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/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
 * Copyright 2015 Pelican Mapping
 * http://osgearth.org
 *
 * osgEarth is free software; you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>
 */

#ifndef OSGEARTH_MASK_LAYER_H
#define OSGEARTH_MASK_LAYER_H 1

#include <osgEarth/Common>
#include <osgEarth/Layer>
#include <osgEarth/Config>
#include <osgEarth/MaskSource>
#include <osg/Node>

namespace osgEarth
{
    class Map;

    /**
     * Configuration options for a MaskLayer.
     */
    class OSGEARTH_EXPORT MaskLayerOptions : public ConfigOptions
    {
    public:        
        MaskLayerOptions(const ConfigOptions& options =ConfigOptions() );

        MaskLayerOptions(const std::string& name, const MaskSourceOptions& driverOptions =MaskSourceOptions() );

        /** dtor */
        virtual ~MaskLayerOptions() { }

        /**
         * The readable name of the layer.
         */
        optional<std::string>& name() { return _name; }
        const optional<std::string>& name() const { return _name; }

        /**
         * Options for the underlying model source driver.
         */
        optional<MaskSourceOptions>& driver() { return _driver; }
        const optional<MaskSourceOptions>& driver() const { return _driver; }

        /**
         * Gets or sets the minimum of detail for which this layer should generate data.
         */
        optional<unsigned>& minLevel() { return _minLevel; }
        const optional<unsigned>& minLevel() const { return _minLevel; }

    public:
        virtual Config getConfig() const;
        virtual void mergeConfig( const Config& conf );

    private:
        void fromConfig( const Config& conf );
        void setDefaults();

        optional<std::string>       _name;
        optional<MaskSourceOptions> _driver;
        optional<unsigned>          _minLevel;
    };


    /**
     * A MaskLayer is a specialized layer used to mask out a part of the terrain.
     * Typically you would use this if you had a pre-built 3D terrain model for
     * an inset area.
     */
    class OSGEARTH_EXPORT MaskLayer : public Layer
    {
    public:
        /**
         * Constructs a new mask layer based on a configuration setup.
         */
        MaskLayer( const MaskLayerOptions& options =MaskLayerOptions() );

        /**
         * Constructs a new mask layer with a user-provided driver options.
         */
        MaskLayer( const std::string& name, const MaskSourceOptions& options );
        
        /**
         * Constructs a new mask layer with a user-provided mask source.
         */
        MaskLayer(const MaskLayerOptions& options, MaskSource* source );

        /** dtor */
        virtual ~MaskLayer() { }

        /**
         * Access the underlying mask source.
         */
        MaskSource* getMaskSource() const { return _maskSource.get(); }

        /** 
         * Gets the name of this mask layer
         */
        const std::string& getName() const { return *_runtimeOptions.name(); }

        /**
         * Minimum terrain LOD at which masking should occur
         */
        unsigned getMinLevel() const { return *_runtimeOptions.minLevel(); }

        /** 
         * Gets the geometric boundary polygon representing the area of the
         * terrain to mask out.
         */
        osg::Vec3dArray* getOrCreateMaskBoundary(
            float                   heightScale,
            const SpatialReference* srs,
            ProgressCallback*       progress );

    public:

        void initialize( const osgDB::Options* dbOptions, const Map* map );

    private:
        MaskLayerOptions              _initOptions;
        MaskLayerOptions              _runtimeOptions;
        osg::ref_ptr<MaskSource>      _maskSource;
        Revision                      _maskSourceRev;
        osg::ref_ptr<osg::Vec3dArray> _boundary;
        osg::ref_ptr<osgDB::Options>  _dbOptions;
        OpenThreads::Mutex            _mutex;

        void copyOptions();
    };

    typedef std::vector< osg::ref_ptr<MaskLayer> > MaskLayerVector;
}

#endif // OSGEARTH_MASK_LAYER_H