
#include "src/Core/IO.h"
#include "src/Core/IO.h"
#endif
#include "src/Core/DenseCoeffsBase.h"
#include "src/Core/DenseBase.h"
@@ -327,8 +276,11 @@ using std::ptrdiff_t;
#include "src/Core/Product.h"
#include "src/Core/CoreEvaluators.h"
#include "src/Core/AssignEvaluator.h"
#include "src/Core/RealView.h"
#include "src/Core/Assign.h"
#ifndef EIGEN_PARSED_BY_DOXYGEN // work around Doxygen bug triggered by Assign.h r814874
// at least confirmed with Doxygen 1.5.5 and 1.5.6
#include "src/Core/Assign.h"
#endif
#include "src/Core/ArrayBase.h"
#include "src/Core/util/BlasUtil.h"
@@ -342,14 +294,12 @@ using std::ptrdiff_t;
#include "src/Core/PlainObjectBase.h"
#include "src/Core/Matrix.h"
#include "src/Core/Array.h"
#include "src/Core/Fill.h"
#include "src/Core/CwiseTernaryOp.h"
#include "src/Core/CwiseBinaryOp.h"
#include "src/Core/CwiseUnaryOp.h"
#include "src/Core/CwiseNullaryOp.h"
#include "src/Core/CwiseUnaryView.h"
#include "src/Core/SelfCwiseBinaryOp.h"
#include "src/Core/InnerProduct.h"
#include "src/Core/Dot.h"
#include "src/Core/StableNorm.h"
#include "src/Core/Stride.h"
@@ -364,10 +314,8 @@ using std::ptrdiff_t;
#include "src/Core/DiagonalMatrix.h"
#include "src/Core/Diagonal.h"
#include "src/Core/DiagonalProduct.h"
#include "src/Core/SkewSymmetricMatrix3.h"
#include "src/Core/Redux.h"
#include "src/Core/Visitor.h"
#include "src/Core/FindCoeff.h"
#include "src/Core/Fuzzy.h"
#include "src/Core/Swap.h"
#include "src/Core/CommaInitializer.h"
@@ -380,10 +328,6 @@ using std::ptrdiff_t;
#include "src/Core/TriangularMatrix.h"
#include "src/Core/SelfAdjointView.h"
#include "src/Core/products/GeneralBlockPanelKernel.h"
#include "src/Core/DeviceWrapper.h"
#ifdef EIGEN_GEMM_THREADPOOL
#include "ThreadPool"
#endif
#include "src/Core/products/Parallelizer.h"
#include "src/Core/ProductEvaluators.h"
#include "src/Core/products/GeneralMatrixVector.h"
@@ -402,18 +346,13 @@ using std::ptrdiff_t;
#include "src/Core/CoreIterators.h"
#include "src/Core/ConditionEstimator.h"
#if defined(EIGEN_VECTORIZE_VSX)
#include "src/Core/arch/AltiVec/MatrixProduct.h"
#if defined(EIGEN_VECTORIZE_ALTIVEC) || defined(EIGEN_VECTORIZE_VSX)
#include "src/Core/arch/AltiVec/MatrixProduct.h"
#elif defined EIGEN_VECTORIZE_NEON
#include "src/Core/arch/NEON/GeneralBlockPanelKernel.h"
#elif defined EIGEN_VECTORIZE_LSX
#include "src/Core/arch/LSX/GeneralBlockPanelKernel.h"
#endif
#if defined(EIGEN_VECTORIZE_AVX512)
#include "src/Core/arch/AVX512/GemmKernel.h"
#include "src/Core/arch/NEON/GeneralBlockPanelKernel.h"
#endif
#include "src/Core/BooleanRedux.h"
#include "src/Core/Select.h"
#include "src/Core/VectorwiseOp.h"
#include "src/Core/PartialReduxEvaluator.h"
@@ -432,15 +371,14 @@ using std::ptrdiff_t;
#include "src/Core/products/TriangularMatrixMatrix_BLAS.h"
#include "src/Core/products/TriangularMatrixVector_BLAS.h"
#include "src/Core/products/TriangularSolverMatrix_BLAS.h"
#endif // EIGEN_USE_BLAS
#endif // EIGEN_USE_BLAS
#ifdef EIGEN_USE_MKL_VML
#include "src/Core/Assign_MKL.h"
#endif
#include "src/Core/GlobalFunctions.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_CORE_MODULE_H
#endif // EIGEN_CORE_H
File renamed without changes.
File renamed without changes.
@@ -19,22 +19,20 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup Eigenvalues_Module Eigenvalues module
*
*
*
* This module mainly provides various eigenvalue solvers.
* This module also provides some MatrixBase methods, including:
* - MatrixBase::eigenvalues(),
* - MatrixBase::operatorNorm()
*
* \code
* #include <Eigen/Eigenvalues>
* \endcode
*/
*
*
*
* This module mainly provides various eigenvalue solvers.
* This module also provides some MatrixBase methods, including:
* - MatrixBase::eigenvalues(),
* - MatrixBase::operatorNorm()
*
* \code
* #include <Eigen/Eigenvalues>
* \endcode
*/
#include "src/misc/RealSvd2x2.h"
// IWYU pragma: begin_exports
#include "src/Eigenvalues/Tridiagonalization.h"
#include "src/Eigenvalues/RealSchur.h"
#include "src/Eigenvalues/EigenSolver.h"
@@ -56,8 +54,7 @@
#include "src/Eigenvalues/ComplexSchur_LAPACKE.h"
#include "src/Eigenvalues/SelfAdjointEigenSolver_LAPACKE.h"
#endif
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_EIGENVALUES_MODULE_H
#endif // EIGEN_EIGENVALUES_MODULE_H
@@ -17,24 +17,25 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup Geometry_Module Geometry module
*
* This module provides support for:
* - fixed-size homogeneous transformations
* - translation, scaling, 2D and 3D rotations
* - \link Quaternion quaternions \endlink
* - cross products (\ref MatrixBase::cross(), \ref MatrixBase::cross3())
* - orthogonal vector generation (MatrixBase::unitOrthogonal)
* - some linear components: \link ParametrizedLine parametrized-lines \endlink and \link Hyperplane hyperplanes \endlink
* - \link AlignedBox axis aligned bounding boxes \endlink
* - \link umeyama() least-square transformation fitting \endlink
* \code
* #include <Eigen/Geometry>
* \endcode
*/
*
* This module provides support for:
* - fixed-size homogeneous transformations
* - translation, scaling, 2D and 3D rotations
* - \link Quaternion quaternions \endlink
* - cross products (\ref MatrixBase::cross, \ref MatrixBase::cross3)
* - orthognal vector generation (\ref MatrixBase::unitOrthogonal)
* - some linear components: \link ParametrizedLine parametrized-lines \endlink and \link Hyperplane hyperplanes \endlink
* - \link AlignedBox axis aligned bounding boxes \endlink
* - \link umeyama least-square transformation fitting \endlink
*
* \code
* #include <Eigen/Geometry>
* \endcode
*/
// IWYU pragma: begin_exports
#include "src/Geometry/OrthoMethods.h"
#include "src/Geometry/EulerAngles.h"
#include "src/Geometry/Homogeneous.h"
#include "src/Geometry/RotationBase.h"
#include "src/Geometry/Rotation2D.h"
@@ -52,8 +53,7 @@
#if (defined EIGEN_VECTORIZE_SSE) || (defined EIGEN_VECTORIZE_NEON)
#include "src/Geometry/arch/Geometry_SIMD.h"
#endif
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_GEOMETRY_MODULE_H
#endif // EIGEN_GEOMETRY_MODULE_H
@@ -13,19 +13,17 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup Householder_Module Householder module
* This module provides Householder transformations.
*
* \code
* #include <Eigen/Householder>
* \endcode
*/
* This module provides Householder transformations.
*
* \code
* #include <Eigen/Householder>
* \endcode
*/
// IWYU pragma: begin_exports
#include "src/Householder/Householder.h"
#include "src/Householder/HouseholderSequence.h"
#include "src/Householder/BlockHouseholder.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_HOUSEHOLDER_MODULE_H
#endif // EIGEN_HOUSEHOLDER_MODULE_H
@@ -13,11 +13,10 @@
#include "src/Core/util/DisableStupidWarnings.h"
/**
/**
* \defgroup IterativeLinearSolvers_Module IterativeLinearSolvers module
*
* This module currently provides iterative methods to solve problems of the form \c A \c x = \c b, where \c A is a
squared matrix, usually very large and sparse.
* This module currently provides iterative methods to solve problems of the form \c A \c x = \c b, where \c A is a squared matrix, usually very large and sparse.
* Those solvers are accessible via the following classes:
* - ConjugateGradient for selfadjoint (hermitian) matrices,
* - LeastSquaresConjugateGradient for rectangular least-square problems,
@@ -28,15 +27,13 @@
* - DiagonalPreconditioner - also called Jacobi preconditioner, work very well on diagonal dominant matrices.
* - IncompleteLUT - incomplete LU factorization with dual thresholding
*
* Such problems can also be solved using the direct sparse decomposition modules: SparseCholesky, CholmodSupport,
UmfPackSupport, SuperLUSupport, AccelerateSupport.
* Such problems can also be solved using the direct sparse decomposition modules: SparseCholesky, CholmodSupport, UmfPackSupport, SuperLUSupport.
*
\code
#include <Eigen/IterativeLinearSolvers>
\endcode
*/
// IWYU pragma: begin_exports
#include "src/IterativeLinearSolvers/SolveWithGuess.h"
#include "src/IterativeLinearSolvers/IterativeSolverBase.h"
#include "src/IterativeLinearSolvers/BasicPreconditioners.h"
@@ -45,8 +42,7 @@
#include "src/IterativeLinearSolvers/BiCGSTAB.h"
#include "src/IterativeLinearSolvers/IncompleteLUT.h"
#include "src/IterativeLinearSolvers/IncompleteCholesky.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_ITERATIVELINEARSOLVERS_MODULE_H
#endif // EIGEN_ITERATIVELINEARSOLVERS_MODULE_H
+12 -13
View File
@@ -13,21 +13,20 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup Jacobi_Module Jacobi module
* This module provides Jacobi and Givens rotations.
*
* \code
* #include <Eigen/Jacobi>
* \endcode
*
* In addition to listed classes, it defines the two following MatrixBase methods to apply a Jacobi or Givens rotation:
* - MatrixBase::applyOnTheLeft()
* - MatrixBase::applyOnTheRight().
*/
* This module provides Jacobi and Givens rotations.
*
* \code
* #include <Eigen/Jacobi>
* \endcode
*
* In addition to listed classes, it defines the two following MatrixBase methods to apply a Jacobi or Givens rotation:
* - MatrixBase::applyOnTheLeft()
* - MatrixBase::applyOnTheRight().
*/
// IWYU pragma: begin_exports
#include "src/Jacobi/Jacobi.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_JACOBI_MODULE_H
#endif // EIGEN_JACOBI_MODULE_H
+41
View File
@@ -0,0 +1,41 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_KLUSUPPORT_MODULE_H
#define EIGEN_KLUSUPPORT_MODULE_H
#include <Eigen/SparseCore>
#include <Eigen/src/Core/util/DisableStupidWarnings.h>
extern "C" {
#include <btf.h>
#include <klu.h>
}
/** \ingroup Support_modules
* \defgroup KLUSupport_Module KLUSupport module
*
* This module provides an interface to the KLU library which is part of the <a href="http://www.suitesparse.com">suitesparse</a> package.
* It provides the following factorization class:
* - class KLU: a sparse LU factorization, well-suited for circuit simulation.
*
* \code
* #include <Eigen/KLUSupport>
* \endcode
*
* In order to use this module, the klu and btf headers must be accessible from the include paths, and your binary must be linked to the klu library and its dependencies.
* The dependencies depend on how umfpack has been compiled.
* For a cmake based project, you can use our FindKLU.cmake module to help you in this task.
*
*/
#include "src/KLUSupport/KLUSupport.h"
#include <Eigen/src/Core/util/ReenableStupidWarnings.h>
#endif // EIGEN_KLUSUPPORT_MODULE_H
+16 -15
View File
@@ -13,34 +13,35 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup LU_Module LU module
* This module includes %LU decomposition and related notions such as matrix inversion and determinant.
* This module defines the following MatrixBase methods:
* - MatrixBase::inverse()
* - MatrixBase::determinant()
*
* \code
* #include <Eigen/LU>
* \endcode
*/
* This module includes %LU decomposition and related notions such as matrix inversion and determinant.
* This module defines the following MatrixBase methods:
* - MatrixBase::inverse()
* - MatrixBase::determinant()
*
* \code
* #include <Eigen/LU>
* \endcode
*/
#include "src/misc/Kernel.h"
#include "src/misc/Image.h"
// IWYU pragma: begin_exports
#include "src/LU/FullPivLU.h"
#include "src/LU/PartialPivLU.h"
#ifdef EIGEN_USE_LAPACKE
#include "src/misc/lapacke_helpers.h"
#ifdef EIGEN_USE_MKL
#include "mkl_lapacke.h"
#else
#include "src/misc/lapacke.h"
#endif
#include "src/LU/PartialPivLU_LAPACKE.h"
#endif
#include "src/LU/Determinant.h"
#include "src/LU/InverseImpl.h"
#if defined EIGEN_VECTORIZE_SSE || defined EIGEN_VECTORIZE_NEON
#include "src/LU/arch/InverseSize4.h"
#include "src/LU/arch/InverseSize4.h"
#endif
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_LU_MODULE_H
#endif // EIGEN_LU_MODULE_H
@@ -16,20 +16,20 @@ extern "C" {
#include <metis.h>
}
/** \ingroup Support_modules
* \defgroup MetisSupport_Module MetisSupport module
*
* \code
* #include <Eigen/MetisSupport>
* \endcode
* This module defines an interface to the METIS reordering package (http://glaros.dtc.umn.edu/gkhome/views/metis).
* It can be used just as any other built-in method as explained in \link OrderingMethods_Module here. \endlink
*/
// IWYU pragma: begin_exports
/** \ingroup Support_modules
* \defgroup MetisSupport_Module MetisSupport module
*
* \code
* #include <Eigen/MetisSupport>
* \endcode
* This module defines an interface to the METIS reordering package (http://glaros.dtc.umn.edu/gkhome/views/metis).
* It can be used just as any other built-in method as explained in \link OrderingMethods_Module here. \endlink
*/
#include "src/MetisSupport/MetisSupport.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_METISSUPPORT_MODULE_H
#endif // EIGEN_METISSUPPORT_MODULE_H
+70
View File
@@ -0,0 +1,70 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_ORDERINGMETHODS_MODULE_H
#define EIGEN_ORDERINGMETHODS_MODULE_H
#include "SparseCore"
#include "src/Core/util/DisableStupidWarnings.h"
/**
* \defgroup OrderingMethods_Module OrderingMethods module
*
* This module is currently for internal use only
*
* It defines various built-in and external ordering methods for sparse matrices.
* They are typically used to reduce the number of elements during
* the sparse matrix decomposition (LLT, LU, QR).
* Precisely, in a preprocessing step, a permutation matrix P is computed using
* those ordering methods and applied to the columns of the matrix.
* Using for instance the sparse Cholesky decomposition, it is expected that
* the nonzeros elements in LLT(A*P) will be much smaller than that in LLT(A).
*
*
* Usage :
* \code
* #include <Eigen/OrderingMethods>
* \endcode
*
* A simple usage is as a template parameter in the sparse decomposition classes :
*
* \code
* SparseLU<MatrixType, COLAMDOrdering<int> > solver;
* \endcode
*
* \code
* SparseQR<MatrixType, COLAMDOrdering<int> > solver;
* \endcode
*
* It is possible as well to call directly a particular ordering method for your own purpose,
* \code
* AMDOrdering<int> ordering;
* PermutationMatrix<Dynamic, Dynamic, int> perm;
* SparseMatrix<double> A;
* //Fill the matrix ...
*
* ordering(A, perm); // Call AMD
* \endcode
*
* \note Some of these methods (like AMD or METIS), need the sparsity pattern
* of the input matrix to be symmetric. When the matrix is structurally unsymmetric,
* Eigen computes internally the pattern of \f$A^T*A\f$ before calling the method.
* If your matrix is already symmetric (at leat in structure), you can avoid that
* by calling the method with a SelfAdjointView type.
*
* \code
* // Call the ordering on the pattern of the lower triangular matrix A
* ordering(A.selfadjointView<Lower>(), perm);
* \endcode
*/
#include "src/OrderingMethods/Amd.h"
#include "src/OrderingMethods/Ordering.h"
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_ORDERINGMETHODS_MODULE_H
+49
View File
@@ -0,0 +1,49 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_PASTIXSUPPORT_MODULE_H
#define EIGEN_PASTIXSUPPORT_MODULE_H
#include "SparseCore"
#include "src/Core/util/DisableStupidWarnings.h"
extern "C" {
#include <pastix_nompi.h>
#include <pastix.h>
}
#ifdef complex
#undef complex
#endif
/** \ingroup Support_modules
* \defgroup PaStiXSupport_Module PaStiXSupport module
*
* This module provides an interface to the <a href="http://pastix.gforge.inria.fr/">PaSTiX</a> library.
* PaSTiX is a general \b supernodal, \b parallel and \b opensource sparse solver.
* It provides the two following main factorization classes:
* - class PastixLLT : a supernodal, parallel LLt Cholesky factorization.
* - class PastixLDLT: a supernodal, parallel LDLt Cholesky factorization.
* - class PastixLU : a supernodal, parallel LU factorization (optimized for a symmetric pattern).
*
* \code
* #include <Eigen/PaStiXSupport>
* \endcode
*
* In order to use this module, the PaSTiX headers must be accessible from the include paths, and your binary must be linked to the PaSTiX library and its dependencies.
* This wrapper resuires PaStiX version 5.x compiled without MPI support.
* The dependencies depend on how PaSTiX has been compiled.
* For a cmake based project, you can use our FindPaSTiX.cmake module to help you in this task.
*
*/
#include "src/PaStiXSupport/PaStiXSupport.h"
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_PASTIXSUPPORT_MODULE_H
@@ -15,24 +15,21 @@
#include <mkl_pardiso.h>
/** \ingroup Support_modules
* \defgroup PardisoSupport_Module PardisoSupport module
*
* This module brings support for the Intel(R) MKL PARDISO direct sparse solvers.
*
* \code
* #include <Eigen/PardisoSupport>
* \endcode
*
* In order to use this module, the MKL headers must be accessible from the include paths, and your binary must be
* linked to the MKL library and its dependencies. See this \ref TopicUsingIntelMKL "page" for more information on
* MKL-Eigen integration.
*
*/
* \defgroup PardisoSupport_Module PardisoSupport module
*
* This module brings support for the Intel(R) MKL PARDISO direct sparse solvers.
*
* \code
* #include <Eigen/PardisoSupport>
* \endcode
*
* In order to use this module, the MKL headers must be accessible from the include paths, and your binary must be linked to the MKL library and its dependencies.
* See this \ref TopicUsingIntelMKL "page" for more information on MKL-Eigen integration.
*
*/
// IWYU pragma: begin_exports
#include "src/PardisoSupport/PardisoSupport.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_PARDISOSUPPORT_MODULE_H
#endif // EIGEN_PARDISOSUPPORT_MODULE_H
+19 -17
View File
@@ -17,32 +17,34 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup QR_Module QR module
*
*
*
* This module provides various QR decompositions
* This module also provides some MatrixBase methods, including:
* - MatrixBase::householderQr()
* - MatrixBase::colPivHouseholderQr()
* - MatrixBase::fullPivHouseholderQr()
*
* \code
* #include <Eigen/QR>
* \endcode
*/
*
*
*
* This module provides various QR decompositions
* This module also provides some MatrixBase methods, including:
* - MatrixBase::householderQr()
* - MatrixBase::colPivHouseholderQr()
* - MatrixBase::fullPivHouseholderQr()
*
* \code
* #include <Eigen/QR>
* \endcode
*/
// IWYU pragma: begin_exports
#include "src/QR/HouseholderQR.h"
#include "src/QR/FullPivHouseholderQR.h"
#include "src/QR/ColPivHouseholderQR.h"
#include "src/QR/CompleteOrthogonalDecomposition.h"
#ifdef EIGEN_USE_LAPACKE
#include "src/misc/lapacke_helpers.h"
#ifdef EIGEN_USE_MKL
#include "mkl_lapacke.h"
#else
#include "src/misc/lapacke.h"
#endif
#include "src/QR/HouseholderQR_LAPACKE.h"
#include "src/QR/ColPivHouseholderQR_LAPACKE.h"
#endif
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_QR_MODULE_H
#endif // EIGEN_QR_MODULE_H
@@ -14,12 +14,19 @@
#include "src/Core/util/DisableStupidWarnings.h"
void *qMalloc(std::size_t size) { return Eigen::internal::aligned_malloc(size); }
void *qMalloc(std::size_t size)
{
return Eigen::internal::aligned_malloc(size);
}
void qFree(void *ptr) { Eigen::internal::aligned_free(ptr); }
void qFree(void *ptr)
{
Eigen::internal::aligned_free(ptr);
}
void *qRealloc(void *ptr, std::size_t size) {
void *newPtr = Eigen::internal::aligned_malloc(size);
void *qRealloc(void *ptr, std::size_t size)
{
void* newPtr = Eigen::internal::aligned_malloc(size);
std::memcpy(newPtr, ptr, size);
Eigen::internal::aligned_free(ptr);
return newPtr;
@@ -29,4 +36,4 @@ void *qRealloc(void *ptr, std::size_t size) {
#endif
#endif // EIGEN_QTMALLOC_MODULE_H
#endif // EIGEN_QTMALLOC_MODULE_H
+34
View File
@@ -0,0 +1,34 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_SPQRSUPPORT_MODULE_H
#define EIGEN_SPQRSUPPORT_MODULE_H
#include "SparseCore"
#include "src/Core/util/DisableStupidWarnings.h"
#include "SuiteSparseQR.hpp"
/** \ingroup Support_modules
* \defgroup SPQRSupport_Module SuiteSparseQR module
*
* This module provides an interface to the SPQR library, which is part of the <a href="http://www.suitesparse.com">suitesparse</a> package.
*
* \code
* #include <Eigen/SPQRSupport>
* \endcode
*
* In order to use this module, the SPQR headers must be accessible from the include paths, and your binary must be linked to the SPQR library and its dependencies (Cholmod, AMD, COLAMD,...).
* For a cmake based project, you can use our FindSPQR.cmake and FindCholmod.Cmake modules
*
*/
#include "src/CholmodSupport/CholmodSupport.h"
#include "src/SPQRSupport/SuiteSparseQRSupport.h"
#endif
+17 -23
View File
@@ -15,42 +15,36 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup SVD_Module SVD module
*
*
*
* This module provides SVD decomposition for matrices (both real and complex).
* Two decomposition algorithms are provided:
* - JacobiSVD implementing two-sided Jacobi iterations is numerically very accurate, fast for small matrices, but very
* slow for larger ones.
* - BDCSVD implementing a recursive divide & conquer strategy on top of an upper-bidiagonalization which remains fast
* for large problems. These decompositions are accessible via the respective classes and following MatrixBase methods:
* - MatrixBase::jacobiSvd()
* - MatrixBase::bdcSvd()
*
* \code
* #include <Eigen/SVD>
* \endcode
*/
*
*
*
* This module provides SVD decomposition for matrices (both real and complex).
* Two decomposition algorithms are provided:
* - JacobiSVD implementing two-sided Jacobi iterations is numerically very accurate, fast for small matrices, but very slow for larger ones.
* - BDCSVD implementing a recursive divide & conquer strategy on top of an upper-bidiagonalization which remains fast for large problems.
* These decompositions are accessible via the respective classes and following MatrixBase methods:
* - MatrixBase::jacobiSvd()
* - MatrixBase::bdcSvd()
*
* \code
* #include <Eigen/SVD>
* \endcode
*/
// IWYU pragma: begin_exports
#include "src/misc/RealSvd2x2.h"
#include "src/SVD/UpperBidiagonalization.h"
#include "src/SVD/SVDBase.h"
#include "src/SVD/JacobiSVD.h"
#include "src/SVD/BDCSVD.h"
#ifdef EIGEN_USE_LAPACKE
#if defined(EIGEN_USE_LAPACKE) && !defined(EIGEN_USE_LAPACKE_STRICT)
#ifdef EIGEN_USE_MKL
#include "mkl_lapacke.h"
#else
#include "src/misc/lapacke.h"
#endif
#ifndef EIGEN_USE_LAPACKE_STRICT
#include "src/SVD/JacobiSVD_LAPACKE.h"
#endif
#include "src/SVD/BDCSVD_LAPACKE.h"
#endif
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_SVD_MODULE_H
#endif // EIGEN_SVD_MODULE_H
@@ -30,4 +30,5 @@
#include "SparseQR"
#include "IterativeLinearSolvers"
#endif // EIGEN_SPARSE_MODULE_H
#endif // EIGEN_SPARSE_MODULE_H
@@ -15,26 +15,23 @@
#include "src/Core/util/DisableStupidWarnings.h"
/**
* \defgroup SparseCholesky_Module SparseCholesky module
*
* This module currently provides two variants of the direct sparse Cholesky decomposition for selfadjoint (hermitian)
* matrices. Those decompositions are accessible via the following classes:
* - SimplicialLLt,
* - SimplicialLDLt
*
* Such problems can also be solved using the ConjugateGradient solver from the IterativeLinearSolvers module.
*
* \code
* #include <Eigen/SparseCholesky>
* \endcode
*/
/**
* \defgroup SparseCholesky_Module SparseCholesky module
*
* This module currently provides two variants of the direct sparse Cholesky decomposition for selfadjoint (hermitian) matrices.
* Those decompositions are accessible via the following classes:
* - SimplicialLLt,
* - SimplicialLDLt
*
* Such problems can also be solved using the ConjugateGradient solver from the IterativeLinearSolvers module.
*
* \code
* #include <Eigen/SparseCholesky>
* \endcode
*/
// IWYU pragma: begin_exports
#include "src/SparseCholesky/SimplicialCholesky.h"
#include "src/SparseCholesky/SimplicialCholesky_impl.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_SPARSECHOLESKY_MODULE_H
#endif // EIGEN_SPARSECHOLESKY_MODULE_H
@@ -17,24 +17,22 @@
#include <cstdlib>
#include <cstring>
#include <algorithm>
#include <numeric>
/**
* \defgroup SparseCore_Module SparseCore module
*
* This module provides a sparse matrix representation, and basic associated matrix manipulations
* and operations.
*
* See the \ref TutorialSparse "Sparse tutorial"
*
* \code
* #include <Eigen/SparseCore>
* \endcode
*
* This module depends on: Core.
*/
/**
* \defgroup SparseCore_Module SparseCore module
*
* This module provides a sparse matrix representation, and basic associated matrix manipulations
* and operations.
*
* See the \ref TutorialSparse "Sparse tutorial"
*
* \code
* #include <Eigen/SparseCore>
* \endcode
*
* This module depends on: Core.
*/
// IWYU pragma: begin_exports
#include "src/SparseCore/SparseUtil.h"
#include "src/SparseCore/SparseMatrixBase.h"
#include "src/SparseCore/SparseAssign.h"
@@ -43,6 +41,7 @@
#include "src/SparseCore/SparseCompressedBase.h"
#include "src/SparseCore/SparseMatrix.h"
#include "src/SparseCore/SparseMap.h"
#include "src/SparseCore/MappedSparseMatrix.h"
#include "src/SparseCore/SparseVector.h"
#include "src/SparseCore/SparseRef.h"
#include "src/SparseCore/SparseCwiseUnaryOp.h"
@@ -63,8 +62,8 @@
#include "src/SparseCore/SparsePermutation.h"
#include "src/SparseCore/SparseFuzzy.h"
#include "src/SparseCore/SparseSolverBase.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_SPARSECORE_MODULE_H
#endif // EIGEN_SPARSECORE_MODULE_H
@@ -13,19 +13,20 @@
#include "SparseCore"
/**
* \defgroup SparseLU_Module SparseLU module
* This module defines a supernodal factorization of general sparse matrices.
* The code is fully optimized for supernode-panel updates with specialized kernels.
* Please, see the documentation of the SparseLU class for more details.
*/
/**
* \defgroup SparseLU_Module SparseLU module
* This module defines a supernodal factorization of general sparse matrices.
* The code is fully optimized for supernode-panel updates with specialized kernels.
* Please, see the documentation of the SparseLU class for more details.
*/
// Ordering interface
#include "OrderingMethods"
#include "src/Core/util/DisableStupidWarnings.h"
// IWYU pragma: begin_exports
#include "src/SparseLU/SparseLU_gemm_kernel.h"
#include "src/SparseLU/SparseLU_Structs.h"
#include "src/SparseLU/SparseLU_SupernodalMatrix.h"
#include "src/SparseLU/SparseLUImpl.h"
@@ -43,8 +44,7 @@
#include "src/SparseLU/SparseLU_pruneL.h"
#include "src/SparseLU/SparseLU_Utils.h"
#include "src/SparseLU/SparseLU.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_SPARSELU_MODULE_H
#endif // EIGEN_SPARSELU_MODULE_H
@@ -13,25 +13,23 @@
#include "src/Core/util/DisableStupidWarnings.h"
/** \defgroup SparseQR_Module SparseQR module
* \brief Provides QR decomposition for sparse matrices
*
* This module provides a simplicial version of the left-looking Sparse QR decomposition.
* The columns of the input matrix should be reordered to limit the fill-in during the
* decomposition. Built-in methods (COLAMD, AMD) or external methods (METIS) can be used to this end.
* See the \link OrderingMethods_Module OrderingMethods\endlink module for the list
* of built-in and external ordering methods.
*
* \code
* #include <Eigen/SparseQR>
* \endcode
*
*
*/
* \brief Provides QR decomposition for sparse matrices
*
* This module provides a simplicial version of the left-looking Sparse QR decomposition.
* The columns of the input matrix should be reordered to limit the fill-in during the
* decomposition. Built-in methods (COLAMD, AMD) or external methods (METIS) can be used to this end.
* See the \link OrderingMethods_Module OrderingMethods\endlink module for the list
* of built-in and external ordering methods.
*
* \code
* #include <Eigen/SparseQR>
* \endcode
*
*
*/
// IWYU pragma: begin_exports
#include "src/SparseCore/SparseColEtree.h"
#include "src/SparseQR/SparseQR.h"
// IWYU pragma: end_exports
#include "src/Core/util/ReenableStupidWarnings.h"
@@ -14,17 +14,14 @@
#include "Core"
#include <deque>
#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 && \
(EIGEN_MAX_STATIC_ALIGN_BYTES <= 16) /* MSVC auto aligns up to 16 bytes in 64 bit builds */
#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 && (EIGEN_MAX_STATIC_ALIGN_BYTES<=16) /* MSVC auto aligns up to 16 bytes in 64 bit builds */
#define EIGEN_DEFINE_STL_DEQUE_SPECIALIZATION(...)
#else
// IWYU pragma: begin_exports
#include "src/StlSupport/StdDeque.h"
// IWYU pragma: end_exports
#endif
#endif // EIGEN_STDDEQUE_MODULE_H
#endif // EIGEN_STDDEQUE_MODULE_H
@@ -13,17 +13,14 @@
#include "Core"
#include <list>
#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 && \
(EIGEN_MAX_STATIC_ALIGN_BYTES <= 16) /* MSVC auto aligns up to 16 bytes in 64 bit builds */
#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 && (EIGEN_MAX_STATIC_ALIGN_BYTES<=16) /* MSVC auto aligns up to 16 bytes in 64 bit builds */
#define EIGEN_DEFINE_STL_LIST_SPECIALIZATION(...)
#else
// IWYU pragma: begin_exports
#include "src/StlSupport/StdList.h"
// IWYU pragma: end_exports
#endif
#endif // EIGEN_STDLIST_MODULE_H
#endif // EIGEN_STDLIST_MODULE_H
@@ -14,17 +14,14 @@
#include "Core"
#include <vector>
#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 && \
(EIGEN_MAX_STATIC_ALIGN_BYTES <= 16) /* MSVC auto aligns up to 16 bytes in 64 bit builds */
#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 && (EIGEN_MAX_STATIC_ALIGN_BYTES<=16) /* MSVC auto aligns up to 16 bytes in 64 bit builds */
#define EIGEN_DEFINE_STL_VECTOR_SPECIALIZATION(...)
#else
// IWYU pragma: begin_exports
#include "src/StlSupport/StdVector.h"
// IWYU pragma: end_exports
#endif
#endif // EIGEN_STDVECTOR_MODULE_H
#endif // EIGEN_STDVECTOR_MODULE_H
+64
View File
@@ -0,0 +1,64 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_SUPERLUSUPPORT_MODULE_H
#define EIGEN_SUPERLUSUPPORT_MODULE_H
#include "SparseCore"
#include "src/Core/util/DisableStupidWarnings.h"
#ifdef EMPTY
#define EIGEN_EMPTY_WAS_ALREADY_DEFINED
#endif
typedef int int_t;
#include <slu_Cnames.h>
#include <supermatrix.h>
#include <slu_util.h>
// slu_util.h defines a preprocessor token named EMPTY which is really polluting,
// so we remove it in favor of a SUPERLU_EMPTY token.
// If EMPTY was already defined then we don't undef it.
#if defined(EIGEN_EMPTY_WAS_ALREADY_DEFINED)
# undef EIGEN_EMPTY_WAS_ALREADY_DEFINED
#elif defined(EMPTY)
# undef EMPTY
#endif
#define SUPERLU_EMPTY (-1)
namespace Eigen { struct SluMatrix; }
/** \ingroup Support_modules
* \defgroup SuperLUSupport_Module SuperLUSupport module
*
* This module provides an interface to the <a href="http://crd-legacy.lbl.gov/~xiaoye/SuperLU/">SuperLU</a> library.
* It provides the following factorization class:
* - class SuperLU: a supernodal sequential LU factorization.
* - class SuperILU: a supernodal sequential incomplete LU factorization (to be used as a preconditioner for iterative methods).
*
* \warning This wrapper requires at least versions 4.0 of SuperLU. The 3.x versions are not supported.
*
* \warning When including this module, you have to use SUPERLU_EMPTY instead of EMPTY which is no longer defined because it is too polluting.
*
* \code
* #include <Eigen/SuperLUSupport>
* \endcode
*
* In order to use this module, the superlu headers must be accessible from the include paths, and your binary must be linked to the superlu library and its dependencies.
* The dependencies depend on how superlu has been compiled.
* For a cmake based project, you can use our FindSuperLU.cmake module to help you in this task.
*
*/
#include "src/SuperLUSupport/SuperLUSupport.h"
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_SUPERLUSUPPORT_MODULE_H
+40
View File
@@ -0,0 +1,40 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_UMFPACKSUPPORT_MODULE_H
#define EIGEN_UMFPACKSUPPORT_MODULE_H
#include "SparseCore"
#include "src/Core/util/DisableStupidWarnings.h"
extern "C" {
#include <umfpack.h>
}
/** \ingroup Support_modules
* \defgroup UmfPackSupport_Module UmfPackSupport module
*
* This module provides an interface to the UmfPack library which is part of the <a href="http://www.suitesparse.com">suitesparse</a> package.
* It provides the following factorization class:
* - class UmfPackLU: a multifrontal sequential LU factorization.
*
* \code
* #include <Eigen/UmfPackSupport>
* \endcode
*
* In order to use this module, the umfpack headers must be accessible from the include paths, and your binary must be linked to the umfpack library and its dependencies.
* The dependencies depend on how umfpack has been compiled.
* For a cmake based project, you can use our FindUmfPack.cmake module to help you in this task.
*
*/
#include "src/UmfPackSupport/UmfPackSupport.h"
#include "src/Core/util/ReenableStupidWarnings.h"
#endif // EIGEN_UMFPACKSUPPORT_MODULE_H
+688
View File
@@ -0,0 +1,688 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2008-2011 Gael Guennebaud <gael.guennebaud@inria.fr>
// Copyright (C) 2009 Keir Mierle <mierle@gmail.com>
// Copyright (C) 2009 Benoit Jacob <jacob.benoit.1@gmail.com>
// Copyright (C) 2011 Timothy E. Holy <tim.holy@gmail.com >
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_LDLT_H
#define EIGEN_LDLT_H
namespace Eigen {
namespace internal {
template<typename _MatrixType, int _UpLo> struct traits<LDLT<_MatrixType, _UpLo> >
: traits<_MatrixType>
{
typedef MatrixXpr XprKind;
typedef SolverStorage StorageKind;
typedef int StorageIndex;
enum { Flags = 0 };
};
template<typename MatrixType, int UpLo> struct LDLT_Traits;
// PositiveSemiDef means positive semi-definite and non-zero; same for NegativeSemiDef
enum SignMatrix { PositiveSemiDef, NegativeSemiDef, ZeroSign, Indefinite };
}
/** \ingroup Cholesky_Module
*
* \class LDLT
*
* \brief Robust Cholesky decomposition of a matrix with pivoting
*
* \tparam _MatrixType the type of the matrix of which to compute the LDL^T Cholesky decomposition
* \tparam _UpLo the triangular part that will be used for the decompositon: Lower (default) or Upper.
* The other triangular part won't be read.
*
* Perform a robust Cholesky decomposition of a positive semidefinite or negative semidefinite
* matrix \f$ A \f$ such that \f$ A = P^TLDL^*P \f$, where P is a permutation matrix, L
* is lower triangular with a unit diagonal and D is a diagonal matrix.
*
* The decomposition uses pivoting to ensure stability, so that D will have
* zeros in the bottom right rank(A) - n submatrix. Avoiding the square root
* on D also stabilizes the computation.
*
* Remember that Cholesky decompositions are not rank-revealing. Also, do not use a Cholesky
* decomposition to determine whether a system of equations has a solution.
*
* This class supports the \link InplaceDecomposition inplace decomposition \endlink mechanism.
*
* \sa MatrixBase::ldlt(), SelfAdjointView::ldlt(), class LLT
*/
template<typename _MatrixType, int _UpLo> class LDLT
: public SolverBase<LDLT<_MatrixType, _UpLo> >
{
public:
typedef _MatrixType MatrixType;
typedef SolverBase<LDLT> Base;
friend class SolverBase<LDLT>;
EIGEN_GENERIC_PUBLIC_INTERFACE(LDLT)
enum {
MaxRowsAtCompileTime = MatrixType::MaxRowsAtCompileTime,
MaxColsAtCompileTime = MatrixType::MaxColsAtCompileTime,
UpLo = _UpLo
};
typedef Matrix<Scalar, RowsAtCompileTime, 1, 0, MaxRowsAtCompileTime, 1> TmpMatrixType;
typedef Transpositions<RowsAtCompileTime, MaxRowsAtCompileTime> TranspositionType;
typedef PermutationMatrix<RowsAtCompileTime, MaxRowsAtCompileTime> PermutationType;
typedef internal::LDLT_Traits<MatrixType,UpLo> Traits;
/** \brief Default Constructor.
*
* The default constructor is useful in cases in which the user intends to
* perform decompositions via LDLT::compute(const MatrixType&).
*/
LDLT()
: m_matrix(),
m_transpositions(),
m_sign(internal::ZeroSign),
m_isInitialized(false)
{}
/** \brief Default Constructor with memory preallocation
*
* Like the default constructor but with preallocation of the internal data
* according to the specified problem \a size.
* \sa LDLT()
*/
explicit LDLT(Index size)
: m_matrix(size, size),
m_transpositions(size),
m_temporary(size),
m_sign(internal::ZeroSign),
m_isInitialized(false)
{}
/** \brief Constructor with decomposition
*
* This calculates the decomposition for the input \a matrix.
*
* \sa LDLT(Index size)
*/
template<typename InputType>
explicit LDLT(const EigenBase<InputType>& matrix)
: m_matrix(matrix.rows(), matrix.cols()),
m_transpositions(matrix.rows()),
m_temporary(matrix.rows()),
m_sign(internal::ZeroSign),
m_isInitialized(false)
{
compute(matrix.derived());
}
/** \brief Constructs a LDLT factorization from a given matrix
*
* This overloaded constructor is provided for \link InplaceDecomposition inplace decomposition \endlink when \c MatrixType is a Eigen::Ref.
*
* \sa LDLT(const EigenBase&)
*/
template<typename InputType>
explicit LDLT(EigenBase<InputType>& matrix)
: m_matrix(matrix.derived()),
m_transpositions(matrix.rows()),
m_temporary(matrix.rows()),
m_sign(internal::ZeroSign),
m_isInitialized(false)
{
compute(matrix.derived());
}
/** Clear any existing decomposition
* \sa rankUpdate(w,sigma)
*/
void setZero()
{
m_isInitialized = false;
}
/** \returns a view of the upper triangular matrix U */
inline typename Traits::MatrixU matrixU() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return Traits::getU(m_matrix);
}
/** \returns a view of the lower triangular matrix L */
inline typename Traits::MatrixL matrixL() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return Traits::getL(m_matrix);
}
/** \returns the permutation matrix P as a transposition sequence.
*/
inline const TranspositionType& transpositionsP() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return m_transpositions;
}
/** \returns the coefficients of the diagonal matrix D */
inline Diagonal<const MatrixType> vectorD() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return m_matrix.diagonal();
}
/** \returns true if the matrix is positive (semidefinite) */
inline bool isPositive() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return m_sign == internal::PositiveSemiDef || m_sign == internal::ZeroSign;
}
/** \returns true if the matrix is negative (semidefinite) */
inline bool isNegative(void) const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return m_sign == internal::NegativeSemiDef || m_sign == internal::ZeroSign;
}
#ifdef EIGEN_PARSED_BY_DOXYGEN
/** \returns a solution x of \f$ A x = b \f$ using the current decomposition of A.
*
* This function also supports in-place solves using the syntax <tt>x = decompositionObject.solve(x)</tt> .
*
* \note_about_checking_solutions
*
* More precisely, this method solves \f$ A x = b \f$ using the decomposition \f$ A = P^T L D L^* P \f$
* by solving the systems \f$ P^T y_1 = b \f$, \f$ L y_2 = y_1 \f$, \f$ D y_3 = y_2 \f$,
* \f$ L^* y_4 = y_3 \f$ and \f$ P x = y_4 \f$ in succession. If the matrix \f$ A \f$ is singular, then
* \f$ D \f$ will also be singular (all the other matrices are invertible). In that case, the
* least-square solution of \f$ D y_3 = y_2 \f$ is computed. This does not mean that this function
* computes the least-square solution of \f$ A x = b \f$ if \f$ A \f$ is singular.
*
* \sa MatrixBase::ldlt(), SelfAdjointView::ldlt()
*/
template<typename Rhs>
inline const Solve<LDLT, Rhs>
solve(const MatrixBase<Rhs>& b) const;
#endif
template<typename Derived>
bool solveInPlace(MatrixBase<Derived> &bAndX) const;
template<typename InputType>
LDLT& compute(const EigenBase<InputType>& matrix);
/** \returns an estimate of the reciprocal condition number of the matrix of
* which \c *this is the LDLT decomposition.
*/
RealScalar rcond() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return internal::rcond_estimate_helper(m_l1_norm, *this);
}
template <typename Derived>
LDLT& rankUpdate(const MatrixBase<Derived>& w, const RealScalar& alpha=1);
/** \returns the internal LDLT decomposition matrix
*
* TODO: document the storage layout
*/
inline const MatrixType& matrixLDLT() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return m_matrix;
}
MatrixType reconstructedMatrix() const;
/** \returns the adjoint of \c *this, that is, a const reference to the decomposition itself as the underlying matrix is self-adjoint.
*
* This method is provided for compatibility with other matrix decompositions, thus enabling generic code such as:
* \code x = decomposition.adjoint().solve(b) \endcode
*/
const LDLT& adjoint() const { return *this; };
EIGEN_DEVICE_FUNC inline EIGEN_CONSTEXPR Index rows() const EIGEN_NOEXCEPT { return m_matrix.rows(); }
EIGEN_DEVICE_FUNC inline EIGEN_CONSTEXPR Index cols() const EIGEN_NOEXCEPT { return m_matrix.cols(); }
/** \brief Reports whether previous computation was successful.
*
* \returns \c Success if computation was successful,
* \c NumericalIssue if the factorization failed because of a zero pivot.
*/
ComputationInfo info() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
return m_info;
}
#ifndef EIGEN_PARSED_BY_DOXYGEN
template<typename RhsType, typename DstType>
void _solve_impl(const RhsType &rhs, DstType &dst) const;
template<bool Conjugate, typename RhsType, typename DstType>
void _solve_impl_transposed(const RhsType &rhs, DstType &dst) const;
#endif
protected:
static void check_template_parameters()
{
EIGEN_STATIC_ASSERT_NON_INTEGER(Scalar);
}
/** \internal
* Used to compute and store the Cholesky decomposition A = L D L^* = U^* D U.
* The strict upper part is used during the decomposition, the strict lower
* part correspond to the coefficients of L (its diagonal is equal to 1 and
* is not stored), and the diagonal entries correspond to D.
*/
MatrixType m_matrix;
RealScalar m_l1_norm;
TranspositionType m_transpositions;
TmpMatrixType m_temporary;
internal::SignMatrix m_sign;
bool m_isInitialized;
ComputationInfo m_info;
};
namespace internal {
template<int UpLo> struct ldlt_inplace;
template<> struct ldlt_inplace<Lower>
{
template<typename MatrixType, typename TranspositionType, typename Workspace>
static bool unblocked(MatrixType& mat, TranspositionType& transpositions, Workspace& temp, SignMatrix& sign)
{
using std::abs;
typedef typename MatrixType::Scalar Scalar;
typedef typename MatrixType::RealScalar RealScalar;
typedef typename TranspositionType::StorageIndex IndexType;
eigen_assert(mat.rows()==mat.cols());
const Index size = mat.rows();
bool found_zero_pivot = false;
bool ret = true;
if (size <= 1)
{
transpositions.setIdentity();
if(size==0) sign = ZeroSign;
else if (numext::real(mat.coeff(0,0)) > static_cast<RealScalar>(0) ) sign = PositiveSemiDef;
else if (numext::real(mat.coeff(0,0)) < static_cast<RealScalar>(0)) sign = NegativeSemiDef;
else sign = ZeroSign;
return true;
}
for (Index k = 0; k < size; ++k)
{
// Find largest diagonal element
Index index_of_biggest_in_corner;
mat.diagonal().tail(size-k).cwiseAbs().maxCoeff(&index_of_biggest_in_corner);
index_of_biggest_in_corner += k;
transpositions.coeffRef(k) = IndexType(index_of_biggest_in_corner);
if(k != index_of_biggest_in_corner)
{
// apply the transposition while taking care to consider only
// the lower triangular part
Index s = size-index_of_biggest_in_corner-1; // trailing size after the biggest element
mat.row(k).head(k).swap(mat.row(index_of_biggest_in_corner).head(k));
mat.col(k).tail(s).swap(mat.col(index_of_biggest_in_corner).tail(s));
std::swap(mat.coeffRef(k,k),mat.coeffRef(index_of_biggest_in_corner,index_of_biggest_in_corner));
for(Index i=k+1;i<index_of_biggest_in_corner;++i)
{
Scalar tmp = mat.coeffRef(i,k);
mat.coeffRef(i,k) = numext::conj(mat.coeffRef(index_of_biggest_in_corner,i));
mat.coeffRef(index_of_biggest_in_corner,i) = numext::conj(tmp);
}
if(NumTraits<Scalar>::IsComplex)
mat.coeffRef(index_of_biggest_in_corner,k) = numext::conj(mat.coeff(index_of_biggest_in_corner,k));
}
// partition the matrix:
// A00 | - | -
// lu = A10 | A11 | -
// A20 | A21 | A22
Index rs = size - k - 1;
Block<MatrixType,Dynamic,1> A21(mat,k+1,k,rs,1);
Block<MatrixType,1,Dynamic> A10(mat,k,0,1,k);
Block<MatrixType,Dynamic,Dynamic> A20(mat,k+1,0,rs,k);
if(k>0)
{
temp.head(k) = mat.diagonal().real().head(k).asDiagonal() * A10.adjoint();
mat.coeffRef(k,k) -= (A10 * temp.head(k)).value();
if(rs>0)
A21.noalias() -= A20 * temp.head(k);
}
// In some previous versions of Eigen (e.g., 3.2.1), the scaling was omitted if the pivot
// was smaller than the cutoff value. However, since LDLT is not rank-revealing
// we should only make sure that we do not introduce INF or NaN values.
// Remark that LAPACK also uses 0 as the cutoff value.
RealScalar realAkk = numext::real(mat.coeffRef(k,k));
bool pivot_is_valid = (abs(realAkk) > RealScalar(0));
if(k==0 && !pivot_is_valid)
{
// The entire diagonal is zero, there is nothing more to do
// except filling the transpositions, and checking whether the matrix is zero.
sign = ZeroSign;
for(Index j = 0; j<size; ++j)
{
transpositions.coeffRef(j) = IndexType(j);
ret = ret && (mat.col(j).tail(size-j-1).array()==Scalar(0)).all();
}
return ret;
}
if((rs>0) && pivot_is_valid)
A21 /= realAkk;
else if(rs>0)
ret = ret && (A21.array()==Scalar(0)).all();
if(found_zero_pivot && pivot_is_valid) ret = false; // factorization failed
else if(!pivot_is_valid) found_zero_pivot = true;
if (sign == PositiveSemiDef) {
if (realAkk < static_cast<RealScalar>(0)) sign = Indefinite;
} else if (sign == NegativeSemiDef) {
if (realAkk > static_cast<RealScalar>(0)) sign = Indefinite;
} else if (sign == ZeroSign) {
if (realAkk > static_cast<RealScalar>(0)) sign = PositiveSemiDef;
else if (realAkk < static_cast<RealScalar>(0)) sign = NegativeSemiDef;
}
}
return ret;
}
// Reference for the algorithm: Davis and Hager, "Multiple Rank
// Modifications of a Sparse Cholesky Factorization" (Algorithm 1)
// Trivial rearrangements of their computations (Timothy E. Holy)
// allow their algorithm to work for rank-1 updates even if the
// original matrix is not of full rank.
// Here only rank-1 updates are implemented, to reduce the
// requirement for intermediate storage and improve accuracy
template<typename MatrixType, typename WDerived>
static bool updateInPlace(MatrixType& mat, MatrixBase<WDerived>& w, const typename MatrixType::RealScalar& sigma=1)
{
using numext::isfinite;
typedef typename MatrixType::Scalar Scalar;
typedef typename MatrixType::RealScalar RealScalar;
const Index size = mat.rows();
eigen_assert(mat.cols() == size && w.size()==size);
RealScalar alpha = 1;
// Apply the update
for (Index j = 0; j < size; j++)
{
// Check for termination due to an original decomposition of low-rank
if (!(isfinite)(alpha))
break;
// Update the diagonal terms
RealScalar dj = numext::real(mat.coeff(j,j));
Scalar wj = w.coeff(j);
RealScalar swj2 = sigma*numext::abs2(wj);
RealScalar gamma = dj*alpha + swj2;
mat.coeffRef(j,j) += swj2/alpha;
alpha += swj2/dj;
// Update the terms of L
Index rs = size-j-1;
w.tail(rs) -= wj * mat.col(j).tail(rs);
if(gamma != 0)
mat.col(j).tail(rs) += (sigma*numext::conj(wj)/gamma)*w.tail(rs);
}
return true;
}
template<typename MatrixType, typename TranspositionType, typename Workspace, typename WType>
static bool update(MatrixType& mat, const TranspositionType& transpositions, Workspace& tmp, const WType& w, const typename MatrixType::RealScalar& sigma=1)
{
// Apply the permutation to the input w
tmp = transpositions * w;
return ldlt_inplace<Lower>::updateInPlace(mat,tmp,sigma);
}
};
template<> struct ldlt_inplace<Upper>
{
template<typename MatrixType, typename TranspositionType, typename Workspace>
static EIGEN_STRONG_INLINE bool unblocked(MatrixType& mat, TranspositionType& transpositions, Workspace& temp, SignMatrix& sign)
{
Transpose<MatrixType> matt(mat);
return ldlt_inplace<Lower>::unblocked(matt, transpositions, temp, sign);
}
template<typename MatrixType, typename TranspositionType, typename Workspace, typename WType>
static EIGEN_STRONG_INLINE bool update(MatrixType& mat, TranspositionType& transpositions, Workspace& tmp, WType& w, const typename MatrixType::RealScalar& sigma=1)
{
Transpose<MatrixType> matt(mat);
return ldlt_inplace<Lower>::update(matt, transpositions, tmp, w.conjugate(), sigma);
}
};
template<typename MatrixType> struct LDLT_Traits<MatrixType,Lower>
{
typedef const TriangularView<const MatrixType, UnitLower> MatrixL;
typedef const TriangularView<const typename MatrixType::AdjointReturnType, UnitUpper> MatrixU;
static inline MatrixL getL(const MatrixType& m) { return MatrixL(m); }
static inline MatrixU getU(const MatrixType& m) { return MatrixU(m.adjoint()); }
};
template<typename MatrixType> struct LDLT_Traits<MatrixType,Upper>
{
typedef const TriangularView<const typename MatrixType::AdjointReturnType, UnitLower> MatrixL;
typedef const TriangularView<const MatrixType, UnitUpper> MatrixU;
static inline MatrixL getL(const MatrixType& m) { return MatrixL(m.adjoint()); }
static inline MatrixU getU(const MatrixType& m) { return MatrixU(m); }
};
} // end namespace internal
/** Compute / recompute the LDLT decomposition A = L D L^* = U^* D U of \a matrix
*/
template<typename MatrixType, int _UpLo>
template<typename InputType>
LDLT<MatrixType,_UpLo>& LDLT<MatrixType,_UpLo>::compute(const EigenBase<InputType>& a)
{
check_template_parameters();
eigen_assert(a.rows()==a.cols());
const Index size = a.rows();
m_matrix = a.derived();
// Compute matrix L1 norm = max abs column sum.
m_l1_norm = RealScalar(0);
// TODO move this code to SelfAdjointView
for (Index col = 0; col < size; ++col) {
RealScalar abs_col_sum;
if (_UpLo == Lower)
abs_col_sum = m_matrix.col(col).tail(size - col).template lpNorm<1>() + m_matrix.row(col).head(col).template lpNorm<1>();
else
abs_col_sum = m_matrix.col(col).head(col).template lpNorm<1>() + m_matrix.row(col).tail(size - col).template lpNorm<1>();
if (abs_col_sum > m_l1_norm)
m_l1_norm = abs_col_sum;
}
m_transpositions.resize(size);
m_isInitialized = false;
m_temporary.resize(size);
m_sign = internal::ZeroSign;
m_info = internal::ldlt_inplace<UpLo>::unblocked(m_matrix, m_transpositions, m_temporary, m_sign) ? Success : NumericalIssue;
m_isInitialized = true;
return *this;
}
/** Update the LDLT decomposition: given A = L D L^T, efficiently compute the decomposition of A + sigma w w^T.
* \param w a vector to be incorporated into the decomposition.
* \param sigma a scalar, +1 for updates and -1 for "downdates," which correspond to removing previously-added column vectors. Optional; default value is +1.
* \sa setZero()
*/
template<typename MatrixType, int _UpLo>
template<typename Derived>
LDLT<MatrixType,_UpLo>& LDLT<MatrixType,_UpLo>::rankUpdate(const MatrixBase<Derived>& w, const typename LDLT<MatrixType,_UpLo>::RealScalar& sigma)
{
typedef typename TranspositionType::StorageIndex IndexType;
const Index size = w.rows();
if (m_isInitialized)
{
eigen_assert(m_matrix.rows()==size);
}
else
{
m_matrix.resize(size,size);
m_matrix.setZero();
m_transpositions.resize(size);
for (Index i = 0; i < size; i++)
m_transpositions.coeffRef(i) = IndexType(i);
m_temporary.resize(size);
m_sign = sigma>=0 ? internal::PositiveSemiDef : internal::NegativeSemiDef;
m_isInitialized = true;
}
internal::ldlt_inplace<UpLo>::update(m_matrix, m_transpositions, m_temporary, w, sigma);
return *this;
}
#ifndef EIGEN_PARSED_BY_DOXYGEN
template<typename _MatrixType, int _UpLo>
template<typename RhsType, typename DstType>
void LDLT<_MatrixType,_UpLo>::_solve_impl(const RhsType &rhs, DstType &dst) const
{
_solve_impl_transposed<true>(rhs, dst);
}
template<typename _MatrixType,int _UpLo>
template<bool Conjugate, typename RhsType, typename DstType>
void LDLT<_MatrixType,_UpLo>::_solve_impl_transposed(const RhsType &rhs, DstType &dst) const
{
// dst = P b
dst = m_transpositions * rhs;
// dst = L^-1 (P b)
// dst = L^-*T (P b)
matrixL().template conjugateIf<!Conjugate>().solveInPlace(dst);
// dst = D^-* (L^-1 P b)
// dst = D^-1 (L^-*T P b)
// more precisely, use pseudo-inverse of D (see bug 241)
using std::abs;
const typename Diagonal<const MatrixType>::RealReturnType vecD(vectorD());
// In some previous versions, tolerance was set to the max of 1/highest (or rather numeric_limits::min())
// and the maximal diagonal entry * epsilon as motivated by LAPACK's xGELSS:
// RealScalar tolerance = numext::maxi(vecD.array().abs().maxCoeff() * NumTraits<RealScalar>::epsilon(),RealScalar(1) / NumTraits<RealScalar>::highest());
// However, LDLT is not rank revealing, and so adjusting the tolerance wrt to the highest
// diagonal element is not well justified and leads to numerical issues in some cases.
// Moreover, Lapack's xSYTRS routines use 0 for the tolerance.
// Using numeric_limits::min() gives us more robustness to denormals.
RealScalar tolerance = (std::numeric_limits<RealScalar>::min)();
for (Index i = 0; i < vecD.size(); ++i)
{
if(abs(vecD(i)) > tolerance)
dst.row(i) /= vecD(i);
else
dst.row(i).setZero();
}
// dst = L^-* (D^-* L^-1 P b)
// dst = L^-T (D^-1 L^-*T P b)
matrixL().transpose().template conjugateIf<Conjugate>().solveInPlace(dst);
// dst = P^T (L^-* D^-* L^-1 P b) = A^-1 b
// dst = P^-T (L^-T D^-1 L^-*T P b) = A^-1 b
dst = m_transpositions.transpose() * dst;
}
#endif
/** \internal use x = ldlt_object.solve(x);
*
* This is the \em in-place version of solve().
*
* \param bAndX represents both the right-hand side matrix b and result x.
*
* \returns true always! If you need to check for existence of solutions, use another decomposition like LU, QR, or SVD.
*
* This version avoids a copy when the right hand side matrix b is not
* needed anymore.
*
* \sa LDLT::solve(), MatrixBase::ldlt()
*/
template<typename MatrixType,int _UpLo>
template<typename Derived>
bool LDLT<MatrixType,_UpLo>::solveInPlace(MatrixBase<Derived> &bAndX) const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
eigen_assert(m_matrix.rows() == bAndX.rows());
bAndX = this->solve(bAndX);
return true;
}
/** \returns the matrix represented by the decomposition,
* i.e., it returns the product: P^T L D L^* P.
* This function is provided for debug purpose. */
template<typename MatrixType, int _UpLo>
MatrixType LDLT<MatrixType,_UpLo>::reconstructedMatrix() const
{
eigen_assert(m_isInitialized && "LDLT is not initialized.");
const Index size = m_matrix.rows();
MatrixType res(size,size);
// P
res.setIdentity();
res = transpositionsP() * res;
// L^* P
res = matrixU() * res;
// D(L^*P)
res = vectorD().real().asDiagonal() * res;
// L(DL^*P)
res = matrixL() * res;
// P^T (LDL^*P)
res = transpositionsP().transpose() * res;
return res;
}
/** \cholesky_module
* \returns the Cholesky decomposition with full pivoting without square root of \c *this
* \sa MatrixBase::ldlt()
*/
template<typename MatrixType, unsigned int UpLo>
inline const LDLT<typename SelfAdjointView<MatrixType, UpLo>::PlainObject, UpLo>
SelfAdjointView<MatrixType, UpLo>::ldlt() const
{
return LDLT<PlainObject,UpLo>(m_matrix);
}
/** \cholesky_module
* \returns the Cholesky decomposition with full pivoting without square root of \c *this
* \sa SelfAdjointView::ldlt()
*/
template<typename Derived>
inline const LDLT<typename MatrixBase<Derived>::PlainObject>
MatrixBase<Derived>::ldlt() const
{
return LDLT<PlainObject>(derived());
}
} // end namespace Eigen
#endif // EIGEN_LDLT_H
+558
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@@ -0,0 +1,558 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_LLT_H
#define EIGEN_LLT_H
namespace Eigen {
namespace internal{
template<typename _MatrixType, int _UpLo> struct traits<LLT<_MatrixType, _UpLo> >
: traits<_MatrixType>
{
typedef MatrixXpr XprKind;
typedef SolverStorage StorageKind;
typedef int StorageIndex;
enum { Flags = 0 };
};
template<typename MatrixType, int UpLo> struct LLT_Traits;
}
/** \ingroup Cholesky_Module
*
* \class LLT
*
* \brief Standard Cholesky decomposition (LL^T) of a matrix and associated features
*
* \tparam _MatrixType the type of the matrix of which we are computing the LL^T Cholesky decomposition
* \tparam _UpLo the triangular part that will be used for the decompositon: Lower (default) or Upper.
* The other triangular part won't be read.
*
* This class performs a LL^T Cholesky decomposition of a symmetric, positive definite
* matrix A such that A = LL^* = U^*U, where L is lower triangular.
*
* While the Cholesky decomposition is particularly useful to solve selfadjoint problems like D^*D x = b,
* for that purpose, we recommend the Cholesky decomposition without square root which is more stable
* and even faster. Nevertheless, this standard Cholesky decomposition remains useful in many other
* situations like generalised eigen problems with hermitian matrices.
*
* Remember that Cholesky decompositions are not rank-revealing. This LLT decomposition is only stable on positive definite matrices,
* use LDLT instead for the semidefinite case. Also, do not use a Cholesky decomposition to determine whether a system of equations
* has a solution.
*
* Example: \include LLT_example.cpp
* Output: \verbinclude LLT_example.out
*
* \b Performance: for best performance, it is recommended to use a column-major storage format
* with the Lower triangular part (the default), or, equivalently, a row-major storage format
* with the Upper triangular part. Otherwise, you might get a 20% slowdown for the full factorization
* step, and rank-updates can be up to 3 times slower.
*
* This class supports the \link InplaceDecomposition inplace decomposition \endlink mechanism.
*
* Note that during the decomposition, only the lower (or upper, as defined by _UpLo) triangular part of A is considered.
* Therefore, the strict lower part does not have to store correct values.
*
* \sa MatrixBase::llt(), SelfAdjointView::llt(), class LDLT
*/
template<typename _MatrixType, int _UpLo> class LLT
: public SolverBase<LLT<_MatrixType, _UpLo> >
{
public:
typedef _MatrixType MatrixType;
typedef SolverBase<LLT> Base;
friend class SolverBase<LLT>;
EIGEN_GENERIC_PUBLIC_INTERFACE(LLT)
enum {
MaxColsAtCompileTime = MatrixType::MaxColsAtCompileTime
};
enum {
PacketSize = internal::packet_traits<Scalar>::size,
AlignmentMask = int(PacketSize)-1,
UpLo = _UpLo
};
typedef internal::LLT_Traits<MatrixType,UpLo> Traits;
/**
* \brief Default Constructor.
*
* The default constructor is useful in cases in which the user intends to
* perform decompositions via LLT::compute(const MatrixType&).
*/
LLT() : m_matrix(), m_isInitialized(false) {}
/** \brief Default Constructor with memory preallocation
*
* Like the default constructor but with preallocation of the internal data
* according to the specified problem \a size.
* \sa LLT()
*/
explicit LLT(Index size) : m_matrix(size, size),
m_isInitialized(false) {}
template<typename InputType>
explicit LLT(const EigenBase<InputType>& matrix)
: m_matrix(matrix.rows(), matrix.cols()),
m_isInitialized(false)
{
compute(matrix.derived());
}
/** \brief Constructs a LLT factorization from a given matrix
*
* This overloaded constructor is provided for \link InplaceDecomposition inplace decomposition \endlink when
* \c MatrixType is a Eigen::Ref.
*
* \sa LLT(const EigenBase&)
*/
template<typename InputType>
explicit LLT(EigenBase<InputType>& matrix)
: m_matrix(matrix.derived()),
m_isInitialized(false)
{
compute(matrix.derived());
}
/** \returns a view of the upper triangular matrix U */
inline typename Traits::MatrixU matrixU() const
{
eigen_assert(m_isInitialized && "LLT is not initialized.");
return Traits::getU(m_matrix);
}
/** \returns a view of the lower triangular matrix L */
inline typename Traits::MatrixL matrixL() const
{
eigen_assert(m_isInitialized && "LLT is not initialized.");
return Traits::getL(m_matrix);
}
#ifdef EIGEN_PARSED_BY_DOXYGEN
/** \returns the solution x of \f$ A x = b \f$ using the current decomposition of A.
*
* Since this LLT class assumes anyway that the matrix A is invertible, the solution
* theoretically exists and is unique regardless of b.
*
* Example: \include LLT_solve.cpp
* Output: \verbinclude LLT_solve.out
*
* \sa solveInPlace(), MatrixBase::llt(), SelfAdjointView::llt()
*/
template<typename Rhs>
inline const Solve<LLT, Rhs>
solve(const MatrixBase<Rhs>& b) const;
#endif
template<typename Derived>
void solveInPlace(const MatrixBase<Derived> &bAndX) const;
template<typename InputType>
LLT& compute(const EigenBase<InputType>& matrix);
/** \returns an estimate of the reciprocal condition number of the matrix of
* which \c *this is the Cholesky decomposition.
*/
RealScalar rcond() const
{
eigen_assert(m_isInitialized && "LLT is not initialized.");
eigen_assert(m_info == Success && "LLT failed because matrix appears to be negative");
return internal::rcond_estimate_helper(m_l1_norm, *this);
}
/** \returns the LLT decomposition matrix
*
* TODO: document the storage layout
*/
inline const MatrixType& matrixLLT() const
{
eigen_assert(m_isInitialized && "LLT is not initialized.");
return m_matrix;
}
MatrixType reconstructedMatrix() const;
/** \brief Reports whether previous computation was successful.
*
* \returns \c Success if computation was successful,
* \c NumericalIssue if the matrix.appears not to be positive definite.
*/
ComputationInfo info() const
{
eigen_assert(m_isInitialized && "LLT is not initialized.");
return m_info;
}
/** \returns the adjoint of \c *this, that is, a const reference to the decomposition itself as the underlying matrix is self-adjoint.
*
* This method is provided for compatibility with other matrix decompositions, thus enabling generic code such as:
* \code x = decomposition.adjoint().solve(b) \endcode
*/
const LLT& adjoint() const EIGEN_NOEXCEPT { return *this; };
inline EIGEN_CONSTEXPR Index rows() const EIGEN_NOEXCEPT { return m_matrix.rows(); }
inline EIGEN_CONSTEXPR Index cols() const EIGEN_NOEXCEPT { return m_matrix.cols(); }
template<typename VectorType>
LLT & rankUpdate(const VectorType& vec, const RealScalar& sigma = 1);
#ifndef EIGEN_PARSED_BY_DOXYGEN
template<typename RhsType, typename DstType>
void _solve_impl(const RhsType &rhs, DstType &dst) const;
template<bool Conjugate, typename RhsType, typename DstType>
void _solve_impl_transposed(const RhsType &rhs, DstType &dst) const;
#endif
protected:
static void check_template_parameters()
{
EIGEN_STATIC_ASSERT_NON_INTEGER(Scalar);
}
/** \internal
* Used to compute and store L
* The strict upper part is not used and even not initialized.
*/
MatrixType m_matrix;
RealScalar m_l1_norm;
bool m_isInitialized;
ComputationInfo m_info;
};
namespace internal {
template<typename Scalar, int UpLo> struct llt_inplace;
template<typename MatrixType, typename VectorType>
static Index llt_rank_update_lower(MatrixType& mat, const VectorType& vec, const typename MatrixType::RealScalar& sigma)
{
using std::sqrt;
typedef typename MatrixType::Scalar Scalar;
typedef typename MatrixType::RealScalar RealScalar;
typedef typename MatrixType::ColXpr ColXpr;
typedef typename internal::remove_all<ColXpr>::type ColXprCleaned;
typedef typename ColXprCleaned::SegmentReturnType ColXprSegment;
typedef Matrix<Scalar,Dynamic,1> TempVectorType;
typedef typename TempVectorType::SegmentReturnType TempVecSegment;
Index n = mat.cols();
eigen_assert(mat.rows()==n && vec.size()==n);
TempVectorType temp;
if(sigma>0)
{
// This version is based on Givens rotations.
// It is faster than the other one below, but only works for updates,
// i.e., for sigma > 0
temp = sqrt(sigma) * vec;
for(Index i=0; i<n; ++i)
{
JacobiRotation<Scalar> g;
g.makeGivens(mat(i,i), -temp(i), &mat(i,i));
Index rs = n-i-1;
if(rs>0)
{
ColXprSegment x(mat.col(i).tail(rs));
TempVecSegment y(temp.tail(rs));
apply_rotation_in_the_plane(x, y, g);
}
}
}
else
{
temp = vec;
RealScalar beta = 1;
for(Index j=0; j<n; ++j)
{
RealScalar Ljj = numext::real(mat.coeff(j,j));
RealScalar dj = numext::abs2(Ljj);
Scalar wj = temp.coeff(j);
RealScalar swj2 = sigma*numext::abs2(wj);
RealScalar gamma = dj*beta + swj2;
RealScalar x = dj + swj2/beta;
if (x<=RealScalar(0))
return j;
RealScalar nLjj = sqrt(x);
mat.coeffRef(j,j) = nLjj;
beta += swj2/dj;
// Update the terms of L
Index rs = n-j-1;
if(rs)
{
temp.tail(rs) -= (wj/Ljj) * mat.col(j).tail(rs);
if(gamma != 0)
mat.col(j).tail(rs) = (nLjj/Ljj) * mat.col(j).tail(rs) + (nLjj * sigma*numext::conj(wj)/gamma)*temp.tail(rs);
}
}
}
return -1;
}
template<typename Scalar> struct llt_inplace<Scalar, Lower>
{
typedef typename NumTraits<Scalar>::Real RealScalar;
template<typename MatrixType>
static Index unblocked(MatrixType& mat)
{
using std::sqrt;
eigen_assert(mat.rows()==mat.cols());
const Index size = mat.rows();
for(Index k = 0; k < size; ++k)
{
Index rs = size-k-1; // remaining size
Block<MatrixType,Dynamic,1> A21(mat,k+1,k,rs,1);
Block<MatrixType,1,Dynamic> A10(mat,k,0,1,k);
Block<MatrixType,Dynamic,Dynamic> A20(mat,k+1,0,rs,k);
RealScalar x = numext::real(mat.coeff(k,k));
if (k>0) x -= A10.squaredNorm();
if (x<=RealScalar(0))
return k;
mat.coeffRef(k,k) = x = sqrt(x);
if (k>0 && rs>0) A21.noalias() -= A20 * A10.adjoint();
if (rs>0) A21 /= x;
}
return -1;
}
template<typename MatrixType>
static Index blocked(MatrixType& m)
{
eigen_assert(m.rows()==m.cols());
Index size = m.rows();
if(size<32)
return unblocked(m);
Index blockSize = size/8;
blockSize = (blockSize/16)*16;
blockSize = (std::min)((std::max)(blockSize,Index(8)), Index(128));
for (Index k=0; k<size; k+=blockSize)
{
// partition the matrix:
// A00 | - | -
// lu = A10 | A11 | -
// A20 | A21 | A22
Index bs = (std::min)(blockSize, size-k);
Index rs = size - k - bs;
Block<MatrixType,Dynamic,Dynamic> A11(m,k, k, bs,bs);
Block<MatrixType,Dynamic,Dynamic> A21(m,k+bs,k, rs,bs);
Block<MatrixType,Dynamic,Dynamic> A22(m,k+bs,k+bs,rs,rs);
Index ret;
if((ret=unblocked(A11))>=0) return k+ret;
if(rs>0) A11.adjoint().template triangularView<Upper>().template solveInPlace<OnTheRight>(A21);
if(rs>0) A22.template selfadjointView<Lower>().rankUpdate(A21,typename NumTraits<RealScalar>::Literal(-1)); // bottleneck
}
return -1;
}
template<typename MatrixType, typename VectorType>
static Index rankUpdate(MatrixType& mat, const VectorType& vec, const RealScalar& sigma)
{
return Eigen::internal::llt_rank_update_lower(mat, vec, sigma);
}
};
template<typename Scalar> struct llt_inplace<Scalar, Upper>
{
typedef typename NumTraits<Scalar>::Real RealScalar;
template<typename MatrixType>
static EIGEN_STRONG_INLINE Index unblocked(MatrixType& mat)
{
Transpose<MatrixType> matt(mat);
return llt_inplace<Scalar, Lower>::unblocked(matt);
}
template<typename MatrixType>
static EIGEN_STRONG_INLINE Index blocked(MatrixType& mat)
{
Transpose<MatrixType> matt(mat);
return llt_inplace<Scalar, Lower>::blocked(matt);
}
template<typename MatrixType, typename VectorType>
static Index rankUpdate(MatrixType& mat, const VectorType& vec, const RealScalar& sigma)
{
Transpose<MatrixType> matt(mat);
return llt_inplace<Scalar, Lower>::rankUpdate(matt, vec.conjugate(), sigma);
}
};
template<typename MatrixType> struct LLT_Traits<MatrixType,Lower>
{
typedef const TriangularView<const MatrixType, Lower> MatrixL;
typedef const TriangularView<const typename MatrixType::AdjointReturnType, Upper> MatrixU;
static inline MatrixL getL(const MatrixType& m) { return MatrixL(m); }
static inline MatrixU getU(const MatrixType& m) { return MatrixU(m.adjoint()); }
static bool inplace_decomposition(MatrixType& m)
{ return llt_inplace<typename MatrixType::Scalar, Lower>::blocked(m)==-1; }
};
template<typename MatrixType> struct LLT_Traits<MatrixType,Upper>
{
typedef const TriangularView<const typename MatrixType::AdjointReturnType, Lower> MatrixL;
typedef const TriangularView<const MatrixType, Upper> MatrixU;
static inline MatrixL getL(const MatrixType& m) { return MatrixL(m.adjoint()); }
static inline MatrixU getU(const MatrixType& m) { return MatrixU(m); }
static bool inplace_decomposition(MatrixType& m)
{ return llt_inplace<typename MatrixType::Scalar, Upper>::blocked(m)==-1; }
};
} // end namespace internal
/** Computes / recomputes the Cholesky decomposition A = LL^* = U^*U of \a matrix
*
* \returns a reference to *this
*
* Example: \include TutorialLinAlgComputeTwice.cpp
* Output: \verbinclude TutorialLinAlgComputeTwice.out
*/
template<typename MatrixType, int _UpLo>
template<typename InputType>
LLT<MatrixType,_UpLo>& LLT<MatrixType,_UpLo>::compute(const EigenBase<InputType>& a)
{
check_template_parameters();
eigen_assert(a.rows()==a.cols());
const Index size = a.rows();
m_matrix.resize(size, size);
if (!internal::is_same_dense(m_matrix, a.derived()))
m_matrix = a.derived();
// Compute matrix L1 norm = max abs column sum.
m_l1_norm = RealScalar(0);
// TODO move this code to SelfAdjointView
for (Index col = 0; col < size; ++col) {
RealScalar abs_col_sum;
if (_UpLo == Lower)
abs_col_sum = m_matrix.col(col).tail(size - col).template lpNorm<1>() + m_matrix.row(col).head(col).template lpNorm<1>();
else
abs_col_sum = m_matrix.col(col).head(col).template lpNorm<1>() + m_matrix.row(col).tail(size - col).template lpNorm<1>();
if (abs_col_sum > m_l1_norm)
m_l1_norm = abs_col_sum;
}
m_isInitialized = true;
bool ok = Traits::inplace_decomposition(m_matrix);
m_info = ok ? Success : NumericalIssue;
return *this;
}
/** Performs a rank one update (or dowdate) of the current decomposition.
* If A = LL^* before the rank one update,
* then after it we have LL^* = A + sigma * v v^* where \a v must be a vector
* of same dimension.
*/
template<typename _MatrixType, int _UpLo>
template<typename VectorType>
LLT<_MatrixType,_UpLo> & LLT<_MatrixType,_UpLo>::rankUpdate(const VectorType& v, const RealScalar& sigma)
{
EIGEN_STATIC_ASSERT_VECTOR_ONLY(VectorType);
eigen_assert(v.size()==m_matrix.cols());
eigen_assert(m_isInitialized);
if(internal::llt_inplace<typename MatrixType::Scalar, UpLo>::rankUpdate(m_matrix,v,sigma)>=0)
m_info = NumericalIssue;
else
m_info = Success;
return *this;
}
#ifndef EIGEN_PARSED_BY_DOXYGEN
template<typename _MatrixType,int _UpLo>
template<typename RhsType, typename DstType>
void LLT<_MatrixType,_UpLo>::_solve_impl(const RhsType &rhs, DstType &dst) const
{
_solve_impl_transposed<true>(rhs, dst);
}
template<typename _MatrixType,int _UpLo>
template<bool Conjugate, typename RhsType, typename DstType>
void LLT<_MatrixType,_UpLo>::_solve_impl_transposed(const RhsType &rhs, DstType &dst) const
{
dst = rhs;
matrixL().template conjugateIf<!Conjugate>().solveInPlace(dst);
matrixU().template conjugateIf<!Conjugate>().solveInPlace(dst);
}
#endif
/** \internal use x = llt_object.solve(x);
*
* This is the \em in-place version of solve().
*
* \param bAndX represents both the right-hand side matrix b and result x.
*
* This version avoids a copy when the right hand side matrix b is not needed anymore.
*
* \warning The parameter is only marked 'const' to make the C++ compiler accept a temporary expression here.
* This function will const_cast it, so constness isn't honored here.
*
* \sa LLT::solve(), MatrixBase::llt()
*/
template<typename MatrixType, int _UpLo>
template<typename Derived>
void LLT<MatrixType,_UpLo>::solveInPlace(const MatrixBase<Derived> &bAndX) const
{
eigen_assert(m_isInitialized && "LLT is not initialized.");
eigen_assert(m_matrix.rows()==bAndX.rows());
matrixL().solveInPlace(bAndX);
matrixU().solveInPlace(bAndX);
}
/** \returns the matrix represented by the decomposition,
* i.e., it returns the product: L L^*.
* This function is provided for debug purpose. */
template<typename MatrixType, int _UpLo>
MatrixType LLT<MatrixType,_UpLo>::reconstructedMatrix() const
{
eigen_assert(m_isInitialized && "LLT is not initialized.");
return matrixL() * matrixL().adjoint().toDenseMatrix();
}
/** \cholesky_module
* \returns the LLT decomposition of \c *this
* \sa SelfAdjointView::llt()
*/
template<typename Derived>
inline const LLT<typename MatrixBase<Derived>::PlainObject>
MatrixBase<Derived>::llt() const
{
return LLT<PlainObject>(derived());
}
/** \cholesky_module
* \returns the LLT decomposition of \c *this
* \sa SelfAdjointView::llt()
*/
template<typename MatrixType, unsigned int UpLo>
inline const LLT<typename SelfAdjointView<MatrixType, UpLo>::PlainObject, UpLo>
SelfAdjointView<MatrixType, UpLo>::llt() const
{
return LLT<PlainObject,UpLo>(m_matrix);
}
} // end namespace Eigen
#endif // EIGEN_LLT_H
+99
View File
@@ -0,0 +1,99 @@
/*
Copyright (c) 2011, Intel Corporation. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of Intel Corporation nor the names of its contributors may
be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
********************************************************************************
* Content : Eigen bindings to LAPACKe
* LLt decomposition based on LAPACKE_?potrf function.
********************************************************************************
*/
#ifndef EIGEN_LLT_LAPACKE_H
#define EIGEN_LLT_LAPACKE_H
namespace Eigen {
namespace internal {
template<typename Scalar> struct lapacke_llt;
#define EIGEN_LAPACKE_LLT(EIGTYPE, BLASTYPE, LAPACKE_PREFIX) \
template<> struct lapacke_llt<EIGTYPE> \
{ \
template<typename MatrixType> \
static inline Index potrf(MatrixType& m, char uplo) \
{ \
lapack_int matrix_order; \
lapack_int size, lda, info, StorageOrder; \
EIGTYPE* a; \
eigen_assert(m.rows()==m.cols()); \
/* Set up parameters for ?potrf */ \
size = convert_index<lapack_int>(m.rows()); \
StorageOrder = MatrixType::Flags&RowMajorBit?RowMajor:ColMajor; \
matrix_order = StorageOrder==RowMajor ? LAPACK_ROW_MAJOR : LAPACK_COL_MAJOR; \
a = &(m.coeffRef(0,0)); \
lda = convert_index<lapack_int>(m.outerStride()); \
\
info = LAPACKE_##LAPACKE_PREFIX##potrf( matrix_order, uplo, size, (BLASTYPE*)a, lda ); \
info = (info==0) ? -1 : info>0 ? info-1 : size; \
return info; \
} \
}; \
template<> struct llt_inplace<EIGTYPE, Lower> \
{ \
template<typename MatrixType> \
static Index blocked(MatrixType& m) \
{ \
return lapacke_llt<EIGTYPE>::potrf(m, 'L'); \
} \
template<typename MatrixType, typename VectorType> \
static Index rankUpdate(MatrixType& mat, const VectorType& vec, const typename MatrixType::RealScalar& sigma) \
{ return Eigen::internal::llt_rank_update_lower(mat, vec, sigma); } \
}; \
template<> struct llt_inplace<EIGTYPE, Upper> \
{ \
template<typename MatrixType> \
static Index blocked(MatrixType& m) \
{ \
return lapacke_llt<EIGTYPE>::potrf(m, 'U'); \
} \
template<typename MatrixType, typename VectorType> \
static Index rankUpdate(MatrixType& mat, const VectorType& vec, const typename MatrixType::RealScalar& sigma) \
{ \
Transpose<MatrixType> matt(mat); \
return llt_inplace<EIGTYPE, Lower>::rankUpdate(matt, vec.conjugate(), sigma); \
} \
};
EIGEN_LAPACKE_LLT(double, double, d)
EIGEN_LAPACKE_LLT(float, float, s)
EIGEN_LAPACKE_LLT(dcomplex, lapack_complex_double, z)
EIGEN_LAPACKE_LLT(scomplex, lapack_complex_float, c)
} // end namespace internal
} // end namespace Eigen
#endif // EIGEN_LLT_LAPACKE_H
@@ -0,0 +1,682 @@
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2008-2010 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_CHOLMODSUPPORT_H
#define EIGEN_CHOLMODSUPPORT_H
namespace Eigen {
namespace internal {
template<typename Scalar> struct cholmod_configure_matrix;
template<> struct cholmod_configure_matrix<double> {
template<typename CholmodType>
static void run(CholmodType& mat) {
mat.xtype = CHOLMOD_REAL;
mat.dtype = CHOLMOD_DOUBLE;
}
};
template<> struct cholmod_configure_matrix<std::complex<double> > {
template<typename CholmodType>
static void run(CholmodType& mat) {
mat.xtype = CHOLMOD_COMPLEX;
mat.dtype = CHOLMOD_DOUBLE;
}
};
// Other scalar types are not yet supported by Cholmod
// template<> struct cholmod_configure_matrix<float> {
// template<typename CholmodType>
// static void run(CholmodType& mat) {
// mat.xtype = CHOLMOD_REAL;
// mat.dtype = CHOLMOD_SINGLE;
// }
// };
//
// template<> struct cholmod_configure_matrix<std::complex<float> > {
// template<typename CholmodType>
// static void run(CholmodType& mat) {
// mat.xtype = CHOLMOD_COMPLEX;
// mat.dtype = CHOLMOD_SINGLE;
// }
// };
} // namespace internal
/** Wraps the Eigen sparse matrix \a mat into a Cholmod sparse matrix object.
* Note that the data are shared.
*/
template<typename _Scalar, int _Options, typename _StorageIndex>
cholmod_sparse viewAsCholmod(Ref<SparseMatrix<_Scalar,_Options,_StorageIndex> > mat)
{
cholmod_sparse res;
res.nzmax = mat.nonZeros();
res.nrow = mat.rows();
res.ncol = mat.cols();
res.p = mat.outerIndexPtr();
res.i = mat.innerIndexPtr();
res.x = mat.valuePtr();
res.z = 0;
res.sorted = 1;
if(mat.isCompressed())
{
res.packed = 1;
res.nz = 0;
}
else
{
res.packed = 0;
res.nz = mat.innerNonZeroPtr();
}
res.dtype = 0;
res.stype = -1;
if (internal::is_same<_StorageIndex,int>::value)
{
res.itype = CHOLMOD_INT;
}
else if (internal::is_same<_StorageIndex,SuiteSparse_long>::value)
{
res.itype = CHOLMOD_LONG;
}
else
{
eigen_assert(false && "Index type not supported yet");
}
// setup res.xtype
internal::cholmod_configure_matrix<_Scalar>::run(res);
res.stype = 0;
return res;
}
template<typename _Scalar, int _Options, typename _Index>
const cholmod_sparse viewAsCholmod(const SparseMatrix<_Scalar,_Options,_Index>& mat)
{
cholmod_sparse res = viewAsCholmod(Ref<SparseMatrix<_Scalar,_Options,_Index> >(mat.const_cast_derived()));
return res;
}
template<typename _Scalar, int _Options, typename _Index>
const cholmod_sparse viewAsCholmod(const SparseVector<_Scalar,_Options,_Index>& mat)
{
cholmod_sparse res = viewAsCholmod(Ref<SparseMatrix<_Scalar,_Options,_Index> >(mat.const_cast_derived()));
return res;
}
/** Returns a view of the Eigen sparse matrix \a mat as Cholmod sparse matrix.
* The data are not copied but shared. */
template<typename _Scalar, int _Options, typename _Index, unsigned int UpLo>
cholmod_sparse viewAsCholmod(const SparseSelfAdjointView<const SparseMatrix<_Scalar,_Options,_Index>, UpLo>& mat)
{
cholmod_sparse res = viewAsCholmod(Ref<SparseMatrix<_Scalar,_Options,_Index> >(mat.matrix().const_cast_derived()));
if(UpLo==Upper) res.stype = 1;
if(UpLo==Lower) res.stype = -1;
// swap stype for rowmajor matrices (only works for real matrices)
EIGEN_STATIC_ASSERT((_Options & RowMajorBit) == 0 || NumTraits<_Scalar>::IsComplex == 0, THIS_METHOD_IS_ONLY_FOR_COLUMN_MAJOR_MATRICES);
if(_Options & RowMajorBit) res.stype *=-1;
return res;
}
/** Returns a view of the Eigen \b dense matrix \a mat as Cholmod dense matrix.
* The data are not copied but shared. */
template<typename Derived>
cholmod_dense viewAsCholmod(MatrixBase<Derived>& mat)
{
EIGEN_STATIC_ASSERT((internal::traits<Derived>::Flags&RowMajorBit)==0,THIS_METHOD_IS_ONLY_FOR_COLUMN_MAJOR_MATRICES);
typedef typename Derived::Scalar Scalar;
cholmod_dense res;
res.nrow = mat.rows();
res.ncol = mat.cols();
res.nzmax = res.nrow * res.ncol;
res.d = Derived::IsVectorAtCompileTime ? mat.derived().size() : mat.derived().outerStride();
res.x = (void*)(mat.derived().data());
res.z = 0;
internal::cholmod_configure_matrix<Scalar>::run(res);
return res;
}
/** Returns a view of the Cholmod sparse matrix \a cm as an Eigen sparse matrix.
* The data are not copied but shared. */
template<typename Scalar, int Flags, typename StorageIndex>
MappedSparseMatrix<Scalar,Flags,StorageIndex> viewAsEigen(cholmod_sparse& cm)
{
return MappedSparseMatrix<Scalar,Flags,StorageIndex>
(cm.nrow, cm.ncol, static_cast<StorageIndex*>(cm.p)[cm.ncol],
static_cast<StorageIndex*>(cm.p), static_cast<StorageIndex*>(cm.i),static_cast<Scalar*>(cm.x) );
}
namespace internal {
// template specializations for int and long that call the correct cholmod method
#define EIGEN_CHOLMOD_SPECIALIZE0(ret, name) \
template<typename _StorageIndex> inline ret cm_ ## name (cholmod_common &Common) { return cholmod_ ## name (&Common); } \
template<> inline ret cm_ ## name<SuiteSparse_long> (cholmod_common &Common) { return cholmod_l_ ## name (&Common); }
#define EIGEN_CHOLMOD_SPECIALIZE1(ret, name, t1, a1) \
template<typename _StorageIndex> inline ret cm_ ## name (t1& a1, cholmod_common &Common) { return cholmod_ ## name (&a1, &Common); } \
template<> inline ret cm_ ## name<SuiteSparse_long> (t1& a1, cholmod_common &Common) { return cholmod_l_ ## name (&a1, &Common); }
EIGEN_CHOLMOD_SPECIALIZE0(int, start)
EIGEN_CHOLMOD_SPECIALIZE0(int, finish)
EIGEN_CHOLMOD_SPECIALIZE1(int, free_factor, cholmod_factor*, L)
EIGEN_CHOLMOD_SPECIALIZE1(int, free_dense, cholmod_dense*, X)
EIGEN_CHOLMOD_SPECIALIZE1(int, free_sparse, cholmod_sparse*, A)
EIGEN_CHOLMOD_SPECIALIZE1(cholmod_factor*, analyze, cholmod_sparse, A)
template<typename _StorageIndex> inline cholmod_dense* cm_solve (int sys, cholmod_factor& L, cholmod_dense& B, cholmod_common &Common) { return cholmod_solve (sys, &L, &B, &Common); }
template<> inline cholmod_dense* cm_solve<SuiteSparse_long> (int sys, cholmod_factor& L, cholmod_dense& B, cholmod_common &Common) { return cholmod_l_solve (sys, &L, &B, &Common); }
template<typename _StorageIndex> inline cholmod_sparse* cm_spsolve (int sys, cholmod_factor& L, cholmod_sparse& B, cholmod_common &Common) { return cholmod_spsolve (sys, &L, &B, &Common); }
template<> inline cholmod_sparse* cm_spsolve<SuiteSparse_long> (int sys, cholmod_factor& L, cholmod_sparse& B, cholmod_common &Common) { return cholmod_l_spsolve (sys, &L, &B, &Common); }
template<typename _StorageIndex>
inline int cm_factorize_p (cholmod_sparse* A, double beta[2], _StorageIndex* fset, std::size_t fsize, cholmod_factor* L, cholmod_common &Common) { return cholmod_factorize_p (A, beta, fset, fsize, L, &Common); }
template<>
inline int cm_factorize_p<SuiteSparse_long> (cholmod_sparse* A, double beta[2], SuiteSparse_long* fset, std::size_t fsize, cholmod_factor* L, cholmod_common &Common) { return cholmod_l_factorize_p (A, beta, fset, fsize, L, &Common); }
#undef EIGEN_CHOLMOD_SPECIALIZE0
#undef EIGEN_CHOLMOD_SPECIALIZE1
} // namespace internal
enum CholmodMode {
CholmodAuto, CholmodSimplicialLLt, CholmodSupernodalLLt, CholmodLDLt
};
/** \ingroup CholmodSupport_Module
* \class CholmodBase
* \brief The base class for the direct Cholesky factorization of Cholmod
* \sa class CholmodSupernodalLLT, class CholmodSimplicialLDLT, class CholmodSimplicialLLT
*/
template<typename _MatrixType, int _UpLo, typename Derived>
class CholmodBase : public SparseSolverBase<Derived>
{
protected:
typedef SparseSolverBase<Derived> Base;
using Base::derived;
using Base::m_isInitialized;
public:
typedef _MatrixType MatrixType;
enum { UpLo = _UpLo };
typedef typename MatrixType::Scalar Scalar;
typedef typename MatrixType::RealScalar RealScalar;
typedef MatrixType CholMatrixType;
typedef typename MatrixType::StorageIndex StorageIndex;
enum {
ColsAtCompileTime = MatrixType::ColsAtCompileTime,
MaxColsAtCompileTime = MatrixType::MaxColsAtCompileTime
};
public:
CholmodBase()
: m_cholmodFactor(0), m_info(Success), m_factorizationIsOk(false), m_analysisIsOk(false)
{
EIGEN_STATIC_ASSERT((internal::is_same<double,RealScalar>::value), CHOLMOD_SUPPORTS_DOUBLE_PRECISION_ONLY);
m_shiftOffset[0] = m_shiftOffset[1] = 0.0;
internal::cm_start<StorageIndex>(m_cholmod);
}
explicit CholmodBase(const MatrixType& matrix)
: m_cholmodFactor(0), m_info(Success), m_factorizationIsOk(false), m_analysisIsOk(false)
{
EIGEN_STATIC_ASSERT((internal::is_same<double,RealScalar>::value), CHOLMOD_SUPPORTS_DOUBLE_PRECISION_ONLY);
m_shiftOffset[0] = m_shiftOffset[1] = 0.0;
internal::cm_start<StorageIndex>(m_cholmod);
compute(matrix);
}
~CholmodBase()
{
if(m_cholmodFactor)
internal::cm_free_factor<StorageIndex>(m_cholmodFactor, m_cholmod);
internal::cm_finish<StorageIndex>(m_cholmod);
}
inline StorageIndex cols() const { return internal::convert_index<StorageIndex, Index>(m_cholmodFactor->n); }
inline StorageIndex rows() const { return internal::convert_index<StorageIndex, Index>(m_cholmodFactor->n); }
/** \brief Reports whether previous computation was successful.
*
* \returns \c Success if computation was successful,
* \c NumericalIssue if the matrix.appears to be negative.
*/
ComputationInfo info() const
{
eigen_assert(m_isInitialized && "Decomposition is not initialized.");
return m_info;
}
/** Computes the sparse Cholesky decomposition of \a matrix */
Derived& compute(const MatrixType& matrix)
{
analyzePattern(matrix);
factorize(matrix);
return derived();
}
/** Performs a symbolic decomposition on the sparsity pattern of \a matrix.
*
* This function is particularly useful when solving for several problems having the same structure.
*
* \sa factorize()
*/
void analyzePattern(const MatrixType& matrix)
{
if(m_cholmodFactor)
{
internal::cm_free_factor<StorageIndex>(m_cholmodFactor, m_cholmod);
m_cholmodFactor = 0;
}
cholmod_sparse A = viewAsCholmod(matrix.template selfadjointView<UpLo>());
m_cholmodFactor = internal::cm_analyze<StorageIndex>(A, m_cholmod);
this->m_isInitialized = true;
this->m_info = Success;
m_analysisIsOk = true;
m_factorizationIsOk = false;
}
/** Performs a numeric decomposition of \a matrix
*
* The given matrix must have the same sparsity pattern as the matrix on which the symbolic decomposition has been performed.
*
* \sa analyzePattern()
*/
void factorize(const MatrixType& matrix)
{
eigen_assert(m_analysisIsOk && "You must first call analyzePattern()");
cholmod_sparse A = viewAsCholmod(matrix.template selfadjointView<UpLo>());
internal::cm_factorize_p<StorageIndex>(&A, m_shiftOffset, 0, 0, m_cholmodFactor, m_cholmod);
// If the factorization failed, minor is the column at which it did. On success minor == n.
this->m_info = (m_cholmodFactor->minor == m_cholmodFactor->n ? Success : NumericalIssue);
m_factorizationIsOk = true;
}
/** Returns a reference to the Cholmod's configuration structure to get a full control over the performed operations.
* See the Cholmod user guide for details. */
cholmod_common& cholmod() { return m_cholmod; }
#ifndef EIGEN_PARSED_BY_DOXYGEN
/** \internal */
template<typename Rhs,typename Dest>
void _solve_impl(const MatrixBase<Rhs> &b, MatrixBase<Dest> &dest) const
{
eigen_assert(m_factorizationIsOk && "The decomposition is not in a valid state for solving, you must first call either compute() or symbolic()/numeric()");
const Index size = m_cholmodFactor->n;
EIGEN_UNUSED_VARIABLE(size);
eigen_assert(size==b.rows());
// Cholmod needs column-major storage without inner-stride, which corresponds to the default behavior of Ref.
Ref<const Matrix<typename Rhs::Scalar,Dynamic,Dynamic,ColMajor> > b_ref(b.derived());
cholmod_dense b_cd = viewAsCholmod(b_ref);
cholmod_dense* x_cd = internal::cm_solve<StorageIndex>(CHOLMOD_A, *m_cholmodFactor, b_cd, m_cholmod);
if(!x_cd)
{
this->m_info = NumericalIssue;
return;
}
// TODO optimize this copy by swapping when possible (be careful with alignment, etc.)
// NOTE Actually, the copy can be avoided by calling cholmod_solve2 instead of cholmod_solve
dest = Matrix<Scalar,Dest::RowsAtCompileTime,Dest::ColsAtCompileTime>::Map(reinterpret_cast<Scalar*>(x_cd->x),b.rows(),b.cols());
internal::cm_free_dense<StorageIndex>(x_cd, m_cholmod);
}
/** \internal */
template<typename RhsDerived, typename DestDerived>
void _solve_impl(const SparseMatrixBase<RhsDerived> &b, SparseMatrixBase<DestDerived> &dest) const
{
eigen_assert(m_factorizationIsOk && "The decomposition is not in a valid state for solving, you must first call either compute() or symbolic()/numeric()");
const Index size = m_cholmodFactor->n;
EIGEN_UNUSED_VARIABLE(size);
eigen_assert(size==b.rows());
// note: cs stands for Cholmod Sparse
Ref<SparseMatrix<typename RhsDerived::Scalar,ColMajor,typename RhsDerived::StorageIndex> > b_ref(b.const_cast_derived());
cholmod_sparse b_cs = viewAsCholmod(b_ref);
cholmod_sparse* x_cs = internal::cm_spsolve<StorageIndex>(CHOLMOD_A, *m_cholmodFactor, b_cs, m_cholmod);
if(!x_cs)
{
this->m_info = NumericalIssue;
return;
}
// TODO optimize this copy by swapping when possible (be careful with alignment, etc.)
// NOTE cholmod_spsolve in fact just calls the dense solver for blocks of 4 columns at a time (similar to Eigen's sparse solver)
dest.derived() = viewAsEigen<typename DestDerived::Scalar,ColMajor,typename DestDerived::StorageIndex>(*x_cs);
internal::cm_free_sparse<StorageIndex>(x_cs, m_cholmod);
}
#endif // EIGEN_PARSED_BY_DOXYGEN
/** Sets the shift parameter that will be used to adjust the diagonal coefficients during the numerical factorization.
*
* During the numerical factorization, an offset term is added to the diagonal coefficients:\n
* \c d_ii = \a offset + \c d_ii
*
* The default is \a offset=0.
*
* \returns a reference to \c *this.
*/
Derived& setShift(const RealScalar& offset)
{
m_shiftOffset[0] = double(offset);
return derived();
}
/** \returns the determinant of the underlying matrix from the current factorization */
Scalar determinant() const
{
using std::exp;
return exp(logDeterminant());
}
/** \returns the log determinant of the underlying matrix from the current factorization */
Scalar logDeterminant() const
{
using std::log;
using numext::real;
eigen_assert(m_factorizationIsOk && "The decomposition is not in a valid state for solving, you must first call either compute() or symbolic()/numeric()");
RealScalar logDet = 0;
Scalar *x = static_cast<Scalar*>(m_cholmodFactor->x);
if (m_cholmodFactor->is_super)
{
// Supernodal factorization stored as a packed list of dense column-major blocs,
// as described by the following structure:
// super[k] == index of the first column of the j-th super node
StorageIndex *super = static_cast<StorageIndex*>(m_cholmodFactor->super);
// pi[k] == offset to the description of row indices
StorageIndex *pi = static_cast<StorageIndex*>(m_cholmodFactor->pi);
// px[k] == offset to the respective dense block
StorageIndex *px = static_cast<StorageIndex*>(m_cholmodFactor->px);
Index nb_super_nodes = m_cholmodFactor->nsuper;
for (Index k=0; k < nb_super_nodes; ++k)
{
StorageIndex ncols = super[k + 1] - super[k];
StorageIndex nrows = pi[k + 1] - pi[k];
Map<const Array<Scalar,1,Dynamic>, 0, InnerStride<> > sk(x + px[k], ncols, InnerStride<>(nrows+1));
logDet += sk.real().log().sum();
}
}
else
{
// Simplicial factorization stored as standard CSC matrix.
StorageIndex *p = static_cast<StorageIndex*>(m_cholmodFactor->p);
Index size = m_cholmodFactor->n;
for (Index k=0; k<size; ++k)
logDet += log(real( x[p[k]] ));
}
if (m_cholmodFactor->is_ll)
logDet *= 2.0;
return logDet;
};
template<typename Stream>
void dumpMemory(Stream& /*s*/)
{}
protected:
mutable cholmod_common m_cholmod;
cholmod_factor* m_cholmodFactor;
double m_shiftOffset[2];
mutable ComputationInfo m_info;
int m_factorizationIsOk;
int m_analysisIsOk;
};
/** \ingroup CholmodSupport_Module
* \class CholmodSimplicialLLT
* \brief A simplicial direct Cholesky (LLT) factorization and solver based on Cholmod
*
* This class allows to solve for A.X = B sparse linear problems via a simplicial LL^T Cholesky factorization
* using the Cholmod library.
* This simplicial variant is equivalent to Eigen's built-in SimplicialLLT class. Therefore, it has little practical interest.
* The sparse matrix A must be selfadjoint and positive definite. The vectors or matrices
* X and B can be either dense or sparse.
*
* \tparam _MatrixType the type of the sparse matrix A, it must be a SparseMatrix<>
* \tparam _UpLo the triangular part that will be used for the computations. It can be Lower
* or Upper. Default is Lower.
*
* \implsparsesolverconcept
*
* This class supports all kind of SparseMatrix<>: row or column major; upper, lower, or both; compressed or non compressed.
*
* \warning Only double precision real and complex scalar types are supported by Cholmod.
*
* \sa \ref TutorialSparseSolverConcept, class CholmodSupernodalLLT, class SimplicialLLT
*/
template<typename _MatrixType, int _UpLo = Lower>
class CholmodSimplicialLLT : public CholmodBase<_MatrixType, _UpLo, CholmodSimplicialLLT<_MatrixType, _UpLo> >
{
typedef CholmodBase<_MatrixType, _UpLo, CholmodSimplicialLLT> Base;
using Base::m_cholmod;
public:
typedef _MatrixType MatrixType;
CholmodSimplicialLLT() : Base() { init(); }
CholmodSimplicialLLT(const MatrixType& matrix) : Base()
{
init();
this->compute(matrix);
}
~CholmodSimplicialLLT() {}
protected:
void init()
{
m_cholmod.final_asis = 0;
m_cholmod.supernodal = CHOLMOD_SIMPLICIAL;
m_cholmod.final_ll = 1;
}
};
/** \ingroup CholmodSupport_Module
* \class CholmodSimplicialLDLT
* \brief A simplicial direct Cholesky (LDLT) factorization and solver based on Cholmod
*
* This class allows to solve for A.X = B sparse linear problems via a simplicial LDL^T Cholesky factorization
* using the Cholmod library.
* This simplicial variant is equivalent to Eigen's built-in SimplicialLDLT class. Therefore, it has little practical interest.
* The sparse matrix A must be selfadjoint and positive definite. The vectors or matrices
* X and B can be either dense or sparse.
*
* \tparam _MatrixType the type of the sparse matrix A, it must be a SparseMatrix<>
* \tparam _UpLo the triangular part that will be used for the computations. It can be Lower
* or Upper. Default is Lower.
*
* \implsparsesolverconcept
*
* This class supports all kind of SparseMatrix<>: row or column major; upper, lower, or both; compressed or non compressed.
*
* \warning Only double precision real and complex scalar types are supported by Cholmod.
*
* \sa \ref TutorialSparseSolverConcept, class CholmodSupernodalLLT, class SimplicialLDLT
*/
template<typename _MatrixType, int _UpLo = Lower>
class CholmodSimplicialLDLT : public CholmodBase<_MatrixType, _UpLo, CholmodSimplicialLDLT<_MatrixType, _UpLo> >
{
typedef CholmodBase<_MatrixType, _UpLo, CholmodSimplicialLDLT> Base;
using Base::m_cholmod;
public:
typedef _MatrixType MatrixType;
CholmodSimplicialLDLT() : Base() { init(); }
CholmodSimplicialLDLT(const MatrixType& matrix) : Base()
{
init();
this->compute(matrix);
}
~CholmodSimplicialLDLT() {}
protected:
void init()
{
m_cholmod.final_asis = 1;
m_cholmod.supernodal = CHOLMOD_SIMPLICIAL;
}
};
/** \ingroup CholmodSupport_Module
* \class CholmodSupernodalLLT
* \brief A supernodal Cholesky (LLT) factorization and solver based on Cholmod
*
* This class allows to solve for A.X = B sparse linear problems via a supernodal LL^T Cholesky factorization
* using the Cholmod library.
* This supernodal variant performs best on dense enough problems, e.g., 3D FEM, or very high order 2D FEM.
* The sparse matrix A must be selfadjoint and positive definite. The vectors or matrices
* X and B can be either dense or sparse.
*
* \tparam _MatrixType the type of the sparse matrix A, it must be a SparseMatrix<>
* \tparam _UpLo the triangular part that will be used for the computations. It can be Lower
* or Upper. Default is Lower.
*
* \implsparsesolverconcept
*
* This class supports all kind of SparseMatrix<>: row or column major; upper, lower, or both; compressed or non compressed.
*
* \warning Only double precision real and complex scalar types are supported by Cholmod.
*
* \sa \ref TutorialSparseSolverConcept
*/
template<typename _MatrixType, int _UpLo = Lower>
class CholmodSupernodalLLT : public CholmodBase<_MatrixType, _UpLo, CholmodSupernodalLLT<_MatrixType, _UpLo> >
{
typedef CholmodBase<_MatrixType, _UpLo, CholmodSupernodalLLT> Base;
using Base::m_cholmod;
public:
typedef _MatrixType MatrixType;
CholmodSupernodalLLT() : Base() { init(); }
CholmodSupernodalLLT(const MatrixType& matrix) : Base()
{
init();
this->compute(matrix);
}
~CholmodSupernodalLLT() {}
protected:
void init()
{
m_cholmod.final_asis = 1;
m_cholmod.supernodal = CHOLMOD_SUPERNODAL;
}
};
/** \ingroup CholmodSupport_Module
* \class CholmodDecomposition
* \brief A general Cholesky factorization and solver based on Cholmod
*
* This class allows to solve for A.X = B sparse linear problems via a LL^T or LDL^T Cholesky factorization
* using the Cholmod library. The sparse matrix A must be selfadjoint and positive definite. The vectors or matrices
* X and B can be either dense or sparse.
*
* This variant permits to change the underlying Cholesky method at runtime.
* On the other hand, it does not provide access to the result of the factorization.
* The default is to let Cholmod automatically choose between a simplicial and supernodal factorization.
*
* \tparam _MatrixType the type of the sparse matrix A, it must be a SparseMatrix<>
* \tparam _UpLo the triangular part that will be used for the computations. It can be Lower
* or Upper. Default is Lower.
*
* \implsparsesolverconcept
*
* This class supports all kind of SparseMatrix<>: row or column major; upper, lower, or both; compressed or non compressed.
*
* \warning Only double precision real and complex scalar types are supported by Cholmod.
*
* \sa \ref TutorialSparseSolverConcept
*/
template<typename _MatrixType, int _UpLo = Lower>
class CholmodDecomposition : public CholmodBase<_MatrixType, _UpLo, CholmodDecomposition<_MatrixType, _UpLo> >
{
typedef CholmodBase<_MatrixType, _UpLo, CholmodDecomposition> Base;
using Base::m_cholmod;
public:
typedef _MatrixType MatrixType;
CholmodDecomposition() : Base() { init(); }
CholmodDecomposition(const MatrixType& matrix) : Base()
{
init();
this->compute(matrix);
}
~CholmodDecomposition() {}
void setMode(CholmodMode mode)
{
switch(mode)
{
case CholmodAuto:
m_cholmod.final_asis = 1;
m_cholmod.supernodal = CHOLMOD_AUTO;
break;
case CholmodSimplicialLLt:
m_cholmod.final_asis = 0;
m_cholmod.supernodal = CHOLMOD_SIMPLICIAL;
m_cholmod.final_ll = 1;
break;
case CholmodSupernodalLLt:
m_cholmod.final_asis = 1;
m_cholmod.supernodal = CHOLMOD_SUPERNODAL;
break;
case CholmodLDLt:
m_cholmod.final_asis = 1;
m_cholmod.supernodal = CHOLMOD_SIMPLICIAL;
break;
default:
break;
}
}
protected:
void init()
{
m_cholmod.final_asis = 1;
m_cholmod.supernodal = CHOLMOD_AUTO;
}
};
} // end namespace Eigen
#endif // EIGEN_CHOLMODSUPPORT_H
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2017 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_ARITHMETIC_SEQUENCE_H
#define EIGEN_ARITHMETIC_SEQUENCE_H
namespace Eigen {
namespace internal {
#if (!EIGEN_HAS_CXX11) || !((!EIGEN_COMP_GNUC) || EIGEN_COMP_GNUC>=48)
template<typename T> struct aseq_negate {};
template<> struct aseq_negate<Index> {
typedef Index type;
};
template<int N> struct aseq_negate<FixedInt<N> > {
typedef FixedInt<-N> type;
};
// Compilation error in the following case:
template<> struct aseq_negate<FixedInt<DynamicIndex> > {};
template<typename FirstType,typename SizeType,typename IncrType,
bool FirstIsSymbolic=symbolic::is_symbolic<FirstType>::value,
bool SizeIsSymbolic =symbolic::is_symbolic<SizeType>::value>
struct aseq_reverse_first_type {
typedef Index type;
};
template<typename FirstType,typename SizeType,typename IncrType>
struct aseq_reverse_first_type<FirstType,SizeType,IncrType,true,true> {
typedef symbolic::AddExpr<FirstType,
symbolic::ProductExpr<symbolic::AddExpr<SizeType,symbolic::ValueExpr<FixedInt<-1> > >,
symbolic::ValueExpr<IncrType> >
> type;
};
template<typename SizeType,typename IncrType,typename EnableIf = void>
struct aseq_reverse_first_type_aux {
typedef Index type;
};
template<typename SizeType,typename IncrType>
struct aseq_reverse_first_type_aux<SizeType,IncrType,typename internal::enable_if<bool((SizeType::value+IncrType::value)|0x1)>::type> {
typedef FixedInt<(SizeType::value-1)*IncrType::value> type;
};
template<typename FirstType,typename SizeType,typename IncrType>
struct aseq_reverse_first_type<FirstType,SizeType,IncrType,true,false> {
typedef typename aseq_reverse_first_type_aux<SizeType,IncrType>::type Aux;
typedef symbolic::AddExpr<FirstType,symbolic::ValueExpr<Aux> > type;
};
template<typename FirstType,typename SizeType,typename IncrType>
struct aseq_reverse_first_type<FirstType,SizeType,IncrType,false,true> {
typedef symbolic::AddExpr<symbolic::ProductExpr<symbolic::AddExpr<SizeType,symbolic::ValueExpr<FixedInt<-1> > >,
symbolic::ValueExpr<IncrType> >,
symbolic::ValueExpr<> > type;
};
#endif
// Helper to cleanup the type of the increment:
template<typename T> struct cleanup_seq_incr {
typedef typename cleanup_index_type<T,DynamicIndex>::type type;
};
}
//--------------------------------------------------------------------------------
// seq(first,last,incr) and seqN(first,size,incr)
//--------------------------------------------------------------------------------
template<typename FirstType=Index,typename SizeType=Index,typename IncrType=internal::FixedInt<1> >
class ArithmeticSequence;
template<typename FirstType,typename SizeType,typename IncrType>
ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,
typename internal::cleanup_index_type<SizeType>::type,
typename internal::cleanup_seq_incr<IncrType>::type >
seqN(FirstType first, SizeType size, IncrType incr);
/** \class ArithmeticSequence
* \ingroup Core_Module
*
* This class represents an arithmetic progression \f$ a_0, a_1, a_2, ..., a_{n-1}\f$ defined by
* its \em first value \f$ a_0 \f$, its \em size (aka length) \em n, and the \em increment (aka stride)
* that is equal to \f$ a_{i+1}-a_{i}\f$ for any \em i.
*
* It is internally used as the return type of the Eigen::seq and Eigen::seqN functions, and as the input arguments
* of DenseBase::operator()(const RowIndices&, const ColIndices&), and most of the time this is the
* only way it is used.
*
* \tparam FirstType type of the first element, usually an Index,
* but internally it can be a symbolic expression
* \tparam SizeType type representing the size of the sequence, usually an Index
* or a compile time integral constant. Internally, it can also be a symbolic expression
* \tparam IncrType type of the increment, can be a runtime Index, or a compile time integral constant (default is compile-time 1)
*
* \sa Eigen::seq, Eigen::seqN, DenseBase::operator()(const RowIndices&, const ColIndices&), class IndexedView
*/
template<typename FirstType,typename SizeType,typename IncrType>
class ArithmeticSequence
{
public:
ArithmeticSequence(FirstType first, SizeType size) : m_first(first), m_size(size) {}
ArithmeticSequence(FirstType first, SizeType size, IncrType incr) : m_first(first), m_size(size), m_incr(incr) {}
enum {
SizeAtCompileTime = internal::get_fixed_value<SizeType>::value,
IncrAtCompileTime = internal::get_fixed_value<IncrType,DynamicIndex>::value
};
/** \returns the size, i.e., number of elements, of the sequence */
Index size() const { return m_size; }
/** \returns the first element \f$ a_0 \f$ in the sequence */
Index first() const { return m_first; }
/** \returns the value \f$ a_i \f$ at index \a i in the sequence. */
Index operator[](Index i) const { return m_first + i * m_incr; }
const FirstType& firstObject() const { return m_first; }
const SizeType& sizeObject() const { return m_size; }
const IncrType& incrObject() const { return m_incr; }
protected:
FirstType m_first;
SizeType m_size;
IncrType m_incr;
public:
#if EIGEN_HAS_CXX11 && ((!EIGEN_COMP_GNUC) || EIGEN_COMP_GNUC>=48)
auto reverse() const -> decltype(Eigen::seqN(m_first+(m_size+fix<-1>())*m_incr,m_size,-m_incr)) {
return seqN(m_first+(m_size+fix<-1>())*m_incr,m_size,-m_incr);
}
#else
protected:
typedef typename internal::aseq_negate<IncrType>::type ReverseIncrType;
typedef typename internal::aseq_reverse_first_type<FirstType,SizeType,IncrType>::type ReverseFirstType;
public:
ArithmeticSequence<ReverseFirstType,SizeType,ReverseIncrType>
reverse() const {
return seqN(m_first+(m_size+fix<-1>())*m_incr,m_size,-m_incr);
}
#endif
};
/** \returns an ArithmeticSequence starting at \a first, of length \a size, and increment \a incr
*
* \sa seqN(FirstType,SizeType), seq(FirstType,LastType,IncrType) */
template<typename FirstType,typename SizeType,typename IncrType>
ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,typename internal::cleanup_index_type<SizeType>::type,typename internal::cleanup_seq_incr<IncrType>::type >
seqN(FirstType first, SizeType size, IncrType incr) {
return ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,typename internal::cleanup_index_type<SizeType>::type,typename internal::cleanup_seq_incr<IncrType>::type>(first,size,incr);
}
/** \returns an ArithmeticSequence starting at \a first, of length \a size, and unit increment
*
* \sa seqN(FirstType,SizeType,IncrType), seq(FirstType,LastType) */
template<typename FirstType,typename SizeType>
ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,typename internal::cleanup_index_type<SizeType>::type >
seqN(FirstType first, SizeType size) {
return ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,typename internal::cleanup_index_type<SizeType>::type>(first,size);
}
#ifdef EIGEN_PARSED_BY_DOXYGEN
/** \returns an ArithmeticSequence starting at \a f, up (or down) to \a l, and with positive (or negative) increment \a incr
*
* It is essentially an alias to:
* \code
* seqN(f, (l-f+incr)/incr, incr);
* \endcode
*
* \sa seqN(FirstType,SizeType,IncrType), seq(FirstType,LastType)
*/
template<typename FirstType,typename LastType, typename IncrType>
auto seq(FirstType f, LastType l, IncrType incr);
/** \returns an ArithmeticSequence starting at \a f, up (or down) to \a l, and unit increment
*
* It is essentially an alias to:
* \code
* seqN(f,l-f+1);
* \endcode
*
* \sa seqN(FirstType,SizeType), seq(FirstType,LastType,IncrType)
*/
template<typename FirstType,typename LastType>
auto seq(FirstType f, LastType l);
#else // EIGEN_PARSED_BY_DOXYGEN
#if EIGEN_HAS_CXX11
template<typename FirstType,typename LastType>
auto seq(FirstType f, LastType l) -> decltype(seqN(typename internal::cleanup_index_type<FirstType>::type(f),
( typename internal::cleanup_index_type<LastType>::type(l)
- typename internal::cleanup_index_type<FirstType>::type(f)+fix<1>())))
{
return seqN(typename internal::cleanup_index_type<FirstType>::type(f),
(typename internal::cleanup_index_type<LastType>::type(l)
-typename internal::cleanup_index_type<FirstType>::type(f)+fix<1>()));
}
template<typename FirstType,typename LastType, typename IncrType>
auto seq(FirstType f, LastType l, IncrType incr)
-> decltype(seqN(typename internal::cleanup_index_type<FirstType>::type(f),
( typename internal::cleanup_index_type<LastType>::type(l)
- typename internal::cleanup_index_type<FirstType>::type(f)+typename internal::cleanup_seq_incr<IncrType>::type(incr)
) / typename internal::cleanup_seq_incr<IncrType>::type(incr),
typename internal::cleanup_seq_incr<IncrType>::type(incr)))
{
typedef typename internal::cleanup_seq_incr<IncrType>::type CleanedIncrType;
return seqN(typename internal::cleanup_index_type<FirstType>::type(f),
( typename internal::cleanup_index_type<LastType>::type(l)
-typename internal::cleanup_index_type<FirstType>::type(f)+CleanedIncrType(incr)) / CleanedIncrType(incr),
CleanedIncrType(incr));
}
#else // EIGEN_HAS_CXX11
template<typename FirstType,typename LastType>
typename internal::enable_if<!(symbolic::is_symbolic<FirstType>::value || symbolic::is_symbolic<LastType>::value),
ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,Index> >::type
seq(FirstType f, LastType l)
{
return seqN(typename internal::cleanup_index_type<FirstType>::type(f),
Index((typename internal::cleanup_index_type<LastType>::type(l)-typename internal::cleanup_index_type<FirstType>::type(f)+fix<1>())));
}
template<typename FirstTypeDerived,typename LastType>
typename internal::enable_if<!symbolic::is_symbolic<LastType>::value,
ArithmeticSequence<FirstTypeDerived, symbolic::AddExpr<symbolic::AddExpr<symbolic::NegateExpr<FirstTypeDerived>,symbolic::ValueExpr<> >,
symbolic::ValueExpr<internal::FixedInt<1> > > > >::type
seq(const symbolic::BaseExpr<FirstTypeDerived> &f, LastType l)
{
return seqN(f.derived(),(typename internal::cleanup_index_type<LastType>::type(l)-f.derived()+fix<1>()));
}
template<typename FirstType,typename LastTypeDerived>
typename internal::enable_if<!symbolic::is_symbolic<FirstType>::value,
ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,
symbolic::AddExpr<symbolic::AddExpr<LastTypeDerived,symbolic::ValueExpr<> >,
symbolic::ValueExpr<internal::FixedInt<1> > > > >::type
seq(FirstType f, const symbolic::BaseExpr<LastTypeDerived> &l)
{
return seqN(typename internal::cleanup_index_type<FirstType>::type(f),(l.derived()-typename internal::cleanup_index_type<FirstType>::type(f)+fix<1>()));
}
template<typename FirstTypeDerived,typename LastTypeDerived>
ArithmeticSequence<FirstTypeDerived,
symbolic::AddExpr<symbolic::AddExpr<LastTypeDerived,symbolic::NegateExpr<FirstTypeDerived> >,symbolic::ValueExpr<internal::FixedInt<1> > > >
seq(const symbolic::BaseExpr<FirstTypeDerived> &f, const symbolic::BaseExpr<LastTypeDerived> &l)
{
return seqN(f.derived(),(l.derived()-f.derived()+fix<1>()));
}
template<typename FirstType,typename LastType, typename IncrType>
typename internal::enable_if<!(symbolic::is_symbolic<FirstType>::value || symbolic::is_symbolic<LastType>::value),
ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,Index,typename internal::cleanup_seq_incr<IncrType>::type> >::type
seq(FirstType f, LastType l, IncrType incr)
{
typedef typename internal::cleanup_seq_incr<IncrType>::type CleanedIncrType;
return seqN(typename internal::cleanup_index_type<FirstType>::type(f),
Index((typename internal::cleanup_index_type<LastType>::type(l)-typename internal::cleanup_index_type<FirstType>::type(f)+CleanedIncrType(incr))/CleanedIncrType(incr)), incr);
}
template<typename FirstTypeDerived,typename LastType, typename IncrType>
typename internal::enable_if<!symbolic::is_symbolic<LastType>::value,
ArithmeticSequence<FirstTypeDerived,
symbolic::QuotientExpr<symbolic::AddExpr<symbolic::AddExpr<symbolic::NegateExpr<FirstTypeDerived>,
symbolic::ValueExpr<> >,
symbolic::ValueExpr<typename internal::cleanup_seq_incr<IncrType>::type> >,
symbolic::ValueExpr<typename internal::cleanup_seq_incr<IncrType>::type> >,
typename internal::cleanup_seq_incr<IncrType>::type> >::type
seq(const symbolic::BaseExpr<FirstTypeDerived> &f, LastType l, IncrType incr)
{
typedef typename internal::cleanup_seq_incr<IncrType>::type CleanedIncrType;
return seqN(f.derived(),(typename internal::cleanup_index_type<LastType>::type(l)-f.derived()+CleanedIncrType(incr))/CleanedIncrType(incr), incr);
}
template<typename FirstType,typename LastTypeDerived, typename IncrType>
typename internal::enable_if<!symbolic::is_symbolic<FirstType>::value,
ArithmeticSequence<typename internal::cleanup_index_type<FirstType>::type,
symbolic::QuotientExpr<symbolic::AddExpr<symbolic::AddExpr<LastTypeDerived,symbolic::ValueExpr<> >,
symbolic::ValueExpr<typename internal::cleanup_seq_incr<IncrType>::type> >,
symbolic::ValueExpr<typename internal::cleanup_seq_incr<IncrType>::type> >,
typename internal::cleanup_seq_incr<IncrType>::type> >::type
seq(FirstType f, const symbolic::BaseExpr<LastTypeDerived> &l, IncrType incr)
{
typedef typename internal::cleanup_seq_incr<IncrType>::type CleanedIncrType;
return seqN(typename internal::cleanup_index_type<FirstType>::type(f),
(l.derived()-typename internal::cleanup_index_type<FirstType>::type(f)+CleanedIncrType(incr))/CleanedIncrType(incr), incr);
}
template<typename FirstTypeDerived,typename LastTypeDerived, typename IncrType>
ArithmeticSequence<FirstTypeDerived,
symbolic::QuotientExpr<symbolic::AddExpr<symbolic::AddExpr<LastTypeDerived,
symbolic::NegateExpr<FirstTypeDerived> >,
symbolic::ValueExpr<typename internal::cleanup_seq_incr<IncrType>::type> >,
symbolic::ValueExpr<typename internal::cleanup_seq_incr<IncrType>::type> >,
typename internal::cleanup_seq_incr<IncrType>::type>
seq(const symbolic::BaseExpr<FirstTypeDerived> &f, const symbolic::BaseExpr<LastTypeDerived> &l, IncrType incr)
{
typedef typename internal::cleanup_seq_incr<IncrType>::type CleanedIncrType;
return seqN(f.derived(),(l.derived()-f.derived()+CleanedIncrType(incr))/CleanedIncrType(incr), incr);
}
#endif // EIGEN_HAS_CXX11
#endif // EIGEN_PARSED_BY_DOXYGEN
#if EIGEN_HAS_CXX11 || defined(EIGEN_PARSED_BY_DOXYGEN)
/** \cpp11
* \returns a symbolic ArithmeticSequence representing the last \a size elements with increment \a incr.
*
* It is a shortcut for: \code seqN(last-(size-fix<1>)*incr, size, incr) \endcode
*
* \sa lastN(SizeType), seqN(FirstType,SizeType), seq(FirstType,LastType,IncrType) */
template<typename SizeType,typename IncrType>
auto lastN(SizeType size, IncrType incr)
-> decltype(seqN(Eigen::last-(size-fix<1>())*incr, size, incr))
{
return seqN(Eigen::last-(size-fix<1>())*incr, size, incr);
}
/** \cpp11
* \returns a symbolic ArithmeticSequence representing the last \a size elements with a unit increment.
*
* It is a shortcut for: \code seq(last+fix<1>-size, last) \endcode
*
* \sa lastN(SizeType,IncrType, seqN(FirstType,SizeType), seq(FirstType,LastType) */
template<typename SizeType>
auto lastN(SizeType size)
-> decltype(seqN(Eigen::last+fix<1>()-size, size))
{
return seqN(Eigen::last+fix<1>()-size, size);
}
#endif
namespace internal {
// Convert a symbolic span into a usable one (i.e., remove last/end "keywords")
template<typename T>
struct make_size_type {
typedef typename internal::conditional<symbolic::is_symbolic<T>::value, Index, T>::type type;
};
template<typename FirstType,typename SizeType,typename IncrType,int XprSize>
struct IndexedViewCompatibleType<ArithmeticSequence<FirstType,SizeType,IncrType>, XprSize> {
typedef ArithmeticSequence<Index,typename make_size_type<SizeType>::type,IncrType> type;
};
template<typename FirstType,typename SizeType,typename IncrType>
ArithmeticSequence<Index,typename make_size_type<SizeType>::type,IncrType>
makeIndexedViewCompatible(const ArithmeticSequence<FirstType,SizeType,IncrType>& ids, Index size,SpecializedType) {
return ArithmeticSequence<Index,typename make_size_type<SizeType>::type,IncrType>(
eval_expr_given_size(ids.firstObject(),size),eval_expr_given_size(ids.sizeObject(),size),ids.incrObject());
}
template<typename FirstType,typename SizeType,typename IncrType>
struct get_compile_time_incr<ArithmeticSequence<FirstType,SizeType,IncrType> > {
enum { value = get_fixed_value<IncrType,DynamicIndex>::value };
};
} // end namespace internal
/** \namespace Eigen::indexing
* \ingroup Core_Module
*
* The sole purpose of this namespace is to be able to import all functions
* and symbols that are expected to be used within operator() for indexing
* and slicing. If you already imported the whole Eigen namespace:
* \code using namespace Eigen; \endcode
* then you are already all set. Otherwise, if you don't want/cannot import
* the whole Eigen namespace, the following line:
* \code using namespace Eigen::indexing; \endcode
* is equivalent to:
* \code
using Eigen::all;
using Eigen::seq;
using Eigen::seqN;
using Eigen::lastN; // c++11 only
using Eigen::last;
using Eigen::lastp1;
using Eigen::fix;
\endcode
*/
namespace indexing {
using Eigen::all;
using Eigen::seq;
using Eigen::seqN;
#if EIGEN_HAS_CXX11
using Eigen::lastN;
#endif
using Eigen::last;
using Eigen::lastp1;
using Eigen::fix;
}
} // end namespace Eigen
#endif // EIGEN_ARITHMETIC_SEQUENCE_H
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2009 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_ARRAY_H
#define EIGEN_ARRAY_H
namespace Eigen {
namespace internal {
template<typename _Scalar, int _Rows, int _Cols, int _Options, int _MaxRows, int _MaxCols>
struct traits<Array<_Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols> > : traits<Matrix<_Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols> >
{
typedef ArrayXpr XprKind;
typedef ArrayBase<Array<_Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols> > XprBase;
};
}
/** \class Array
* \ingroup Core_Module
*
* \brief General-purpose arrays with easy API for coefficient-wise operations
*
* The %Array class is very similar to the Matrix class. It provides
* general-purpose one- and two-dimensional arrays. The difference between the
* %Array and the %Matrix class is primarily in the API: the API for the
* %Array class provides easy access to coefficient-wise operations, while the
* API for the %Matrix class provides easy access to linear-algebra
* operations.
*
* See documentation of class Matrix for detailed information on the template parameters
* storage layout.
*
* This class can be extended with the help of the plugin mechanism described on the page
* \ref TopicCustomizing_Plugins by defining the preprocessor symbol \c EIGEN_ARRAY_PLUGIN.
*
* \sa \blank \ref TutorialArrayClass, \ref TopicClassHierarchy
*/
template<typename _Scalar, int _Rows, int _Cols, int _Options, int _MaxRows, int _MaxCols>
class Array
: public PlainObjectBase<Array<_Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols> >
{
public:
typedef PlainObjectBase<Array> Base;
EIGEN_DENSE_PUBLIC_INTERFACE(Array)
enum { Options = _Options };
typedef typename Base::PlainObject PlainObject;
protected:
template <typename Derived, typename OtherDerived, bool IsVector>
friend struct internal::conservative_resize_like_impl;
using Base::m_storage;
public:
using Base::base;
using Base::coeff;
using Base::coeffRef;
/**
* The usage of
* using Base::operator=;
* fails on MSVC. Since the code below is working with GCC and MSVC, we skipped
* the usage of 'using'. This should be done only for operator=.
*/
template<typename OtherDerived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array& operator=(const EigenBase<OtherDerived> &other)
{
return Base::operator=(other);
}
/** Set all the entries to \a value.
* \sa DenseBase::setConstant(), DenseBase::fill()
*/
/* This overload is needed because the usage of
* using Base::operator=;
* fails on MSVC. Since the code below is working with GCC and MSVC, we skipped
* the usage of 'using'. This should be done only for operator=.
*/
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array& operator=(const Scalar &value)
{
Base::setConstant(value);
return *this;
}
/** Copies the value of the expression \a other into \c *this with automatic resizing.
*
* *this might be resized to match the dimensions of \a other. If *this was a null matrix (not already initialized),
* it will be initialized.
*
* Note that copying a row-vector into a vector (and conversely) is allowed.
* The resizing, if any, is then done in the appropriate way so that row-vectors
* remain row-vectors and vectors remain vectors.
*/
template<typename OtherDerived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array& operator=(const DenseBase<OtherDerived>& other)
{
return Base::_set(other);
}
/** This is a special case of the templated operator=. Its purpose is to
* prevent a default operator= from hiding the templated operator=.
*/
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array& operator=(const Array& other)
{
return Base::_set(other);
}
/** Default constructor.
*
* For fixed-size matrices, does nothing.
*
* For dynamic-size matrices, creates an empty matrix of size 0. Does not allocate any array. Such a matrix
* is called a null matrix. This constructor is the unique way to create null matrices: resizing
* a matrix to 0 is not supported.
*
* \sa resize(Index,Index)
*/
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array() : Base()
{
Base::_check_template_params();
EIGEN_INITIALIZE_COEFFS_IF_THAT_OPTION_IS_ENABLED
}
#ifndef EIGEN_PARSED_BY_DOXYGEN
// FIXME is it still needed ??
/** \internal */
EIGEN_DEVICE_FUNC
Array(internal::constructor_without_unaligned_array_assert)
: Base(internal::constructor_without_unaligned_array_assert())
{
Base::_check_template_params();
EIGEN_INITIALIZE_COEFFS_IF_THAT_OPTION_IS_ENABLED
}
#endif
#if EIGEN_HAS_RVALUE_REFERENCES
EIGEN_DEVICE_FUNC
Array(Array&& other) EIGEN_NOEXCEPT_IF(std::is_nothrow_move_constructible<Scalar>::value)
: Base(std::move(other))
{
Base::_check_template_params();
}
EIGEN_DEVICE_FUNC
Array& operator=(Array&& other) EIGEN_NOEXCEPT_IF(std::is_nothrow_move_assignable<Scalar>::value)
{
Base::operator=(std::move(other));
return *this;
}
#endif
#if EIGEN_HAS_CXX11
/** \copydoc PlainObjectBase(const Scalar& a0, const Scalar& a1, const Scalar& a2, const Scalar& a3, const ArgTypes&... args)
*
* Example: \include Array_variadic_ctor_cxx11.cpp
* Output: \verbinclude Array_variadic_ctor_cxx11.out
*
* \sa Array(const std::initializer_list<std::initializer_list<Scalar>>&)
* \sa Array(const Scalar&), Array(const Scalar&,const Scalar&)
*/
template <typename... ArgTypes>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Array(const Scalar& a0, const Scalar& a1, const Scalar& a2, const Scalar& a3, const ArgTypes&... args)
: Base(a0, a1, a2, a3, args...) {}
/** \brief Constructs an array and initializes it from the coefficients given as initializer-lists grouped by row. \cpp11
*
* In the general case, the constructor takes a list of rows, each row being represented as a list of coefficients:
*
* Example: \include Array_initializer_list_23_cxx11.cpp
* Output: \verbinclude Array_initializer_list_23_cxx11.out
*
* Each of the inner initializer lists must contain the exact same number of elements, otherwise an assertion is triggered.
*
* In the case of a compile-time column 1D array, implicit transposition from a single row is allowed.
* Therefore <code> Array<int,Dynamic,1>{{1,2,3,4,5}}</code> is legal and the more verbose syntax
* <code>Array<int,Dynamic,1>{{1},{2},{3},{4},{5}}</code> can be avoided:
*
* Example: \include Array_initializer_list_vector_cxx11.cpp
* Output: \verbinclude Array_initializer_list_vector_cxx11.out
*
* In the case of fixed-sized arrays, the initializer list sizes must exactly match the array sizes,
* and implicit transposition is allowed for compile-time 1D arrays only.
*
* \sa Array(const Scalar& a0, const Scalar& a1, const Scalar& a2, const Scalar& a3, const ArgTypes&... args)
*/
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array(const std::initializer_list<std::initializer_list<Scalar>>& list) : Base(list) {}
#endif // end EIGEN_HAS_CXX11
#ifndef EIGEN_PARSED_BY_DOXYGEN
template<typename T>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE explicit Array(const T& x)
{
Base::_check_template_params();
Base::template _init1<T>(x);
}
template<typename T0, typename T1>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array(const T0& val0, const T1& val1)
{
Base::_check_template_params();
this->template _init2<T0,T1>(val0, val1);
}
#else
/** \brief Constructs a fixed-sized array initialized with coefficients starting at \a data */
EIGEN_DEVICE_FUNC explicit Array(const Scalar *data);
/** Constructs a vector or row-vector with given dimension. \only_for_vectors
*
* Note that this is only useful for dynamic-size vectors. For fixed-size vectors,
* it is redundant to pass the dimension here, so it makes more sense to use the default
* constructor Array() instead.
*/
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE explicit Array(Index dim);
/** constructs an initialized 1x1 Array with the given coefficient
* \sa const Scalar& a0, const Scalar& a1, const Scalar& a2, const Scalar& a3, const ArgTypes&... args */
Array(const Scalar& value);
/** constructs an uninitialized array with \a rows rows and \a cols columns.
*
* This is useful for dynamic-size arrays. For fixed-size arrays,
* it is redundant to pass these parameters, so one should use the default constructor
* Array() instead. */
Array(Index rows, Index cols);
/** constructs an initialized 2D vector with given coefficients
* \sa Array(const Scalar& a0, const Scalar& a1, const Scalar& a2, const Scalar& a3, const ArgTypes&... args) */
Array(const Scalar& val0, const Scalar& val1);
#endif // end EIGEN_PARSED_BY_DOXYGEN
/** constructs an initialized 3D vector with given coefficients
* \sa Array(const Scalar& a0, const Scalar& a1, const Scalar& a2, const Scalar& a3, const ArgTypes&... args)
*/
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array(const Scalar& val0, const Scalar& val1, const Scalar& val2)
{
Base::_check_template_params();
EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Array, 3)
m_storage.data()[0] = val0;
m_storage.data()[1] = val1;
m_storage.data()[2] = val2;
}
/** constructs an initialized 4D vector with given coefficients
* \sa Array(const Scalar& a0, const Scalar& a1, const Scalar& a2, const Scalar& a3, const ArgTypes&... args)
*/
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array(const Scalar& val0, const Scalar& val1, const Scalar& val2, const Scalar& val3)
{
Base::_check_template_params();
EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Array, 4)
m_storage.data()[0] = val0;
m_storage.data()[1] = val1;
m_storage.data()[2] = val2;
m_storage.data()[3] = val3;
}
/** Copy constructor */
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array(const Array& other)
: Base(other)
{ }
private:
struct PrivateType {};
public:
/** \sa MatrixBase::operator=(const EigenBase<OtherDerived>&) */
template<typename OtherDerived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Array(const EigenBase<OtherDerived> &other,
typename internal::enable_if<internal::is_convertible<typename OtherDerived::Scalar,Scalar>::value,
PrivateType>::type = PrivateType())
: Base(other.derived())
{ }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index innerStride() const EIGEN_NOEXCEPT{ return 1; }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index outerStride() const EIGEN_NOEXCEPT { return this->innerSize(); }
#ifdef EIGEN_ARRAY_PLUGIN
#include EIGEN_ARRAY_PLUGIN
#endif
private:
template<typename MatrixType, typename OtherDerived, bool SwapPointers>
friend struct internal::matrix_swap_impl;
};
/** \defgroup arraytypedefs Global array typedefs
* \ingroup Core_Module
*
* %Eigen defines several typedef shortcuts for most common 1D and 2D array types.
*
* The general patterns are the following:
*
* \c ArrayRowsColsType where \c Rows and \c Cols can be \c 2,\c 3,\c 4 for fixed size square matrices or \c X for dynamic size,
* and where \c Type can be \c i for integer, \c f for float, \c d for double, \c cf for complex float, \c cd
* for complex double.
*
* For example, \c Array33d is a fixed-size 3x3 array type of doubles, and \c ArrayXXf is a dynamic-size matrix of floats.
*
* There are also \c ArraySizeType which are self-explanatory. For example, \c Array4cf is
* a fixed-size 1D array of 4 complex floats.
*
* With \cpp11, template alias are also defined for common sizes.
* They follow the same pattern as above except that the scalar type suffix is replaced by a
* template parameter, i.e.:
* - `ArrayRowsCols<Type>` where `Rows` and `Cols` can be \c 2,\c 3,\c 4, or \c X for fixed or dynamic size.
* - `ArraySize<Type>` where `Size` can be \c 2,\c 3,\c 4 or \c X for fixed or dynamic size 1D arrays.
*
* \sa class Array
*/
#define EIGEN_MAKE_ARRAY_TYPEDEFS(Type, TypeSuffix, Size, SizeSuffix) \
/** \ingroup arraytypedefs */ \
typedef Array<Type, Size, Size> Array##SizeSuffix##SizeSuffix##TypeSuffix; \
/** \ingroup arraytypedefs */ \
typedef Array<Type, Size, 1> Array##SizeSuffix##TypeSuffix;
#define EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(Type, TypeSuffix, Size) \
/** \ingroup arraytypedefs */ \
typedef Array<Type, Size, Dynamic> Array##Size##X##TypeSuffix; \
/** \ingroup arraytypedefs */ \
typedef Array<Type, Dynamic, Size> Array##X##Size##TypeSuffix;
#define EIGEN_MAKE_ARRAY_TYPEDEFS_ALL_SIZES(Type, TypeSuffix) \
EIGEN_MAKE_ARRAY_TYPEDEFS(Type, TypeSuffix, 2, 2) \
EIGEN_MAKE_ARRAY_TYPEDEFS(Type, TypeSuffix, 3, 3) \
EIGEN_MAKE_ARRAY_TYPEDEFS(Type, TypeSuffix, 4, 4) \
EIGEN_MAKE_ARRAY_TYPEDEFS(Type, TypeSuffix, Dynamic, X) \
EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(Type, TypeSuffix, 2) \
EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(Type, TypeSuffix, 3) \
EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(Type, TypeSuffix, 4)
EIGEN_MAKE_ARRAY_TYPEDEFS_ALL_SIZES(int, i)
EIGEN_MAKE_ARRAY_TYPEDEFS_ALL_SIZES(float, f)
EIGEN_MAKE_ARRAY_TYPEDEFS_ALL_SIZES(double, d)
EIGEN_MAKE_ARRAY_TYPEDEFS_ALL_SIZES(std::complex<float>, cf)
EIGEN_MAKE_ARRAY_TYPEDEFS_ALL_SIZES(std::complex<double>, cd)
#undef EIGEN_MAKE_ARRAY_TYPEDEFS_ALL_SIZES
#undef EIGEN_MAKE_ARRAY_TYPEDEFS
#undef EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS
#if EIGEN_HAS_CXX11
#define EIGEN_MAKE_ARRAY_TYPEDEFS(Size, SizeSuffix) \
/** \ingroup arraytypedefs */ \
/** \brief \cpp11 */ \
template <typename Type> \
using Array##SizeSuffix##SizeSuffix = Array<Type, Size, Size>; \
/** \ingroup arraytypedefs */ \
/** \brief \cpp11 */ \
template <typename Type> \
using Array##SizeSuffix = Array<Type, Size, 1>;
#define EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(Size) \
/** \ingroup arraytypedefs */ \
/** \brief \cpp11 */ \
template <typename Type> \
using Array##Size##X = Array<Type, Size, Dynamic>; \
/** \ingroup arraytypedefs */ \
/** \brief \cpp11 */ \
template <typename Type> \
using Array##X##Size = Array<Type, Dynamic, Size>;
EIGEN_MAKE_ARRAY_TYPEDEFS(2, 2)
EIGEN_MAKE_ARRAY_TYPEDEFS(3, 3)
EIGEN_MAKE_ARRAY_TYPEDEFS(4, 4)
EIGEN_MAKE_ARRAY_TYPEDEFS(Dynamic, X)
EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(2)
EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(3)
EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS(4)
#undef EIGEN_MAKE_ARRAY_TYPEDEFS
#undef EIGEN_MAKE_ARRAY_FIXED_TYPEDEFS
#endif // EIGEN_HAS_CXX11
#define EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE_AND_SIZE(TypeSuffix, SizeSuffix) \
using Eigen::Matrix##SizeSuffix##TypeSuffix; \
using Eigen::Vector##SizeSuffix##TypeSuffix; \
using Eigen::RowVector##SizeSuffix##TypeSuffix;
#define EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE(TypeSuffix) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE_AND_SIZE(TypeSuffix, 2) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE_AND_SIZE(TypeSuffix, 3) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE_AND_SIZE(TypeSuffix, 4) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE_AND_SIZE(TypeSuffix, X) \
#define EIGEN_USING_ARRAY_TYPEDEFS \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE(i) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE(f) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE(d) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE(cf) \
EIGEN_USING_ARRAY_TYPEDEFS_FOR_TYPE(cd)
} // end namespace Eigen
#endif // EIGEN_ARRAY_H
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2009 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_ARRAYBASE_H
#define EIGEN_ARRAYBASE_H
namespace Eigen {
template<typename ExpressionType> class MatrixWrapper;
/** \class ArrayBase
* \ingroup Core_Module
*
* \brief Base class for all 1D and 2D array, and related expressions
*
* An array is similar to a dense vector or matrix. While matrices are mathematical
* objects with well defined linear algebra operators, an array is just a collection
* of scalar values arranged in a one or two dimensionnal fashion. As the main consequence,
* all operations applied to an array are performed coefficient wise. Furthermore,
* arrays support scalar math functions of the c++ standard library (e.g., std::sin(x)), and convenient
* constructors allowing to easily write generic code working for both scalar values
* and arrays.
*
* This class is the base that is inherited by all array expression types.
*
* \tparam Derived is the derived type, e.g., an array or an expression type.
*
* This class can be extended with the help of the plugin mechanism described on the page
* \ref TopicCustomizing_Plugins by defining the preprocessor symbol \c EIGEN_ARRAYBASE_PLUGIN.
*
* \sa class MatrixBase, \ref TopicClassHierarchy
*/
template<typename Derived> class ArrayBase
: public DenseBase<Derived>
{
public:
#ifndef EIGEN_PARSED_BY_DOXYGEN
/** The base class for a given storage type. */
typedef ArrayBase StorageBaseType;
typedef ArrayBase Eigen_BaseClassForSpecializationOfGlobalMathFuncImpl;
typedef typename internal::traits<Derived>::StorageKind StorageKind;
typedef typename internal::traits<Derived>::Scalar Scalar;
typedef typename internal::packet_traits<Scalar>::type PacketScalar;
typedef typename NumTraits<Scalar>::Real RealScalar;
typedef DenseBase<Derived> Base;
using Base::RowsAtCompileTime;
using Base::ColsAtCompileTime;
using Base::SizeAtCompileTime;
using Base::MaxRowsAtCompileTime;
using Base::MaxColsAtCompileTime;
using Base::MaxSizeAtCompileTime;
using Base::IsVectorAtCompileTime;
using Base::Flags;
using Base::derived;
using Base::const_cast_derived;
using Base::rows;
using Base::cols;
using Base::size;
using Base::coeff;
using Base::coeffRef;
using Base::lazyAssign;
using Base::operator-;
using Base::operator=;
using Base::operator+=;
using Base::operator-=;
using Base::operator*=;
using Base::operator/=;
typedef typename Base::CoeffReturnType CoeffReturnType;
#endif // not EIGEN_PARSED_BY_DOXYGEN
#ifndef EIGEN_PARSED_BY_DOXYGEN
typedef typename Base::PlainObject PlainObject;
/** \internal Represents a matrix with all coefficients equal to one another*/
typedef CwiseNullaryOp<internal::scalar_constant_op<Scalar>,PlainObject> ConstantReturnType;
#endif // not EIGEN_PARSED_BY_DOXYGEN
#define EIGEN_CURRENT_STORAGE_BASE_CLASS Eigen::ArrayBase
#define EIGEN_DOC_UNARY_ADDONS(X,Y)
# include "../plugins/MatrixCwiseUnaryOps.h"
# include "../plugins/ArrayCwiseUnaryOps.h"
# include "../plugins/CommonCwiseBinaryOps.h"
# include "../plugins/MatrixCwiseBinaryOps.h"
# include "../plugins/ArrayCwiseBinaryOps.h"
# ifdef EIGEN_ARRAYBASE_PLUGIN
# include EIGEN_ARRAYBASE_PLUGIN
# endif
#undef EIGEN_CURRENT_STORAGE_BASE_CLASS
#undef EIGEN_DOC_UNARY_ADDONS
/** Special case of the template operator=, in order to prevent the compiler
* from generating a default operator= (issue hit with g++ 4.1)
*/
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator=(const ArrayBase& other)
{
internal::call_assignment(derived(), other.derived());
return derived();
}
/** Set all the entries to \a value.
* \sa DenseBase::setConstant(), DenseBase::fill() */
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator=(const Scalar &value)
{ Base::setConstant(value); return derived(); }
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator+=(const Scalar& scalar);
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator-=(const Scalar& scalar);
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator+=(const ArrayBase<OtherDerived>& other);
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator-=(const ArrayBase<OtherDerived>& other);
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator*=(const ArrayBase<OtherDerived>& other);
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Derived& operator/=(const ArrayBase<OtherDerived>& other);
public:
EIGEN_DEVICE_FUNC
ArrayBase<Derived>& array() { return *this; }
EIGEN_DEVICE_FUNC
const ArrayBase<Derived>& array() const { return *this; }
/** \returns an \link Eigen::MatrixBase Matrix \endlink expression of this array
* \sa MatrixBase::array() */
EIGEN_DEVICE_FUNC
MatrixWrapper<Derived> matrix() { return MatrixWrapper<Derived>(derived()); }
EIGEN_DEVICE_FUNC
const MatrixWrapper<const Derived> matrix() const { return MatrixWrapper<const Derived>(derived()); }
// template<typename Dest>
// inline void evalTo(Dest& dst) const { dst = matrix(); }
protected:
EIGEN_DEFAULT_COPY_CONSTRUCTOR(ArrayBase)
EIGEN_DEFAULT_EMPTY_CONSTRUCTOR_AND_DESTRUCTOR(ArrayBase)
private:
explicit ArrayBase(Index);
ArrayBase(Index,Index);
template<typename OtherDerived> explicit ArrayBase(const ArrayBase<OtherDerived>&);
protected:
// mixing arrays and matrices is not legal
template<typename OtherDerived> Derived& operator+=(const MatrixBase<OtherDerived>& )
{EIGEN_STATIC_ASSERT(std::ptrdiff_t(sizeof(typename OtherDerived::Scalar))==-1,YOU_CANNOT_MIX_ARRAYS_AND_MATRICES); return *this;}
// mixing arrays and matrices is not legal
template<typename OtherDerived> Derived& operator-=(const MatrixBase<OtherDerived>& )
{EIGEN_STATIC_ASSERT(std::ptrdiff_t(sizeof(typename OtherDerived::Scalar))==-1,YOU_CANNOT_MIX_ARRAYS_AND_MATRICES); return *this;}
};
/** replaces \c *this by \c *this - \a other.
*
* \returns a reference to \c *this
*/
template<typename Derived>
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE Derived &
ArrayBase<Derived>::operator-=(const ArrayBase<OtherDerived> &other)
{
call_assignment(derived(), other.derived(), internal::sub_assign_op<Scalar,typename OtherDerived::Scalar>());
return derived();
}
/** replaces \c *this by \c *this + \a other.
*
* \returns a reference to \c *this
*/
template<typename Derived>
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE Derived &
ArrayBase<Derived>::operator+=(const ArrayBase<OtherDerived>& other)
{
call_assignment(derived(), other.derived(), internal::add_assign_op<Scalar,typename OtherDerived::Scalar>());
return derived();
}
/** replaces \c *this by \c *this * \a other coefficient wise.
*
* \returns a reference to \c *this
*/
template<typename Derived>
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE Derived &
ArrayBase<Derived>::operator*=(const ArrayBase<OtherDerived>& other)
{
call_assignment(derived(), other.derived(), internal::mul_assign_op<Scalar,typename OtherDerived::Scalar>());
return derived();
}
/** replaces \c *this by \c *this / \a other coefficient wise.
*
* \returns a reference to \c *this
*/
template<typename Derived>
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE Derived &
ArrayBase<Derived>::operator/=(const ArrayBase<OtherDerived>& other)
{
call_assignment(derived(), other.derived(), internal::div_assign_op<Scalar,typename OtherDerived::Scalar>());
return derived();
}
} // end namespace Eigen
#endif // EIGEN_ARRAYBASE_H
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2009-2010 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_ARRAYWRAPPER_H
#define EIGEN_ARRAYWRAPPER_H
namespace Eigen {
/** \class ArrayWrapper
* \ingroup Core_Module
*
* \brief Expression of a mathematical vector or matrix as an array object
*
* This class is the return type of MatrixBase::array(), and most of the time
* this is the only way it is use.
*
* \sa MatrixBase::array(), class MatrixWrapper
*/
namespace internal {
template<typename ExpressionType>
struct traits<ArrayWrapper<ExpressionType> >
: public traits<typename remove_all<typename ExpressionType::Nested>::type >
{
typedef ArrayXpr XprKind;
// Let's remove NestByRefBit
enum {
Flags0 = traits<typename remove_all<typename ExpressionType::Nested>::type >::Flags,
LvalueBitFlag = is_lvalue<ExpressionType>::value ? LvalueBit : 0,
Flags = (Flags0 & ~(NestByRefBit | LvalueBit)) | LvalueBitFlag
};
};
}
template<typename ExpressionType>
class ArrayWrapper : public ArrayBase<ArrayWrapper<ExpressionType> >
{
public:
typedef ArrayBase<ArrayWrapper> Base;
EIGEN_DENSE_PUBLIC_INTERFACE(ArrayWrapper)
EIGEN_INHERIT_ASSIGNMENT_OPERATORS(ArrayWrapper)
typedef typename internal::remove_all<ExpressionType>::type NestedExpression;
typedef typename internal::conditional<
internal::is_lvalue<ExpressionType>::value,
Scalar,
const Scalar
>::type ScalarWithConstIfNotLvalue;
typedef typename internal::ref_selector<ExpressionType>::non_const_type NestedExpressionType;
using Base::coeffRef;
EIGEN_DEVICE_FUNC
explicit EIGEN_STRONG_INLINE ArrayWrapper(ExpressionType& matrix) : m_expression(matrix) {}
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index rows() const EIGEN_NOEXCEPT { return m_expression.rows(); }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index cols() const EIGEN_NOEXCEPT { return m_expression.cols(); }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index outerStride() const EIGEN_NOEXCEPT { return m_expression.outerStride(); }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index innerStride() const EIGEN_NOEXCEPT { return m_expression.innerStride(); }
EIGEN_DEVICE_FUNC
inline ScalarWithConstIfNotLvalue* data() { return m_expression.data(); }
EIGEN_DEVICE_FUNC
inline const Scalar* data() const { return m_expression.data(); }
EIGEN_DEVICE_FUNC
inline const Scalar& coeffRef(Index rowId, Index colId) const
{
return m_expression.coeffRef(rowId, colId);
}
EIGEN_DEVICE_FUNC
inline const Scalar& coeffRef(Index index) const
{
return m_expression.coeffRef(index);
}
template<typename Dest>
EIGEN_DEVICE_FUNC
inline void evalTo(Dest& dst) const { dst = m_expression; }
EIGEN_DEVICE_FUNC
const typename internal::remove_all<NestedExpressionType>::type&
nestedExpression() const
{
return m_expression;
}
/** Forwards the resizing request to the nested expression
* \sa DenseBase::resize(Index) */
EIGEN_DEVICE_FUNC
void resize(Index newSize) { m_expression.resize(newSize); }
/** Forwards the resizing request to the nested expression
* \sa DenseBase::resize(Index,Index)*/
EIGEN_DEVICE_FUNC
void resize(Index rows, Index cols) { m_expression.resize(rows,cols); }
protected:
NestedExpressionType m_expression;
};
/** \class MatrixWrapper
* \ingroup Core_Module
*
* \brief Expression of an array as a mathematical vector or matrix
*
* This class is the return type of ArrayBase::matrix(), and most of the time
* this is the only way it is use.
*
* \sa MatrixBase::matrix(), class ArrayWrapper
*/
namespace internal {
template<typename ExpressionType>
struct traits<MatrixWrapper<ExpressionType> >
: public traits<typename remove_all<typename ExpressionType::Nested>::type >
{
typedef MatrixXpr XprKind;
// Let's remove NestByRefBit
enum {
Flags0 = traits<typename remove_all<typename ExpressionType::Nested>::type >::Flags,
LvalueBitFlag = is_lvalue<ExpressionType>::value ? LvalueBit : 0,
Flags = (Flags0 & ~(NestByRefBit | LvalueBit)) | LvalueBitFlag
};
};
}
template<typename ExpressionType>
class MatrixWrapper : public MatrixBase<MatrixWrapper<ExpressionType> >
{
public:
typedef MatrixBase<MatrixWrapper<ExpressionType> > Base;
EIGEN_DENSE_PUBLIC_INTERFACE(MatrixWrapper)
EIGEN_INHERIT_ASSIGNMENT_OPERATORS(MatrixWrapper)
typedef typename internal::remove_all<ExpressionType>::type NestedExpression;
typedef typename internal::conditional<
internal::is_lvalue<ExpressionType>::value,
Scalar,
const Scalar
>::type ScalarWithConstIfNotLvalue;
typedef typename internal::ref_selector<ExpressionType>::non_const_type NestedExpressionType;
using Base::coeffRef;
EIGEN_DEVICE_FUNC
explicit inline MatrixWrapper(ExpressionType& matrix) : m_expression(matrix) {}
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index rows() const EIGEN_NOEXCEPT { return m_expression.rows(); }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index cols() const EIGEN_NOEXCEPT { return m_expression.cols(); }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index outerStride() const EIGEN_NOEXCEPT { return m_expression.outerStride(); }
EIGEN_DEVICE_FUNC EIGEN_CONSTEXPR
inline Index innerStride() const EIGEN_NOEXCEPT { return m_expression.innerStride(); }
EIGEN_DEVICE_FUNC
inline ScalarWithConstIfNotLvalue* data() { return m_expression.data(); }
EIGEN_DEVICE_FUNC
inline const Scalar* data() const { return m_expression.data(); }
EIGEN_DEVICE_FUNC
inline const Scalar& coeffRef(Index rowId, Index colId) const
{
return m_expression.derived().coeffRef(rowId, colId);
}
EIGEN_DEVICE_FUNC
inline const Scalar& coeffRef(Index index) const
{
return m_expression.coeffRef(index);
}
EIGEN_DEVICE_FUNC
const typename internal::remove_all<NestedExpressionType>::type&
nestedExpression() const
{
return m_expression;
}
/** Forwards the resizing request to the nested expression
* \sa DenseBase::resize(Index) */
EIGEN_DEVICE_FUNC
void resize(Index newSize) { m_expression.resize(newSize); }
/** Forwards the resizing request to the nested expression
* \sa DenseBase::resize(Index,Index)*/
EIGEN_DEVICE_FUNC
void resize(Index rows, Index cols) { m_expression.resize(rows,cols); }
protected:
NestedExpressionType m_expression;
};
} // end namespace Eigen
#endif // EIGEN_ARRAYWRAPPER_H
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2007 Michael Olbrich <michael.olbrich@gmx.net>
// Copyright (C) 2006-2010 Benoit Jacob <jacob.benoit.1@gmail.com>
// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_ASSIGN_H
#define EIGEN_ASSIGN_H
namespace Eigen {
template<typename Derived>
template<typename OtherDerived>
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE Derived& DenseBase<Derived>
::lazyAssign(const DenseBase<OtherDerived>& other)
{
enum{
SameType = internal::is_same<typename Derived::Scalar,typename OtherDerived::Scalar>::value
};
EIGEN_STATIC_ASSERT_LVALUE(Derived)
EIGEN_STATIC_ASSERT_SAME_MATRIX_SIZE(Derived,OtherDerived)
EIGEN_STATIC_ASSERT(SameType,YOU_MIXED_DIFFERENT_NUMERIC_TYPES__YOU_NEED_TO_USE_THE_CAST_METHOD_OF_MATRIXBASE_TO_CAST_NUMERIC_TYPES_EXPLICITLY)
eigen_assert(rows() == other.rows() && cols() == other.cols());
internal::call_assignment_no_alias(derived(),other.derived());
return derived();
}
template<typename Derived>
template<typename OtherDerived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Derived& DenseBase<Derived>::operator=(const DenseBase<OtherDerived>& other)
{
internal::call_assignment(derived(), other.derived());
return derived();
}
template<typename Derived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Derived& DenseBase<Derived>::operator=(const DenseBase& other)
{
internal::call_assignment(derived(), other.derived());
return derived();
}
template<typename Derived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Derived& MatrixBase<Derived>::operator=(const MatrixBase& other)
{
internal::call_assignment(derived(), other.derived());
return derived();
}
template<typename Derived>
template <typename OtherDerived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Derived& MatrixBase<Derived>::operator=(const DenseBase<OtherDerived>& other)
{
internal::call_assignment(derived(), other.derived());
return derived();
}
template<typename Derived>
template <typename OtherDerived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Derived& MatrixBase<Derived>::operator=(const EigenBase<OtherDerived>& other)
{
internal::call_assignment(derived(), other.derived());
return derived();
}
template<typename Derived>
template<typename OtherDerived>
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE Derived& MatrixBase<Derived>::operator=(const ReturnByValue<OtherDerived>& other)
{
other.derived().evalTo(derived());
return derived();
}
} // end namespace Eigen
#endif // EIGEN_ASSIGN_H
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/*
Copyright (c) 2011, Intel Corporation. All rights reserved.
Copyright (C) 2015 Gael Guennebaud <gael.guennebaud@inria.fr>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of Intel Corporation nor the names of its contributors may
be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
********************************************************************************
* Content : Eigen bindings to Intel(R) MKL
* MKL VML support for coefficient-wise unary Eigen expressions like a=b.sin()
********************************************************************************
*/
#ifndef EIGEN_ASSIGN_VML_H
#define EIGEN_ASSIGN_VML_H
namespace Eigen {
namespace internal {
template<typename Dst, typename Src>
class vml_assign_traits
{
private:
enum {
DstHasDirectAccess = Dst::Flags & DirectAccessBit,
SrcHasDirectAccess = Src::Flags & DirectAccessBit,
StorageOrdersAgree = (int(Dst::IsRowMajor) == int(Src::IsRowMajor)),
InnerSize = int(Dst::IsVectorAtCompileTime) ? int(Dst::SizeAtCompileTime)
: int(Dst::Flags)&RowMajorBit ? int(Dst::ColsAtCompileTime)
: int(Dst::RowsAtCompileTime),
InnerMaxSize = int(Dst::IsVectorAtCompileTime) ? int(Dst::MaxSizeAtCompileTime)
: int(Dst::Flags)&RowMajorBit ? int(Dst::MaxColsAtCompileTime)
: int(Dst::MaxRowsAtCompileTime),
MaxSizeAtCompileTime = Dst::SizeAtCompileTime,
MightEnableVml = StorageOrdersAgree && DstHasDirectAccess && SrcHasDirectAccess && Src::InnerStrideAtCompileTime==1 && Dst::InnerStrideAtCompileTime==1,
MightLinearize = MightEnableVml && (int(Dst::Flags) & int(Src::Flags) & LinearAccessBit),
VmlSize = MightLinearize ? MaxSizeAtCompileTime : InnerMaxSize,
LargeEnough = VmlSize==Dynamic || VmlSize>=EIGEN_MKL_VML_THRESHOLD
};
public:
enum {
EnableVml = MightEnableVml && LargeEnough,
Traversal = MightLinearize ? LinearTraversal : DefaultTraversal
};
};
#define EIGEN_PP_EXPAND(ARG) ARG
#if !defined (EIGEN_FAST_MATH) || (EIGEN_FAST_MATH != 1)
#define EIGEN_VMLMODE_EXPAND_xLA , VML_HA
#else
#define EIGEN_VMLMODE_EXPAND_xLA , VML_LA
#endif
#define EIGEN_VMLMODE_EXPAND_x_
#define EIGEN_VMLMODE_PREFIX_xLA vm
#define EIGEN_VMLMODE_PREFIX_x_ v
#define EIGEN_VMLMODE_PREFIX(VMLMODE) EIGEN_CAT(EIGEN_VMLMODE_PREFIX_x,VMLMODE)
#define EIGEN_MKL_VML_DECLARE_UNARY_CALL(EIGENOP, VMLOP, EIGENTYPE, VMLTYPE, VMLMODE) \
template< typename DstXprType, typename SrcXprNested> \
struct Assignment<DstXprType, CwiseUnaryOp<scalar_##EIGENOP##_op<EIGENTYPE>, SrcXprNested>, assign_op<EIGENTYPE,EIGENTYPE>, \
Dense2Dense, typename enable_if<vml_assign_traits<DstXprType,SrcXprNested>::EnableVml>::type> { \
typedef CwiseUnaryOp<scalar_##EIGENOP##_op<EIGENTYPE>, SrcXprNested> SrcXprType; \
static void run(DstXprType &dst, const SrcXprType &src, const assign_op<EIGENTYPE,EIGENTYPE> &func) { \
resize_if_allowed(dst, src, func); \
eigen_assert(dst.rows() == src.rows() && dst.cols() == src.cols()); \
if(vml_assign_traits<DstXprType,SrcXprNested>::Traversal==LinearTraversal) { \
VMLOP(dst.size(), (const VMLTYPE*)src.nestedExpression().data(), \
(VMLTYPE*)dst.data() EIGEN_PP_EXPAND(EIGEN_VMLMODE_EXPAND_x##VMLMODE) ); \
} else { \
const Index outerSize = dst.outerSize(); \
for(Index outer = 0; outer < outerSize; ++outer) { \
const EIGENTYPE *src_ptr = src.IsRowMajor ? &(src.nestedExpression().coeffRef(outer,0)) : \
&(src.nestedExpression().coeffRef(0, outer)); \
EIGENTYPE *dst_ptr = dst.IsRowMajor ? &(dst.coeffRef(outer,0)) : &(dst.coeffRef(0, outer)); \
VMLOP( dst.innerSize(), (const VMLTYPE*)src_ptr, \
(VMLTYPE*)dst_ptr EIGEN_PP_EXPAND(EIGEN_VMLMODE_EXPAND_x##VMLMODE)); \
} \
} \
} \
}; \
#define EIGEN_MKL_VML_DECLARE_UNARY_CALLS_REAL(EIGENOP, VMLOP, VMLMODE) \
EIGEN_MKL_VML_DECLARE_UNARY_CALL(EIGENOP, EIGEN_CAT(EIGEN_VMLMODE_PREFIX(VMLMODE),s##VMLOP), float, float, VMLMODE) \
EIGEN_MKL_VML_DECLARE_UNARY_CALL(EIGENOP, EIGEN_CAT(EIGEN_VMLMODE_PREFIX(VMLMODE),d##VMLOP), double, double, VMLMODE)
#define EIGEN_MKL_VML_DECLARE_UNARY_CALLS_CPLX(EIGENOP, VMLOP, VMLMODE) \
EIGEN_MKL_VML_DECLARE_UNARY_CALL(EIGENOP, EIGEN_CAT(EIGEN_VMLMODE_PREFIX(VMLMODE),c##VMLOP), scomplex, MKL_Complex8, VMLMODE) \
EIGEN_MKL_VML_DECLARE_UNARY_CALL(EIGENOP, EIGEN_CAT(EIGEN_VMLMODE_PREFIX(VMLMODE),z##VMLOP), dcomplex, MKL_Complex16, VMLMODE)
#define EIGEN_MKL_VML_DECLARE_UNARY_CALLS(EIGENOP, VMLOP, VMLMODE) \
EIGEN_MKL_VML_DECLARE_UNARY_CALLS_REAL(EIGENOP, VMLOP, VMLMODE) \
EIGEN_MKL_VML_DECLARE_UNARY_CALLS_CPLX(EIGENOP, VMLOP, VMLMODE)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(sin, Sin, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(asin, Asin, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(sinh, Sinh, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(cos, Cos, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(acos, Acos, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(cosh, Cosh, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(tan, Tan, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(atan, Atan, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(tanh, Tanh, LA)
// EIGEN_MKL_VML_DECLARE_UNARY_CALLS(abs, Abs, _)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(exp, Exp, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(log, Ln, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(log10, Log10, LA)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS(sqrt, Sqrt, _)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS_REAL(square, Sqr, _)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS_CPLX(arg, Arg, _)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS_REAL(round, Round, _)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS_REAL(floor, Floor, _)
EIGEN_MKL_VML_DECLARE_UNARY_CALLS_REAL(ceil, Ceil, _)
#define EIGEN_MKL_VML_DECLARE_POW_CALL(EIGENOP, VMLOP, EIGENTYPE, VMLTYPE, VMLMODE) \
template< typename DstXprType, typename SrcXprNested, typename Plain> \
struct Assignment<DstXprType, CwiseBinaryOp<scalar_##EIGENOP##_op<EIGENTYPE,EIGENTYPE>, SrcXprNested, \
const CwiseNullaryOp<internal::scalar_constant_op<EIGENTYPE>,Plain> >, assign_op<EIGENTYPE,EIGENTYPE>, \
Dense2Dense, typename enable_if<vml_assign_traits<DstXprType,SrcXprNested>::EnableVml>::type> { \
typedef CwiseBinaryOp<scalar_##EIGENOP##_op<EIGENTYPE,EIGENTYPE>, SrcXprNested, \
const CwiseNullaryOp<internal::scalar_constant_op<EIGENTYPE>,Plain> > SrcXprType; \
static void run(DstXprType &dst, const SrcXprType &src, const assign_op<EIGENTYPE,EIGENTYPE> &func) { \
resize_if_allowed(dst, src, func); \
eigen_assert(dst.rows() == src.rows() && dst.cols() == src.cols()); \
VMLTYPE exponent = reinterpret_cast<const VMLTYPE&>(src.rhs().functor().m_other); \
if(vml_assign_traits<DstXprType,SrcXprNested>::Traversal==LinearTraversal) \
{ \
VMLOP( dst.size(), (const VMLTYPE*)src.lhs().data(), exponent, \
(VMLTYPE*)dst.data() EIGEN_PP_EXPAND(EIGEN_VMLMODE_EXPAND_x##VMLMODE) ); \
} else { \
const Index outerSize = dst.outerSize(); \
for(Index outer = 0; outer < outerSize; ++outer) { \
const EIGENTYPE *src_ptr = src.IsRowMajor ? &(src.lhs().coeffRef(outer,0)) : \
&(src.lhs().coeffRef(0, outer)); \
EIGENTYPE *dst_ptr = dst.IsRowMajor ? &(dst.coeffRef(outer,0)) : &(dst.coeffRef(0, outer)); \
VMLOP( dst.innerSize(), (const VMLTYPE*)src_ptr, exponent, \
(VMLTYPE*)dst_ptr EIGEN_PP_EXPAND(EIGEN_VMLMODE_EXPAND_x##VMLMODE)); \
} \
} \
} \
};
EIGEN_MKL_VML_DECLARE_POW_CALL(pow, vmsPowx, float, float, LA)
EIGEN_MKL_VML_DECLARE_POW_CALL(pow, vmdPowx, double, double, LA)
EIGEN_MKL_VML_DECLARE_POW_CALL(pow, vmcPowx, scomplex, MKL_Complex8, LA)
EIGEN_MKL_VML_DECLARE_POW_CALL(pow, vmzPowx, dcomplex, MKL_Complex16, LA)
} // end namespace internal
} // end namespace Eigen
#endif // EIGEN_ASSIGN_VML_H
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2009 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_BANDMATRIX_H
#define EIGEN_BANDMATRIX_H
namespace Eigen {
namespace internal {
template<typename Derived>
class BandMatrixBase : public EigenBase<Derived>
{
public:
enum {
Flags = internal::traits<Derived>::Flags,
CoeffReadCost = internal::traits<Derived>::CoeffReadCost,
RowsAtCompileTime = internal::traits<Derived>::RowsAtCompileTime,
ColsAtCompileTime = internal::traits<Derived>::ColsAtCompileTime,
MaxRowsAtCompileTime = internal::traits<Derived>::MaxRowsAtCompileTime,
MaxColsAtCompileTime = internal::traits<Derived>::MaxColsAtCompileTime,
Supers = internal::traits<Derived>::Supers,
Subs = internal::traits<Derived>::Subs,
Options = internal::traits<Derived>::Options
};
typedef typename internal::traits<Derived>::Scalar Scalar;
typedef Matrix<Scalar,RowsAtCompileTime,ColsAtCompileTime> DenseMatrixType;
typedef typename DenseMatrixType::StorageIndex StorageIndex;
typedef typename internal::traits<Derived>::CoefficientsType CoefficientsType;
typedef EigenBase<Derived> Base;
protected:
enum {
DataRowsAtCompileTime = ((Supers!=Dynamic) && (Subs!=Dynamic))
? 1 + Supers + Subs
: Dynamic,
SizeAtCompileTime = EIGEN_SIZE_MIN_PREFER_DYNAMIC(RowsAtCompileTime,ColsAtCompileTime)
};
public:
using Base::derived;
using Base::rows;
using Base::cols;
/** \returns the number of super diagonals */
inline Index supers() const { return derived().supers(); }
/** \returns the number of sub diagonals */
inline Index subs() const { return derived().subs(); }
/** \returns an expression of the underlying coefficient matrix */
inline const CoefficientsType& coeffs() const { return derived().coeffs(); }
/** \returns an expression of the underlying coefficient matrix */
inline CoefficientsType& coeffs() { return derived().coeffs(); }
/** \returns a vector expression of the \a i -th column,
* only the meaningful part is returned.
* \warning the internal storage must be column major. */
inline Block<CoefficientsType,Dynamic,1> col(Index i)
{
EIGEN_STATIC_ASSERT((int(Options) & int(RowMajor)) == 0, THIS_METHOD_IS_ONLY_FOR_COLUMN_MAJOR_MATRICES);
Index start = 0;
Index len = coeffs().rows();
if (i<=supers())
{
start = supers()-i;
len = (std::min)(rows(),std::max<Index>(0,coeffs().rows() - (supers()-i)));
}
else if (i>=rows()-subs())
len = std::max<Index>(0,coeffs().rows() - (i + 1 - rows() + subs()));
return Block<CoefficientsType,Dynamic,1>(coeffs(), start, i, len, 1);
}
/** \returns a vector expression of the main diagonal */
inline Block<CoefficientsType,1,SizeAtCompileTime> diagonal()
{ return Block<CoefficientsType,1,SizeAtCompileTime>(coeffs(),supers(),0,1,(std::min)(rows(),cols())); }
/** \returns a vector expression of the main diagonal (const version) */
inline const Block<const CoefficientsType,1,SizeAtCompileTime> diagonal() const
{ return Block<const CoefficientsType,1,SizeAtCompileTime>(coeffs(),supers(),0,1,(std::min)(rows(),cols())); }
template<int Index> struct DiagonalIntReturnType {
enum {
ReturnOpposite = (int(Options) & int(SelfAdjoint)) && (((Index) > 0 && Supers == 0) || ((Index) < 0 && Subs == 0)),
Conjugate = ReturnOpposite && NumTraits<Scalar>::IsComplex,
ActualIndex = ReturnOpposite ? -Index : Index,
DiagonalSize = (RowsAtCompileTime==Dynamic || ColsAtCompileTime==Dynamic)
? Dynamic
: (ActualIndex<0
? EIGEN_SIZE_MIN_PREFER_DYNAMIC(ColsAtCompileTime, RowsAtCompileTime + ActualIndex)
: EIGEN_SIZE_MIN_PREFER_DYNAMIC(RowsAtCompileTime, ColsAtCompileTime - ActualIndex))
};
typedef Block<CoefficientsType,1, DiagonalSize> BuildType;
typedef typename internal::conditional<Conjugate,
CwiseUnaryOp<internal::scalar_conjugate_op<Scalar>,BuildType >,
BuildType>::type Type;
};
/** \returns a vector expression of the \a N -th sub or super diagonal */
template<int N> inline typename DiagonalIntReturnType<N>::Type diagonal()
{
return typename DiagonalIntReturnType<N>::BuildType(coeffs(), supers()-N, (std::max)(0,N), 1, diagonalLength(N));
}
/** \returns a vector expression of the \a N -th sub or super diagonal */
template<int N> inline const typename DiagonalIntReturnType<N>::Type diagonal() const
{
return typename DiagonalIntReturnType<N>::BuildType(coeffs(), supers()-N, (std::max)(0,N), 1, diagonalLength(N));
}
/** \returns a vector expression of the \a i -th sub or super diagonal */
inline Block<CoefficientsType,1,Dynamic> diagonal(Index i)
{
eigen_assert((i<0 && -i<=subs()) || (i>=0 && i<=supers()));
return Block<CoefficientsType,1,Dynamic>(coeffs(), supers()-i, std::max<Index>(0,i), 1, diagonalLength(i));
}
/** \returns a vector expression of the \a i -th sub or super diagonal */
inline const Block<const CoefficientsType,1,Dynamic> diagonal(Index i) const
{
eigen_assert((i<0 && -i<=subs()) || (i>=0 && i<=supers()));
return Block<const CoefficientsType,1,Dynamic>(coeffs(), supers()-i, std::max<Index>(0,i), 1, diagonalLength(i));
}
template<typename Dest> inline void evalTo(Dest& dst) const
{
dst.resize(rows(),cols());
dst.setZero();
dst.diagonal() = diagonal();
for (Index i=1; i<=supers();++i)
dst.diagonal(i) = diagonal(i);
for (Index i=1; i<=subs();++i)
dst.diagonal(-i) = diagonal(-i);
}
DenseMatrixType toDenseMatrix() const
{
DenseMatrixType res(rows(),cols());
evalTo(res);
return res;
}
protected:
inline Index diagonalLength(Index i) const
{ return i<0 ? (std::min)(cols(),rows()+i) : (std::min)(rows(),cols()-i); }
};
/**
* \class BandMatrix
* \ingroup Core_Module
*
* \brief Represents a rectangular matrix with a banded storage
*
* \tparam _Scalar Numeric type, i.e. float, double, int
* \tparam _Rows Number of rows, or \b Dynamic
* \tparam _Cols Number of columns, or \b Dynamic
* \tparam _Supers Number of super diagonal
* \tparam _Subs Number of sub diagonal
* \tparam _Options A combination of either \b #RowMajor or \b #ColMajor, and of \b #SelfAdjoint
* The former controls \ref TopicStorageOrders "storage order", and defaults to
* column-major. The latter controls whether the matrix represents a selfadjoint
* matrix in which case either Supers of Subs have to be null.
*
* \sa class TridiagonalMatrix
*/
template<typename _Scalar, int _Rows, int _Cols, int _Supers, int _Subs, int _Options>
struct traits<BandMatrix<_Scalar,_Rows,_Cols,_Supers,_Subs,_Options> >
{
typedef _Scalar Scalar;
typedef Dense StorageKind;
typedef Eigen::Index StorageIndex;
enum {
CoeffReadCost = NumTraits<Scalar>::ReadCost,
RowsAtCompileTime = _Rows,
ColsAtCompileTime = _Cols,
MaxRowsAtCompileTime = _Rows,
MaxColsAtCompileTime = _Cols,
Flags = LvalueBit,
Supers = _Supers,
Subs = _Subs,
Options = _Options,
DataRowsAtCompileTime = ((Supers!=Dynamic) && (Subs!=Dynamic)) ? 1 + Supers + Subs : Dynamic
};
typedef Matrix<Scalar, DataRowsAtCompileTime, ColsAtCompileTime, int(Options) & int(RowMajor) ? RowMajor : ColMajor> CoefficientsType;
};
template<typename _Scalar, int Rows, int Cols, int Supers, int Subs, int Options>
class BandMatrix : public BandMatrixBase<BandMatrix<_Scalar,Rows,Cols,Supers,Subs,Options> >
{
public:
typedef typename internal::traits<BandMatrix>::Scalar Scalar;
typedef typename internal::traits<BandMatrix>::StorageIndex StorageIndex;
typedef typename internal::traits<BandMatrix>::CoefficientsType CoefficientsType;
explicit inline BandMatrix(Index rows=Rows, Index cols=Cols, Index supers=Supers, Index subs=Subs)
: m_coeffs(1+supers+subs,cols),
m_rows(rows), m_supers(supers), m_subs(subs)
{
}
/** \returns the number of columns */
inline EIGEN_CONSTEXPR Index rows() const { return m_rows.value(); }
/** \returns the number of rows */
inline EIGEN_CONSTEXPR Index cols() const { return m_coeffs.cols(); }
/** \returns the number of super diagonals */
inline EIGEN_CONSTEXPR Index supers() const { return m_supers.value(); }
/** \returns the number of sub diagonals */
inline EIGEN_CONSTEXPR Index subs() const { return m_subs.value(); }
inline const CoefficientsType& coeffs() const { return m_coeffs; }
inline CoefficientsType& coeffs() { return m_coeffs; }
protected:
CoefficientsType m_coeffs;
internal::variable_if_dynamic<Index, Rows> m_rows;
internal::variable_if_dynamic<Index, Supers> m_supers;
internal::variable_if_dynamic<Index, Subs> m_subs;
};
template<typename _CoefficientsType,int _Rows, int _Cols, int _Supers, int _Subs,int _Options>
class BandMatrixWrapper;
template<typename _CoefficientsType,int _Rows, int _Cols, int _Supers, int _Subs,int _Options>
struct traits<BandMatrixWrapper<_CoefficientsType,_Rows,_Cols,_Supers,_Subs,_Options> >
{
typedef typename _CoefficientsType::Scalar Scalar;
typedef typename _CoefficientsType::StorageKind StorageKind;
typedef typename _CoefficientsType::StorageIndex StorageIndex;
enum {
CoeffReadCost = internal::traits<_CoefficientsType>::CoeffReadCost,
RowsAtCompileTime = _Rows,
ColsAtCompileTime = _Cols,
MaxRowsAtCompileTime = _Rows,
MaxColsAtCompileTime = _Cols,
Flags = LvalueBit,
Supers = _Supers,
Subs = _Subs,
Options = _Options,
DataRowsAtCompileTime = ((Supers!=Dynamic) && (Subs!=Dynamic)) ? 1 + Supers + Subs : Dynamic
};
typedef _CoefficientsType CoefficientsType;
};
template<typename _CoefficientsType,int _Rows, int _Cols, int _Supers, int _Subs,int _Options>
class BandMatrixWrapper : public BandMatrixBase<BandMatrixWrapper<_CoefficientsType,_Rows,_Cols,_Supers,_Subs,_Options> >
{
public:
typedef typename internal::traits<BandMatrixWrapper>::Scalar Scalar;
typedef typename internal::traits<BandMatrixWrapper>::CoefficientsType CoefficientsType;
typedef typename internal::traits<BandMatrixWrapper>::StorageIndex StorageIndex;
explicit inline BandMatrixWrapper(const CoefficientsType& coeffs, Index rows=_Rows, Index cols=_Cols, Index supers=_Supers, Index subs=_Subs)
: m_coeffs(coeffs),
m_rows(rows), m_supers(supers), m_subs(subs)
{
EIGEN_UNUSED_VARIABLE(cols);
//internal::assert(coeffs.cols()==cols() && (supers()+subs()+1)==coeffs.rows());
}
/** \returns the number of columns */
inline EIGEN_CONSTEXPR Index rows() const { return m_rows.value(); }
/** \returns the number of rows */
inline EIGEN_CONSTEXPR Index cols() const { return m_coeffs.cols(); }
/** \returns the number of super diagonals */
inline EIGEN_CONSTEXPR Index supers() const { return m_supers.value(); }
/** \returns the number of sub diagonals */
inline EIGEN_CONSTEXPR Index subs() const { return m_subs.value(); }
inline const CoefficientsType& coeffs() const { return m_coeffs; }
protected:
const CoefficientsType& m_coeffs;
internal::variable_if_dynamic<Index, _Rows> m_rows;
internal::variable_if_dynamic<Index, _Supers> m_supers;
internal::variable_if_dynamic<Index, _Subs> m_subs;
};
/**
* \class TridiagonalMatrix
* \ingroup Core_Module
*
* \brief Represents a tridiagonal matrix with a compact banded storage
*
* \tparam Scalar Numeric type, i.e. float, double, int
* \tparam Size Number of rows and cols, or \b Dynamic
* \tparam Options Can be 0 or \b SelfAdjoint
*
* \sa class BandMatrix
*/
template<typename Scalar, int Size, int Options>
class TridiagonalMatrix : public BandMatrix<Scalar,Size,Size,Options&SelfAdjoint?0:1,1,Options|RowMajor>
{
typedef BandMatrix<Scalar,Size,Size,Options&SelfAdjoint?0:1,1,Options|RowMajor> Base;
typedef typename Base::StorageIndex StorageIndex;
public:
explicit TridiagonalMatrix(Index size = Size) : Base(size,size,Options&SelfAdjoint?0:1,1) {}
inline typename Base::template DiagonalIntReturnType<1>::Type super()
{ return Base::template diagonal<1>(); }
inline const typename Base::template DiagonalIntReturnType<1>::Type super() const
{ return Base::template diagonal<1>(); }
inline typename Base::template DiagonalIntReturnType<-1>::Type sub()
{ return Base::template diagonal<-1>(); }
inline const typename Base::template DiagonalIntReturnType<-1>::Type sub() const
{ return Base::template diagonal<-1>(); }
protected:
};
struct BandShape {};
template<typename _Scalar, int _Rows, int _Cols, int _Supers, int _Subs, int _Options>
struct evaluator_traits<BandMatrix<_Scalar,_Rows,_Cols,_Supers,_Subs,_Options> >
: public evaluator_traits_base<BandMatrix<_Scalar,_Rows,_Cols,_Supers,_Subs,_Options> >
{
typedef BandShape Shape;
};
template<typename _CoefficientsType,int _Rows, int _Cols, int _Supers, int _Subs,int _Options>
struct evaluator_traits<BandMatrixWrapper<_CoefficientsType,_Rows,_Cols,_Supers,_Subs,_Options> >
: public evaluator_traits_base<BandMatrixWrapper<_CoefficientsType,_Rows,_Cols,_Supers,_Subs,_Options> >
{
typedef BandShape Shape;
};
template<> struct AssignmentKind<DenseShape,BandShape> { typedef EigenBase2EigenBase Kind; };
} // end namespace internal
} // end namespace Eigen
#endif // EIGEN_BANDMATRIX_H
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
// Copyright (C) 2006-2010 Benoit Jacob <jacob.benoit.1@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_BLOCK_H
#define EIGEN_BLOCK_H
namespace Eigen {
namespace internal {
template<typename XprType, int BlockRows, int BlockCols, bool InnerPanel>
struct traits<Block<XprType, BlockRows, BlockCols, InnerPanel> > : traits<XprType>
{
typedef typename traits<XprType>::Scalar Scalar;
typedef typename traits<XprType>::StorageKind StorageKind;
typedef typename traits<XprType>::XprKind XprKind;
typedef typename ref_selector<XprType>::type XprTypeNested;
typedef typename remove_reference<XprTypeNested>::type _XprTypeNested;
enum{
MatrixRows = traits<XprType>::RowsAtCompileTime,
MatrixCols = traits<XprType>::ColsAtCompileTime,
RowsAtCompileTime = MatrixRows == 0 ? 0 : BlockRows,
ColsAtCompileTime = MatrixCols == 0 ? 0 : BlockCols,
MaxRowsAtCompileTime = BlockRows==0 ? 0
: RowsAtCompileTime != Dynamic ? int(RowsAtCompileTime)
: int(traits<XprType>::MaxRowsAtCompileTime),
MaxColsAtCompileTime = BlockCols==0 ? 0
: ColsAtCompileTime != Dynamic ? int(ColsAtCompileTime)
: int(traits<XprType>::MaxColsAtCompileTime),
XprTypeIsRowMajor = (int(traits<XprType>::Flags)&RowMajorBit) != 0,
IsRowMajor = (MaxRowsAtCompileTime==1&&MaxColsAtCompileTime!=1) ? 1
: (MaxColsAtCompileTime==1&&MaxRowsAtCompileTime!=1) ? 0
: XprTypeIsRowMajor,
HasSameStorageOrderAsXprType = (IsRowMajor == XprTypeIsRowMajor),
InnerSize = IsRowMajor ? int(ColsAtCompileTime) : int(RowsAtCompileTime),
InnerStrideAtCompileTime = HasSameStorageOrderAsXprType
? int(inner_stride_at_compile_time<XprType>::ret)
: int(outer_stride_at_compile_time<XprType>::ret),
OuterStrideAtCompileTime = HasSameStorageOrderAsXprType
? int(outer_stride_at_compile_time<XprType>::ret)
: int(inner_stride_at_compile_time<XprType>::ret),
// FIXME, this traits is rather specialized for dense object and it needs to be cleaned further
FlagsLvalueBit = is_lvalue<XprType>::value ? LvalueBit : 0,
FlagsRowMajorBit = IsRowMajor ? RowMajorBit : 0,
Flags = (traits<XprType>::Flags & (DirectAccessBit | (InnerPanel?CompressedAccessBit:0))) | FlagsLvalueBit | FlagsRowMajorBit,
// FIXME DirectAccessBit should not be handled by expressions
//
// Alignment is needed by MapBase's assertions
// We can sefely set it to false here. Internal alignment errors will be detected by an eigen_internal_assert in the respective evaluator
Alignment = 0
};
};
template<typename XprType, int BlockRows=Dynamic, int BlockCols=Dynamic, bool InnerPanel = false,
bool HasDirectAccess = internal::has_direct_access<XprType>::ret> class BlockImpl_dense;
} // end namespace internal
template<typename XprType, int BlockRows, int BlockCols, bool InnerPanel, typename StorageKind> class BlockImpl;
/** \class Block
* \ingroup Core_Module
*
* \brief Expression of a fixed-size or dynamic-size block
*
* \tparam XprType the type of the expression in which we are taking a block
* \tparam BlockRows the number of rows of the block we are taking at compile time (optional)
* \tparam BlockCols the number of columns of the block we are taking at compile time (optional)
* \tparam InnerPanel is true, if the block maps to a set of rows of a row major matrix or
* to set of columns of a column major matrix (optional). The parameter allows to determine
* at compile time whether aligned access is possible on the block expression.
*
* This class represents an expression of either a fixed-size or dynamic-size block. It is the return
* type of DenseBase::block(Index,Index,Index,Index) and DenseBase::block<int,int>(Index,Index) and
* most of the time this is the only way it is used.
*
* However, if you want to directly maniputate block expressions,
* for instance if you want to write a function returning such an expression, you
* will need to use this class.
*
* Here is an example illustrating the dynamic case:
* \include class_Block.cpp
* Output: \verbinclude class_Block.out
*
* \note Even though this expression has dynamic size, in the case where \a XprType
* has fixed size, this expression inherits a fixed maximal size which means that evaluating
* it does not cause a dynamic memory allocation.
*
* Here is an example illustrating the fixed-size case:
* \include class_FixedBlock.cpp
* Output: \verbinclude class_FixedBlock.out
*
* \sa DenseBase::block(Index,Index,Index,Index), DenseBase::block(Index,Index), class VectorBlock
*/
template<typename XprType, int BlockRows, int BlockCols, bool InnerPanel> class Block
: public BlockImpl<XprType, BlockRows, BlockCols, InnerPanel, typename internal::traits<XprType>::StorageKind>
{
typedef BlockImpl<XprType, BlockRows, BlockCols, InnerPanel, typename internal::traits<XprType>::StorageKind> Impl;
public:
//typedef typename Impl::Base Base;
typedef Impl Base;
EIGEN_GENERIC_PUBLIC_INTERFACE(Block)
EIGEN_INHERIT_ASSIGNMENT_OPERATORS(Block)
typedef typename internal::remove_all<XprType>::type NestedExpression;
/** Column or Row constructor
*/
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Block(XprType& xpr, Index i) : Impl(xpr,i)
{
eigen_assert( (i>=0) && (
((BlockRows==1) && (BlockCols==XprType::ColsAtCompileTime) && i<xpr.rows())
||((BlockRows==XprType::RowsAtCompileTime) && (BlockCols==1) && i<xpr.cols())));
}
/** Fixed-size constructor
*/
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Block(XprType& xpr, Index startRow, Index startCol)
: Impl(xpr, startRow, startCol)
{
EIGEN_STATIC_ASSERT(RowsAtCompileTime!=Dynamic && ColsAtCompileTime!=Dynamic,THIS_METHOD_IS_ONLY_FOR_FIXED_SIZE)
eigen_assert(startRow >= 0 && BlockRows >= 0 && startRow + BlockRows <= xpr.rows()
&& startCol >= 0 && BlockCols >= 0 && startCol + BlockCols <= xpr.cols());
}
/** Dynamic-size constructor
*/
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
Block(XprType& xpr,
Index startRow, Index startCol,
Index blockRows, Index blockCols)
: Impl(xpr, startRow, startCol, blockRows, blockCols)
{
eigen_assert((RowsAtCompileTime==Dynamic || RowsAtCompileTime==blockRows)
&& (ColsAtCompileTime==Dynamic || ColsAtCompileTime==blockCols));
eigen_assert(startRow >= 0 && blockRows >= 0 && startRow <= xpr.rows() - blockRows
&& startCol >= 0 && blockCols >= 0 && startCol <= xpr.cols() - blockCols);
}
};
// The generic default implementation for dense block simplu forward to the internal::BlockImpl_dense
// that must be specialized for direct and non-direct access...
template<typename XprType, int BlockRows, int BlockCols, bool InnerPanel>
class BlockImpl<XprType, BlockRows, BlockCols, InnerPanel, Dense>
: public internal::BlockImpl_dense<XprType, BlockRows, BlockCols, InnerPanel>
{
typedef internal::BlockImpl_dense<XprType, BlockRows, BlockCols, InnerPanel> Impl;
typedef typename XprType::StorageIndex StorageIndex;
public:
typedef Impl Base;
EIGEN_INHERIT_ASSIGNMENT_OPERATORS(BlockImpl)
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE BlockImpl(XprType& xpr, Index i) : Impl(xpr,i) {}
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE BlockImpl(XprType& xpr, Index startRow, Index startCol) : Impl(xpr, startRow, startCol) {}
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE BlockImpl(XprType& xpr, Index startRow, Index startCol, Index blockRows, Index blockCols)
: Impl(xpr, startRow, startCol, blockRows, blockCols) {}
};
namespace internal {
/** \internal Internal implementation of dense Blocks in the general case. */
template<typename XprType, int BlockRows, int BlockCols, bool InnerPanel, bool HasDirectAccess> class BlockImpl_dense
: public internal::dense_xpr_base<Block<XprType, BlockRows, BlockCols, InnerPanel> >::type
{
typedef Block<XprType, BlockRows, BlockCols, InnerPanel> BlockType;
typedef typename internal::ref_selector<XprType>::non_const_type XprTypeNested;
public:
typedef typename internal::dense_xpr_base<BlockType>::type Base;
EIGEN_DENSE_PUBLIC_INTERFACE(BlockType)
EIGEN_INHERIT_ASSIGNMENT_OPERATORS(BlockImpl_dense)
// class InnerIterator; // FIXME apparently never used
/** Column or Row constructor
*/
EIGEN_DEVICE_FUNC
inline BlockImpl_dense(XprType& xpr, Index i)
: m_xpr(xpr),
// It is a row if and only if BlockRows==1 and BlockCols==XprType::ColsAtCompileTime,
// and it is a column if and only if BlockRows==XprType::RowsAtCompileTime and BlockCols==1,
// all other cases are invalid.
// The case a 1x1 matrix seems ambiguous, but the result is the same anyway.
m_startRow( (BlockRows==1) && (BlockCols==XprType::ColsAtCompileTime) ? i : 0),
m_startCol( (BlockRows==XprType::RowsAtCompileTime) && (BlockCols==1) ? i : 0),
m_blockRows(BlockRows==1 ? 1 : xpr.rows()),
m_blockCols(BlockCols==1 ? 1 : xpr.cols())
{}
/** Fixed-size constructor
*/
EIGEN_DEVICE_FUNC
inline BlockImpl_dense(XprType& xpr, Index startRow, Index startCol)
: m_xpr(xpr), m_startRow(startRow), m_startCol(startCol),
m_blockRows(BlockRows), m_blockCols(BlockCols)
{}
/** Dynamic-size constructor
*/
EIGEN_DEVICE_FUNC
inline BlockImpl_dense(XprType& xpr,
Index startRow, Index startCol,
Index blockRows, Index blockCols)
: m_xpr(xpr), m_startRow(startRow), m_startCol(startCol),
m_blockRows(blockRows), m_blockCols(blockCols)
{}
EIGEN_DEVICE_FUNC inline Index rows() const { return m_blockRows.value(); }
EIGEN_DEVICE_FUNC inline Index cols() const { return m_blockCols.value(); }
EIGEN_DEVICE_FUNC
inline Scalar& coeffRef(Index rowId, Index colId)
{
EIGEN_STATIC_ASSERT_LVALUE(XprType)
return m_xpr.coeffRef(rowId + m_startRow.value(), colId + m_startCol.value());
}
EIGEN_DEVICE_FUNC
inline const Scalar& coeffRef(Index rowId, Index colId) const
{
return m_xpr.derived().coeffRef(rowId + m_startRow.value(), colId + m_startCol.value());
}
EIGEN_DEVICE_FUNC
EIGEN_STRONG_INLINE const CoeffReturnType coeff(Index rowId, Index colId) const
{
return m_xpr.coeff(rowId + m_startRow.value(), colId + m_startCol.value());
}
EIGEN_DEVICE_FUNC
inline Scalar& coeffRef(Index index)
{
EIGEN_STATIC_ASSERT_LVALUE(XprType)
return m_xpr.coeffRef(m_startRow.value() + (RowsAtCompileTime == 1 ? 0 : index),
m_startCol.value() + (RowsAtCompileTime == 1 ? index : 0));
}
EIGEN_DEVICE_FUNC
inline const Scalar& coeffRef(Index index) const
{
return m_xpr.coeffRef(m_startRow.value() + (RowsAtCompileTime == 1 ? 0 : index),
m_startCol.value() + (RowsAtCompileTime == 1 ? index : 0));
}
EIGEN_DEVICE_FUNC
inline const CoeffReturnType coeff(Index index) const
{
return m_xpr.coeff(m_startRow.value() + (RowsAtCompileTime == 1 ? 0 : index),
m_startCol.value() + (RowsAtCompileTime == 1 ? index : 0));
}
template<int LoadMode>
inline PacketScalar packet(Index rowId, Index colId) const
{
return m_xpr.template packet<Unaligned>(rowId + m_startRow.value(), colId + m_startCol.value());
}
template<int LoadMode>
inline void writePacket(Index rowId, Index colId, const PacketScalar& val)
{
m_xpr.template writePacket<Unaligned>(rowId + m_startRow.value(), colId + m_startCol.value(), val);
}
template<int LoadMode>
inline PacketScalar packet(Index index) const
{
return m_xpr.template packet<Unaligned>
(m_startRow.value() + (RowsAtCompileTime == 1 ? 0 : index),
m_startCol.value() + (RowsAtCompileTime == 1 ? index : 0));
}
template<int LoadMode>
inline void writePacket(Index index, const PacketScalar& val)
{
m_xpr.template writePacket<Unaligned>
(m_startRow.value() + (RowsAtCompileTime == 1 ? 0 : index),
m_startCol.value() + (RowsAtCompileTime == 1 ? index : 0), val);
}
#ifdef EIGEN_PARSED_BY_DOXYGEN
/** \sa MapBase::data() */
EIGEN_DEVICE_FUNC inline const Scalar* data() const;
EIGEN_DEVICE_FUNC inline Index innerStride() const;
EIGEN_DEVICE_FUNC inline Index outerStride() const;
#endif
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
const typename internal::remove_all<XprTypeNested>::type& nestedExpression() const
{
return m_xpr;
}
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
XprType& nestedExpression() { return m_xpr; }
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE EIGEN_CONSTEXPR
StorageIndex startRow() const EIGEN_NOEXCEPT
{
return m_startRow.value();
}
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE EIGEN_CONSTEXPR
StorageIndex startCol() const EIGEN_NOEXCEPT
{
return m_startCol.value();
}
protected:
XprTypeNested m_xpr;
const internal::variable_if_dynamic<StorageIndex, (XprType::RowsAtCompileTime == 1 && BlockRows==1) ? 0 : Dynamic> m_startRow;
const internal::variable_if_dynamic<StorageIndex, (XprType::ColsAtCompileTime == 1 && BlockCols==1) ? 0 : Dynamic> m_startCol;
const internal::variable_if_dynamic<StorageIndex, RowsAtCompileTime> m_blockRows;
const internal::variable_if_dynamic<StorageIndex, ColsAtCompileTime> m_blockCols;
};
/** \internal Internal implementation of dense Blocks in the direct access case.*/
template<typename XprType, int BlockRows, int BlockCols, bool InnerPanel>
class BlockImpl_dense<XprType,BlockRows,BlockCols, InnerPanel,true>
: public MapBase<Block<XprType, BlockRows, BlockCols, InnerPanel> >
{
typedef Block<XprType, BlockRows, BlockCols, InnerPanel> BlockType;
typedef typename internal::ref_selector<XprType>::non_const_type XprTypeNested;
enum {
XprTypeIsRowMajor = (int(traits<XprType>::Flags)&RowMajorBit) != 0
};
public:
typedef MapBase<BlockType> Base;
EIGEN_DENSE_PUBLIC_INTERFACE(BlockType)
EIGEN_INHERIT_ASSIGNMENT_OPERATORS(BlockImpl_dense)
/** Column or Row constructor
*/
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
BlockImpl_dense(XprType& xpr, Index i)
: Base(xpr.data() + i * ( ((BlockRows==1) && (BlockCols==XprType::ColsAtCompileTime) && (!XprTypeIsRowMajor))
|| ((BlockRows==XprType::RowsAtCompileTime) && (BlockCols==1) && ( XprTypeIsRowMajor)) ? xpr.innerStride() : xpr.outerStride()),
BlockRows==1 ? 1 : xpr.rows(),
BlockCols==1 ? 1 : xpr.cols()),
m_xpr(xpr),
m_startRow( (BlockRows==1) && (BlockCols==XprType::ColsAtCompileTime) ? i : 0),
m_startCol( (BlockRows==XprType::RowsAtCompileTime) && (BlockCols==1) ? i : 0)
{
init();
}
/** Fixed-size constructor
*/
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
BlockImpl_dense(XprType& xpr, Index startRow, Index startCol)
: Base(xpr.data()+xpr.innerStride()*(XprTypeIsRowMajor?startCol:startRow) + xpr.outerStride()*(XprTypeIsRowMajor?startRow:startCol)),
m_xpr(xpr), m_startRow(startRow), m_startCol(startCol)
{
init();
}
/** Dynamic-size constructor
*/
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
BlockImpl_dense(XprType& xpr,
Index startRow, Index startCol,
Index blockRows, Index blockCols)
: Base(xpr.data()+xpr.innerStride()*(XprTypeIsRowMajor?startCol:startRow) + xpr.outerStride()*(XprTypeIsRowMajor?startRow:startCol), blockRows, blockCols),
m_xpr(xpr), m_startRow(startRow), m_startCol(startCol)
{
init();
}
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
const typename internal::remove_all<XprTypeNested>::type& nestedExpression() const EIGEN_NOEXCEPT
{
return m_xpr;
}
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
XprType& nestedExpression() { return m_xpr; }
/** \sa MapBase::innerStride() */
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE EIGEN_CONSTEXPR
Index innerStride() const EIGEN_NOEXCEPT
{
return internal::traits<BlockType>::HasSameStorageOrderAsXprType
? m_xpr.innerStride()
: m_xpr.outerStride();
}
/** \sa MapBase::outerStride() */
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE EIGEN_CONSTEXPR
Index outerStride() const EIGEN_NOEXCEPT
{
return internal::traits<BlockType>::HasSameStorageOrderAsXprType
? m_xpr.outerStride()
: m_xpr.innerStride();
}
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE EIGEN_CONSTEXPR
StorageIndex startRow() const EIGEN_NOEXCEPT { return m_startRow.value(); }
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE EIGEN_CONSTEXPR
StorageIndex startCol() const EIGEN_NOEXCEPT { return m_startCol.value(); }
#ifndef __SUNPRO_CC
// FIXME sunstudio is not friendly with the above friend...
// META-FIXME there is no 'friend' keyword around here. Is this obsolete?
protected:
#endif
#ifndef EIGEN_PARSED_BY_DOXYGEN
/** \internal used by allowAligned() */
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
BlockImpl_dense(XprType& xpr, const Scalar* data, Index blockRows, Index blockCols)
: Base(data, blockRows, blockCols), m_xpr(xpr)
{
init();
}
#endif
protected:
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE
void init()
{
m_outerStride = internal::traits<BlockType>::HasSameStorageOrderAsXprType
? m_xpr.outerStride()
: m_xpr.innerStride();
}
XprTypeNested m_xpr;
const internal::variable_if_dynamic<StorageIndex, (XprType::RowsAtCompileTime == 1 && BlockRows==1) ? 0 : Dynamic> m_startRow;
const internal::variable_if_dynamic<StorageIndex, (XprType::ColsAtCompileTime == 1 && BlockCols==1) ? 0 : Dynamic> m_startCol;
Index m_outerStride;
};
} // end namespace internal
} // end namespace Eigen
#endif // EIGEN_BLOCK_H
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