/usr/include/libwildmagic/Wm5IntrRay2Triangle2.h is in libwildmagic-dev 5.13-1+b2.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)
#ifndef WM5INTRRAY2TRIANGLE2_H
#define WM5INTRRAY2TRIANGLE2_H
#include "Wm5MathematicsLIB.h"
#include "Wm5Intersector.h"
#include "Wm5Ray2.h"
#include "Wm5Triangle2.h"
namespace Wm5
{
template <typename Real>
class WM5_MATHEMATICS_ITEM IntrRay2Triangle2
    : public Intersector<Real,Vector2<Real> >
{
public:
    IntrRay2Triangle2 (const Ray2<Real>& ray,
        const Triangle2<Real>& triangle);
    // Object access.
    const Ray2<Real>& GetRay () const;
    const Triangle2<Real>& GetTriangle () const;
    // Static intersection query.
    virtual bool Test ();
    virtual bool Find ();
    // The intersection set.  If the ray and triangle do not intersect,
    // GetQuantity() returns 0, in which case the intersection type is
    // IT_EMPTY.  If the ray and triangle intersect in a single point,
    // GetQuantity() returns 1, in which case the intersection type is
    // IT_POINT and GetPoint() returns the intersection point.  If the ray
    // and triangle intersect in a segment, GetQuantity() returns 2, in which
    // case the intersection type is IT_SEGMENT and GetPoint() returns the
    // segment endpoints.
    int GetQuantity () const;
    const Vector2<Real>& GetPoint (int i) const;
private:
    using Intersector<Real,Vector2<Real> >::IT_EMPTY;
    using Intersector<Real,Vector2<Real> >::IT_POINT;
    using Intersector<Real,Vector2<Real> >::IT_SEGMENT;
    using Intersector<Real,Vector2<Real> >::mIntersectionType;
    // The objects to intersect.
    const Ray2<Real>* mRay;
    const Triangle2<Real>* mTriangle;
    // Information about the intersection set.
    int mQuantity;
    Vector2<Real> mPoint[2];
};
typedef IntrRay2Triangle2<float> IntrRay2Triangle2f;
typedef IntrRay2Triangle2<double> IntrRay2Triangle2d;
}
#endif
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