diff --git a/src/Mod/CAM/Path/Main/Gui/SimulatorGL.py b/src/Mod/CAM/Path/Main/Gui/SimulatorGL.py index cbcd646dbceb..e711858e9cf2 100644 --- a/src/Mod/CAM/Path/Main/Gui/SimulatorGL.py +++ b/src/Mod/CAM/Path/Main/Gui/SimulatorGL.py @@ -100,12 +100,12 @@ def FindClosestEdge(self, edges, px, pz): z2 = edge.valueAt(p2).z if IsSame(px, rad2) and IsSame(pz, z2): return edge, p2, p1 - # sometimes a flat circle is without edge, so return edge with + # sometimes a flat circle is without edge, so return edge with # same height and later a connecting edge will be interpolated if IsSame(pz, z1): return edge, p1, p2 if IsSame(pz, z2): - return edge, p2, p1 + return edge, p2, p1 return None, 0.0, 0.0 def FindTopMostEdge(self, edges): @@ -130,7 +130,7 @@ def FindTopMostEdge(self, edges): maxz = z return topedge, top_p1, top_p2 - #the algo is based on locating the side edge that OCC creates on any revolved object + #the algo is based on locating the side edge that OCC creates on any revolved object def GetToolProfile(self, tool, resolution): shape = tool.Shape sideEdgeList = [] @@ -177,7 +177,7 @@ def GetToolProfile(self, tool, resolution): profile.append(startrad) startz = edge.valueAt(p1).z profile.append(startz) - + return profile def Activate(self): diff --git a/src/Mod/CAM/Path/Post/scripts/generic_post.py b/src/Mod/CAM/Path/Post/scripts/generic_post.py index 8b4ec2482a45..fa624b486cbe 100644 --- a/src/Mod/CAM/Path/Post/scripts/generic_post.py +++ b/src/Mod/CAM/Path/Post/scripts/generic_post.py @@ -66,7 +66,7 @@ def export(self): def tooltip(self): tooltip = """ - This is a generic post processor. + This is a generic post processor. It doesn't do anything yet because we haven't immplemented it. Implementing it would be a good idea diff --git a/src/Mod/CAM/PathSimulator/AppGL/SimShapes.cpp b/src/Mod/CAM/PathSimulator/AppGL/SimShapes.cpp index 3be37ce14d47..de60e2e20746 100644 --- a/src/Mod/CAM/PathSimulator/AppGL/SimShapes.cpp +++ b/src/Mod/CAM/PathSimulator/AppGL/SimShapes.cpp @@ -363,7 +363,7 @@ void MillSim::Shape::GenerateModel(float* vbuffer, GLushort* ibuffer, int numVer glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, x)); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, nx)); - + numIndices = nIndices; }