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#ifndef COIN_SOSCENEMANAGER_H
#define COIN_SOSCENEMANAGER_H

/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

#include <Inventor/SbVec2s.h>

class SbViewportRegion;
class SoEvent;
class SoGLRenderAction;
class SoAudioRenderAction;
class SoHandleEventAction;
class SoNode;
class SoCamera;
class SoNodeSensor;
class SoOneShotSensor;
class SoSensor;
class Superimposition;
class SbColor;

typedef void SoSceneManagerRenderCB(void * userdata, class SoSceneManager * mgr);

class COIN_DLL_API SoSceneManager {
public:
  SoSceneManager(void);
  virtual ~SoSceneManager();

  virtual void render(const SbBool clearwindow = TRUE,
                      const SbBool clearzbuffer = TRUE);
  virtual void render(SoGLRenderAction * action,
                      const SbBool initmatrices = TRUE,
                      const SbBool clearwindow = TRUE,
                      const SbBool clearzbuffer = TRUE);

  void setCamera(SoCamera * camera);
  SoCamera * getCamera(void) const;
  virtual SbBool processEvent(const SoEvent * const event);
  void reinitialize(void);
  void scheduleRedraw(void);
  virtual void setSceneGraph(SoNode * const sceneroot);
  virtual SoNode * getSceneGraph(void) const;
  void setWindowSize(const SbVec2s & newsize);
  const SbVec2s & getWindowSize(void) const;
  void setSize(const SbVec2s & newsize);
  const SbVec2s & getSize(void) const;
  void setOrigin(const SbVec2s & newOrigin);
  const SbVec2s & getOrigin(void) const;
  void setViewportRegion(const SbViewportRegion & newRegion);
  const SbViewportRegion & getViewportRegion(void) const;
  void setBackgroundColor(const SbColor & color);
  const SbColor & getBackgroundColor(void) const;
  void setBackgroundIndex(const int index);
  int getBackgroundIndex(void) const;
  void setRGBMode(const SbBool onOrOff);
  SbBool isRGBMode(void) const;
  virtual void activate(void);
  virtual void deactivate(void);
  void setRenderCallback(SoSceneManagerRenderCB * f,
                         void * const userData = NULL);
  SbBool isAutoRedraw(void) const;
  void setRedrawPriority(const uint32_t priority);
  uint32_t getRedrawPriority(void) const;
  void setAntialiasing(const SbBool smoothing, const int numPasses);
  void getAntialiasing(SbBool & smoothing, int & numPasses) const;
  void setGLRenderAction(SoGLRenderAction * const action);
  SoGLRenderAction * getGLRenderAction(void) const;
  void setAudioRenderAction(SoAudioRenderAction * const action);
  SoAudioRenderAction * getAudioRenderAction(void) const;
  void setHandleEventAction(SoHandleEventAction * hea);
  SoHandleEventAction * getHandleEventAction(void) const;

  static uint32_t getDefaultRedrawPriority(void);
  static void enableRealTimeUpdate(const SbBool flag);
  static SbBool isRealTimeUpdateEnabled(void);

protected:
  int isActive(void) const;
  void redraw(void);

private:
  friend class SoSceneManagerP;
  class SoSceneManagerP * pimpl;

}; // SoSceneManager

#endif // !COIN_SOSCENEMANAGER_H