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/usr/share/javascript/three/examples/js/BlendCharacter.js is in libjs-three 80+dfsg2-1.

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/**
 * @author Michael Guerrero / http://realitymeltdown.com
 */

THREE.BlendCharacter = function () {

	this.weightSchedule = [];
	this.warpSchedule = [];

	this.load = function ( url, onLoad ) {

		var scope = this;

		var loader = new THREE.ObjectLoader();
		loader.load( url, function( loadedObject ) {

			// The exporter does not currently allow exporting a skinned mesh by itself
			// so we must fish it out of the hierarchy it is embedded in (scene)
			loadedObject.traverse( function( object ) {

				if ( object instanceof THREE.SkinnedMesh ) {

					scope.skinnedMesh = object;

				}

			} );

			THREE.SkinnedMesh.call( scope, scope.skinnedMesh.geometry, scope.skinnedMesh.material );

			// If we didn't successfully find the mesh, bail out
			if ( scope.skinnedMesh == undefined ) {

				console.log( 'unable to find skinned mesh in ' + url );
				return;

			}

			scope.material.skinning = true;

			scope.mixer = new THREE.AnimationMixer( scope );
			scope.mixer = scope.mixer;

			// Create the animations
			for ( var i = 0; i < scope.geometry.animations.length; ++ i ) {

				scope.mixer.clipAction( scope.geometry.animations[ i ] );

			}

			// Loading is complete, fire the callback
			if ( onLoad !== undefined ) onLoad();

		} );

	};

	this.loadJSON = function ( url, onLoad ) {

		var scope = this;

		var loader = new THREE.JSONLoader();
		loader.load( url, function( geometry, materials ) {

			var originalMaterial = materials[ 0 ];
			originalMaterial.skinning = true;

			THREE.SkinnedMesh.call( scope, geometry, originalMaterial );

			var mixer = new THREE.AnimationMixer( scope );
			scope.mixer = mixer;

			// Create the animations
			for ( var i = 0; i < geometry.animations.length; ++ i ) {

				mixer.clipAction( geometry.animations[ i ] );

			}

			// Loading is complete, fire the callback
			if ( onLoad !== undefined ) onLoad();

		} );

	};
	
	this.update = function( dt ) {

		this.mixer.update( dt );

	};

	this.play = function( animName, weight ) {

		//console.log("play('%s', %f)", animName, weight);
		return this.mixer.clipAction( animName ).
				setEffectiveWeight( weight ).play();
	};

	this.crossfade = function( fromAnimName, toAnimName, duration ) {

		this.mixer.stopAllAction();

		var fromAction = this.play( fromAnimName, 1 );
		var toAction = this.play( toAnimName, 1 );

		fromAction.crossFadeTo( toAction, duration, false );

	};

	this.warp = function( fromAnimName, toAnimName, duration ) {

		this.mixer.stopAllAction();

		var fromAction = this.play( fromAnimName, 1 );
		var toAction = this.play( toAnimName, 1 );

		fromAction.crossFadeTo( toAction, duration, true );

	};

	this.applyWeight = function( animName, weight ) {

		this.mixer.clipAction( animName ).setEffectiveWeight( weight );

	};

	this.getWeight = function( animName ) {

		return this.mixer.clipAction( animName ).getEffectiveWeight();

	}

	this.pauseAll = function() {

		this.mixer.timeScale = 0;

	};

	this.unPauseAll = function() {

		this.mixer.timeScale = 1;

	};


	this.stopAll = function() {

		this.mixer.stopAllAction();

	};

	this.showModel = function( boolean ) {

		this.visible = boolean;

	}

};


THREE.BlendCharacter.prototype = Object.create( THREE.SkinnedMesh.prototype );
THREE.BlendCharacter.prototype.constructor = THREE.BlendCharacter;

THREE.BlendCharacter.prototype.getForward = function() {

	var forward = new THREE.Vector3();

	return function() {

		// pull the character's forward basis vector out of the matrix
		forward.set(
			- this.matrix.elements[ 8 ],
			- this.matrix.elements[ 9 ],
			- this.matrix.elements[ 10 ]
		);

		return forward;

	}

};