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/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2016 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.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* 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_ANNO_ANNOTATION_NODE_H
#define OSGEARTH_ANNO_ANNOTATION_NODE_H 1

#include <osgEarthAnnotation/Common>
#include <osgEarthSymbology/Style>
#include <osgEarth/DepthOffset>
#include <osgEarth/MapNodeObserver>
#include <osgEarth/Horizon>

#define META_AnnotationNode(library,name) \
    META_Node(library,name)

#define META_AnnotationNodeAbstract(library,name) \
    virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
    virtual const char* className() const { return #name; } \
    virtual const char* libraryName() const { return #library; } \
    virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }

// forward decs
namespace osgEarth
{
    class MapNode;
}


namespace osgEarth { namespace Annotation
{	
    using namespace osgEarth;
    using namespace osgEarth::Symbology;

    /**
     * Base class for all annotation node types.
     */
    class OSGEARTHANNO_EXPORT AnnotationNode : public osg::Group,
                                               public MapNodeObserver
    {
    public:
        META_AnnotationNode(osgEarthAnnotation, AnnotationNode);

        /**
         * Sets the node to "dynamic", i.e. sets up the node so that you can
         * safely change it at runtime.
         */
        virtual void setDynamic( bool value );

        /**
         * Serialized this annotation node so you can re-create it later
         */
        virtual Config getConfig() const { return Config(); }

    public:

        const std::string& getName() const { return osg::Group::getName(); }

        void traverse(osg::NodeVisitor& nv);
        
        /**
         * Priority of the item. A negative Priority means "never occlude me".
         */
        virtual void setPriority( float value );
        float getPriority() const { return _priority; }

        /**
         * Enables or disable automatic horizon culling for geocentric maps
         */
        void setHorizonCulling(bool value);
        bool getHorizonCulling() const;

        /**
         * Text associated with this annotation; might be the name, might be actual text
         */
        virtual const std::string& getText() const { return this->getName(); }

    public: // MapNodeObserver

        virtual void setMapNode( MapNode* mapNode );

        MapNode* getMapNode() { return _mapNode.get(); }
        const MapNode* getMapNode() const { return _mapNode.get(); }


    public: // Style functions

        virtual void setStyle(const Style& style) { }

        virtual const Style& getStyle() const { return s_emptyStyle; }

    protected:

        bool _dynamic;
        bool _depthAdj;

        DepthOffsetAdapter _doAdapter;

        float _priority;

        /**
         * Apply general style information to the node
         */
        virtual void applyStyle(const Style&);
        virtual void applyRenderSymbology(const Style&);

        /**
         * Whether to activate depth adjustment.
         * Note: you usually don't need to call this directly; it is automatically set
         * based on the symbology. But you can call it to override the automatic setting.
         */
        virtual void setDepthAdjustment( bool value );

        /**
         * Sets a lighting override but only if lighting is not already set.
         */
        void setLightingIfNotSet( bool lighting );

        // hidden default ctor
        AnnotationNode();

        // hidden config ctor
        AnnotationNode(const Config& conf );

        // hidden copy ctor
        AnnotationNode(const AnnotationNode& rhs, const osg::CopyOp& op=osg::CopyOp::DEEP_COPY_ALL) : osg::Group(rhs, op) { }

        // override to prevent render-order symbology from taking effect.
        virtual bool supportsRenderBinDetails() const { return true; }

    protected:
        
        osg::ref_ptr<HorizonCullCallback> _horizonCuller;

    private:
            
        osg::observer_ptr<MapNode> _mapNode;
        static Style s_emptyStyle;
        bool _mapNodeRequired;

    public:

        virtual ~AnnotationNode();
    };

} } // namespace osgEarth::Annotation

#endif // OSGEARTH_ANNO_ANNOTATION_NODE_H