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    <name>AssemblyGui::TaskAssemblyConstraints</name>
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      <location filename="../../TaskAssemblyConstraints.cpp" line="52"/>
      <source>Constraints</source>
      <translation>Låser</translation>
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    <name>AssemblyGui::Workbench</name>
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      <location filename="../../Workbench.cpp" line="94"/>
      <source>Assembly</source>
      <translation>Montering</translation>
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      <translation>Montering</translation>
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      <source>Add existing Component...</source>
      <translation type="unfinished">Add existing Component...</translation>
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      <source>Assembly</source>
      <translation>Montering</translation>
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      <source>Constraint</source>
      <translation type="unfinished">Constraint</translation>
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      <source>Add arbitrary constraints to the assembly</source>
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      <location filename="../../CommandConstraints.cpp" line="539"/>
      <source>Assembly</source>
      <translation>Montering</translation>
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      <source>Assembly</source>
      <translation>Montering</translation>
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      <location filename="../../CommandConstraints.cpp" line="202"/>
      <source>Assembly</source>
      <translation>Montering</translation>
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      <source>Constraint Distance...</source>
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      <location filename="../../CommandConstraints.cpp" line="269"/>
      <source>Assembly</source>
      <translation>Montering</translation>
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      <source>Constraint Fix...</source>
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      <source>Assembly</source>
      <translation>Montering</translation>
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      <location filename="../../Command.cpp" line="217"/>
      <source>Assembly</source>
      <translation>Montering</translation>
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      <source>Import assembly...</source>
      <translation type="unfinished">Import assembly...</translation>
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      <location filename="../../Command.cpp" line="73"/>
      <location filename="../../Command.cpp" line="129"/>
      <location filename="../../Command.cpp" line="175"/>
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      <location filename="../../Command.cpp" line="130"/>
      <location filename="../../Command.cpp" line="176"/>
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      <location filename="../../CommandConstraints.cpp" line="70"/>
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      <translation type="unfinished">No active Assembly</translation>
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      <source>You need a active (blue) Assembly to insert a Constraint. Please create a new one or make one active (double click).</source>
      <translation type="unfinished">You need a active (blue) Assembly to insert a Constraint. Please create a new one or make one active (double click).</translation>
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      <source>Form</source>
      <translation>Skjema</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The first geometry to which the constraint relates. Note that first and second geometry can be swapt. If you want to clear it, use the button to the right. If it is empty, just select any geometry in the 3D view and it will be added here.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The first geometry to which the constraint relates. Note that first and second geometry can be swapt. If you want to clear it, use the button to the right. If it is empty, just select any geometry in the 3D view and it will be added here.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Clear the first geometry&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Clear the first geometry&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <location filename="../../TaskAssemblyConstraints.ui" line="38"/>
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      <location filename="../../TaskAssemblyConstraints.ui" line="477"/>
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      <source>...</source>
      <translation>...</translation>
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      <location filename="../../TaskAssemblyConstraints.ui" line="56"/>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The second geometry to which the constraint relates. Note that first and second geometry can be swapt. If you want to clear it, use the button to the right. If it is empty, just select any geometry in the 3D view and it will be added here.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The second geometry to which the constraint relates. Note that first and second geometry can be swapt. If you want to clear it, use the button to the right. If it is empty, just select any geometry in the 3D view and it will be added here.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Clear the second geometry&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Clear the second geometry&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <location filename="../../TaskAssemblyConstraints.ui" line="113"/>
      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the angle between the geometries normals&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the angle between the geometries normals&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <location filename="../../TaskAssemblyConstraints.ui" line="116"/>
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      <translation>Vinkel</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Special constraint which is in general used to let the geometries be on each other. Therefore it's often the same as align, with the difference that it is also defined for points, as a point can lie on a plane. Note that this constraint has a special behaviour for cylinders. For example, a cylindrical surface can't be on a plane, only touch it. Therefore this is not valid. Furthermore point and line coincident with cylinders don't work on the cylinder surface, but on its center line. The reason for that it is, that this centerline would not be accessible with other constraints, but the surface coincident can be also achieved with the align constraint and value 0.  At last specialty the cylinder cylinder constraint shall be mentioned: It works also on the cylinder centerlines and therefore makes them concentric. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Special constraint which is in general used to let the geometries be on each other. Therefore it's often the same as align, with the difference that it is also defined for points, as a point can lie on a plane. Note that this constraint has a special behaviour for cylinders. For example, a cylindrical surface can't be on a plane, only touch it. Therefore this is not valid. Furthermore point and line coincident with cylinders don't work on the cylinder surface, but on its center line. The reason for that it is, that this centerline would not be accessible with other constraints, but the surface coincident can be also achieved with the align constraint and value 0.  At last specialty the cylinder cylinder constraint shall be mentioned: It works also on the cylinder centerlines and therefore makes them concentric. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fixes the first geometry in its rotation and translation. Note that fix only works its the direct parent assembly. If you stack assemblies, the parent assembly will not be fixed inside the other ones.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fixes the first geometry in its rotation and translation. Note that fix only works its the direct parent assembly. If you stack assemblies, the parent assembly will not be fixed inside the other ones.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the distance between first and second geometry. Note that in many cases the shortest distance is used (e.g. line - line)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the distance between first and second geometry. Note that in many cases the shortest distance is used (e.g. line - line)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>Distance</source>
      <translation>Avstand</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Allows to set the orientation of the geometries normals in relation to each other. Possible values are parallel (means equal or opposite normals), equal normals, opposite normals or perpendicular ones. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Allows to set the orientation of the geometries normals in relation to each other. Possible values are parallel (means equal or opposite normals), equal normals, opposite normals or perpendicular ones. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adds a orientation and a distance constraint. Therefore this constraint is only valid where both of the individual constraints are, e.g. you can't align a point and a plane as point-plane orientation is invalid. Furthermore it can happen that this constraint is only valid for a certain orientation, e.g. plane - line has only a defined distance, when the orientation is perpendicular. The reason behind this is, that a non-perpendicular line would always cut the plane and therefore the shortest distance would always be 0. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adds a orientation and a distance constraint. Therefore this constraint is only valid where both of the individual constraints are, e.g. you can't align a point and a plane as point-plane orientation is invalid. Furthermore it can happen that this constraint is only valid for a certain orientation, e.g. plane - line has only a defined distance, when the orientation is perpendicular. The reason behind this is, that a non-perpendicular line would always cut the plane and therefore the shortest distance would always be 0. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>value</source>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use the full solution space. The nearest solution will be found.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use the full solution space. The nearest solution will be found.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Positive solution space. Reduces the valid solutions to the positive domain, e.g. point over the plane at specified distance, not under. Or point outside a cylinder at specified distance, not inside.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Positive solution space. Reduces the valid solutions to the positive domain, e.g. point over the plane at specified distance, not under. Or point outside a cylinder at specified distance, not inside.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Negative solution space. Reduces the valid solutions to the negative domain, e.g. point under the plane at specified distance, not over. Or point inside a cylinder at specified distance, not outside.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Negative solution space. Reduces the valid solutions to the negative domain, e.g. point under the plane at specified distance, not over. Or point inside a cylinder at specified distance, not outside.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals parallel, that means they can point in the same or opposite direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals parallel, that means they can point in the same or opposite direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals point in the same direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals point in the same direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>Equal</source>
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    <message>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals point in the opposite direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals point in the opposite direction. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>Opposite</source>
      <translation type="unfinished">Opposite</translation>
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    <message>
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      <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals perpendicular. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes the geometries normals perpendicular. Note that for cylinders the base circles normal is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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      <source>Perpend.</source>
      <translation type="unfinished">Perpend.</translation>
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