This file is indexed.

/usr/include/vtk-7.1/vtkWarpTransform.h is in libvtk7-dev 7.1.1+dfsg1-2.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkWarpTransform.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
/**
 * @class   vtkWarpTransform
 * @brief   superclass for nonlinear geometric transformations
 *
 * vtkWarpTransform provides a generic interface for nonlinear
 * warp transformations.
 * @sa
 * vtkThinPlateSplineTransform vtkGridTransform vtkGeneralTransform
*/

#ifndef vtkWarpTransform_h
#define vtkWarpTransform_h

#include "vtkCommonTransformsModule.h" // For export macro
#include "vtkAbstractTransform.h"

class VTKCOMMONTRANSFORMS_EXPORT vtkWarpTransform : public vtkAbstractTransform
{
public:

  vtkTypeMacro(vtkWarpTransform,vtkAbstractTransform);
  void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;

  /**
   * Invert the transformation.  Warp transformations are usually
   * inverted using an iterative technique such as Newton's method.
   * The inverse transform is usually around five or six times as
   * computationally expensive as the forward transform.
   */
  void Inverse() VTK_OVERRIDE;

  //@{
  /**
   * Get the inverse flag of the transformation.  This flag is
   * set to zero when the transformation is first created, and
   * is flipped each time Inverse() is called.
   */
  vtkGetMacro(InverseFlag,int);
  //@}

  //@{
  /**
   * Set the tolerance for inverse transformation.
   * The default is 0.001.
   */
  vtkSetMacro(InverseTolerance,double);
  vtkGetMacro(InverseTolerance,double);
  //@}

  //@{
  /**
   * Set the maximum number of iterations for the inverse
   * transformation.  The default is 500, but usually only
   * 2 to 5 iterations are used.  The inversion method
   * is fairly robust, and it should converge for nearly all smooth
   * transformations that do not fold back on themselves.
   */
  vtkSetMacro(InverseIterations,int);
  vtkGetMacro(InverseIterations,int);
  //@}

  //@{
  /**
   * This will calculate the transformation without calling Update.
   * Meant for use only within other VTK classes.
   */
  void InternalTransformPoint(const float in[3], float out[3]) VTK_OVERRIDE;
  void InternalTransformPoint(const double in[3], double out[3]) VTK_OVERRIDE;
  //@}

  //@{
  /**
   * This will calculate the transformation, as well as its derivative
   * without calling Update.  Meant for use only within other VTK
   * classes.
   */
  void InternalTransformDerivative(const float in[3], float out[3],
                                   float derivative[3][3]) VTK_OVERRIDE;
  void InternalTransformDerivative(const double in[3], double out[3],
                                   double derivative[3][3]) VTK_OVERRIDE;
  //@}

  //@{
  /**
   * Do not use these methods.  They exists only as a work-around for
   * internal templated functions (I really didn't want to make the
   * Forward/Inverse methods public, is there a decent work around
   * for this sort of thing?)
   */
  void TemplateTransformPoint(const float in[3], float out[3]) {
    this->ForwardTransformPoint(in,out); };
  void TemplateTransformPoint(const double in[3], double out[3]) {
    this->ForwardTransformPoint(in,out); };
  void TemplateTransformPoint(const float in[3], float out[3],
                              float derivative[3][3]) {
    this->ForwardTransformDerivative(in,out,derivative); };
  void TemplateTransformPoint(const double in[3], double out[3],
                              double derivative[3][3]) {
    this->ForwardTransformDerivative(in,out,derivative); };
  void TemplateTransformInverse(const float in[3], float out[3]) {
    this->InverseTransformPoint(in,out); };
  void TemplateTransformInverse(const double in[3], double out[3]) {
    this->InverseTransformPoint(in,out); };
  void TemplateTransformInverse(const float in[3], float out[3],
                                float derivative[3][3]) {
    this->InverseTransformDerivative(in,out,derivative); };
  void TemplateTransformInverse(const double in[3], double out[3],
                                double derivative[3][3]) {
    this->InverseTransformDerivative(in,out,derivative); };
  //@}

protected:
  vtkWarpTransform();
  ~vtkWarpTransform() VTK_OVERRIDE;

  //@{
  /**
   * If the InverseFlag is set to 0, then a call to InternalTransformPoint
   * results in a call to ForwardTransformPoint.
   */
  virtual void ForwardTransformPoint(const float in[3], float out[3]) = 0;
  virtual void ForwardTransformPoint(const double in[3], double out[3]) = 0;
  //@}

  //@{
  /**
   * Calculate the forward transform as well as the derivative.
   */
  virtual void ForwardTransformDerivative(const float in[3], float out[3],
                                          float derivative[3][3]) = 0;
  virtual void ForwardTransformDerivative(const double in[3], double out[3],
                                          double derivative[3][3]) = 0;
  //@}

  //@{
  /**
   * If the InverseFlag is set to 1, then a call to InternalTransformPoint
   * results in a call to InverseTransformPoint.  The inverse transformation
   * is calculated from using Newton's method.
   */
  virtual void InverseTransformPoint(const float in[3], float out[3]);
  virtual void InverseTransformPoint(const double in[3], double out[3]);
  //@}

  //@{
  /**
   * Calculate the inverse transform as well as the derivative of the
   * forward transform (that's correct: the derivative of the
   * forward transform, not of the inverse transform)
   */
  virtual void InverseTransformDerivative(const float in[3], float out[3],
                                          float derivative[3][3]);
  virtual void InverseTransformDerivative(const double in[3], double out[3],
                                          double derivative[3][3]);
  //@}

  int InverseFlag;
  int InverseIterations;
  double InverseTolerance;
private:
  vtkWarpTransform(const vtkWarpTransform&) VTK_DELETE_FUNCTION;
  void operator=(const vtkWarpTransform&) VTK_DELETE_FUNCTION;
};

#endif