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

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The actual contents of the file can be viewed below.

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THREE.UCSCharacter = function() {

	var scope = this;

	var mesh;

	this.scale = 1;

	this.root = new THREE.Object3D();

	this.numSkins;
	this.numMorphs;

	this.skins = [];
	this.materials = [];
	this.morphs = [];

	this.mixer = new THREE.AnimationMixer( this.root );

	this.onLoadComplete = function () {};

	this.loadCounter = 0;

	this.loadParts = function ( config ) {

		this.numSkins = config.skins.length;
		this.numMorphs = config.morphs.length;

		// Character geometry + number of skins
		this.loadCounter = 1 + config.skins.length;

		// SKINS
		this.skins = loadTextures( config.baseUrl + "skins/", config.skins );
		this.materials = createMaterials( this.skins );

		// MORPHS
		this.morphs = config.morphs;

		// CHARACTER
		var loader = new THREE.JSONLoader();
		console.log( config.baseUrl + config.character );
		loader.load( config.baseUrl + config.character, function( geometry ) {

			geometry.computeBoundingBox();
			geometry.computeVertexNormals();

			mesh = new THREE.SkinnedMesh( geometry, new THREE.MultiMaterial() );
			mesh.name = config.character;
			scope.root.add( mesh );

			var bb = geometry.boundingBox;
			scope.root.scale.set( config.s, config.s, config.s );
			scope.root.position.set( config.x, config.y - bb.min.y * config.s, config.z );

			mesh.castShadow = true;
			mesh.receiveShadow = true;

			scope.mixer.clipAction( geometry.animations[0], mesh ).play();

			scope.setSkin( 0 );

			scope.checkLoadComplete();

		} );

	};

	this.setSkin = function( index ) {

		if ( mesh && scope.materials ) {

			mesh.material = scope.materials[ index ];

		}

	};

	this.updateMorphs = function( influences ) {

		if ( mesh ) {

			for ( var i = 0; i < scope.numMorphs; i ++ ) {

				mesh.morphTargetInfluences[ i ] = influences[ scope.morphs[ i ] ] / 100;

			}

		}

	};

	function loadTextures( baseUrl, textureUrls ) {

		var textureLoader = new THREE.TextureLoader();
		var textures = [];

		for ( var i = 0; i < textureUrls.length; i ++ ) {

			textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], scope.checkLoadComplete );
			textures[ i ].mapping = THREE.UVMapping;
			textures[ i ].name = textureUrls[ i ];

		}

		return textures;

	}

	function createMaterials( skins ) {

		var materials = [];

		for ( var i = 0; i < skins.length; i ++ ) {

			materials[ i ] = new THREE.MeshLambertMaterial( {
				color: 0xeeeeee,
				specular: 10.0,
				map: skins[ i ],
				skinning: true,
				morphTargets: true
			} );

		}

		return materials;

	}

	this.checkLoadComplete = function () {

		scope.loadCounter -= 1;

		if ( scope.loadCounter === 0 ) {

			scope.onLoadComplete();

		}

	}

};