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/****************************************************************************

 Copyright (C) 2002-2008 Gilles Debunne. All rights reserved.

 This file is part of the QGLViewer library version 2.3.4.

 http://www.libqglviewer.com - contact@libqglviewer.com

 This file may be used under the terms of the GNU General Public License 
 versions 2.0 or 3.0 as published by the Free Software Foundation and
 appearing in the LICENSE file included in the packaging of this file.
 In addition, as a special exception, Gilles Debunne gives you certain 
 additional rights, described in the file GPL_EXCEPTION in this package.

 libQGLViewer uses dual licensing. Commercial/proprietary software must
 purchase a libQGLViewer Commercial License.

 This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
 WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.

*****************************************************************************/

#ifndef QGLVIEWER_MANIPULATED_FRAME_H
#define QGLVIEWER_MANIPULATED_FRAME_H

#include "frame.h"
#include "mouseGrabber.h"

#if QT_VERSION >= 0x040000
# include <QString>
# include <QTimer>
# include <QDateTime>
#else
# include <qstring.h>
# include <qtimer.h>
# include <qdatetime.h>
#endif

namespace qglviewer {
  /*! \brief A ManipulatedFrame is a Frame that can be rotated and translated using the mouse.
  \class ManipulatedFrame manipulatedFrame.h QGLViewer/manipulatedFrame.h

  It converts the mouse motion into a translation and an orientation updates. A ManipulatedFrame is
  used to move an object in the scene. Combined with object selection, its MouseGrabber properties
  and a dynamic update of the scene, the ManipulatedFrame introduces a great reactivity in your
  applications.

  A ManipulatedFrame is attached to a QGLViewer using QGLViewer::setManipulatedFrame():
  \code
  init() { setManipulatedFrame( new ManipulatedFrame() ); }

  draw()
  {
    glPushMatrix();
    glMultMatrixd(manipulatedFrame()->matrix());
    // draw the manipulated object here
    glPopMatrix();
  }
  \endcode
  See the <a href="../examples/manipulatedFrame.html">manipulatedFrame example</a> for a complete
  application.

  Mouse events are normally sent to the QGLViewer::camera(). You have to press the QGLViewer::FRAME
  state key (default is \c Control) to move the QGLViewer::manipulatedFrame() instead. See the <a
  href="../mouse.html">mouse page</a> for a description of mouse button bindings.

  <h3>Inherited functionalities</h3>

  A ManipulatedFrame is an overloaded instance of a Frame. The powerful coordinate system
  transformation functions (Frame::coordinatesOf(), Frame::transformOf(), ...) can hence be applied
  to a ManipulatedFrame.

  A ManipulatedFrame is also a MouseGrabber. If the mouse cursor gets within a distance of 10 pixels
  from the projected position of the ManipulatedFrame, the ManipulatedFrame becomes the new
  QGLViewer::mouseGrabber(). It can then be manipulated directly, without any specific state key,
  object selection or GUI intervention. This is very convenient to directly move some objects in the
  scene (typically a light). See the <a href="../examples/mouseGrabber.html">mouseGrabber
  example</a> as an illustration. Note that QWidget::setMouseTracking() needs to be enabled in order
  to use this feature (see the MouseGrabber documentation).

  <h3>Advanced functionalities</h3>

  A QGLViewer can handle at most one ManipulatedFrame at a time. If you want to move several objects
  in the scene, you simply have to keep a list of the different ManipulatedFrames, and to activate
  the right one (using QGLViewer::setManipulatedFrame()) when needed. This can for instance be done
  according to an object selection: see the <a href="../examples/luxo.html">luxo example</a> for an
  illustration.

  When the ManipulatedFrame is being manipulated using the mouse (mouse pressed and not yet
  released), isManipulated() returns \c true. This might be used to trigger a specific action or
  display (as is done with QGLViewer::fastDraw()).

  The ManipulatedFrame also emits a manipulated() signal each time its state is modified by the
  mouse. This signal is automatically connected to the QGLViewer::updateGL() slot when the
  ManipulatedFrame is attached to a viewer using QGLViewer::setManipulatedFrame().

  You can make the ManipulatedFrame spin() if you release the rotation mouse button while moving the
  mouse fast enough (see spinningSensitivity()). See also translationSensitivity() and
  rotationSensitivity() for sensitivity tuning. \nosubgrouping */
  class QGLVIEWER_EXPORT ManipulatedFrame : public Frame, public MouseGrabber
  {
#ifndef DOXYGEN
    friend class Camera;
    friend class ::QGLViewer;
#endif

    Q_OBJECT

  public:
    ManipulatedFrame();
    /*! Virtual destructor. Empty. */
    virtual ~ManipulatedFrame() {};

    ManipulatedFrame(const ManipulatedFrame& mf);
    ManipulatedFrame& operator=(const ManipulatedFrame& mf);

    signals:
    /*! This signal is emitted when ever the ManipulatedFrame is manipulated (i.e. rotated or
    translated) using the mouse. Connect this signal to any object that should be notified.

    Note that this signal is automatically connected to the QGLViewer::updateGL() slot, when the
    ManipulatedFrame is attached to a viewer using QGLViewer::setManipulatedFrame(), which is
    probably all you need.

    Use the QGLViewer::QGLViewerPool() if you need to connect this signal to all the viewers.

    See also the spun(), modified(), interpolated() and KeyFrameInterpolator::interpolated()
    signals' documentations. */
    void manipulated();

    /*! This signal is emitted when the ManipulatedFrame isSpinning().

    Note that for the QGLViewer::manipulatedFrame(), this signal is automatically connected to the
    QGLViewer::updateGL() slot.

    Connect this signal to any object that should be notified. Use the QGLViewer::QGLViewerPool() if
    you need to connect this signal to all the viewers.

    See also the manipulated(), modified(), interpolated() and KeyFrameInterpolator::interpolated()
    signals' documentations. */
    void spun();

    /*! @name Manipulation sensitivity */
    //@{
  public slots:
    /*! Defines the rotationSensitivity(). */
    void setRotationSensitivity(float sensitivity) { rotSensitivity_ = sensitivity; };
    /*! Defines the translationSensitivity(). */
    void setTranslationSensitivity(float sensitivity) { transSensitivity_ = sensitivity; };
    /*! Defines the spinningSensitivity(), in pixels per milliseconds. */
    void setSpinningSensitivity(float sensitivity) { spinningSensitivity_ = sensitivity; };
    /*! Defines the wheelSensitivity(). */
    void setWheelSensitivity(float sensitivity) { wheelSensitivity_ = sensitivity; };
  public:
    /*! Returns the influence of a mouse displacement on the ManipulatedFrame rotation.

    Default value is 1.0. With an identical mouse displacement, a higher value will generate a
    larger rotation (and inversely for lower values). A 0.0 value will forbid ManipulatedFrame mouse
    rotation (see also constraint()).

    See also setRotationSensitivity(), translationSensitivity(), spinningSensitivity() and
    wheelSensitivity(). */
    float rotationSensitivity() const { return rotSensitivity_; };
    /*! Returns the influence of a mouse displacement on the ManipulatedFrame translation.

    Default value is 1.0. You should not have to modify this value, since with 1.0 the
    ManipulatedFrame precisely stays under the mouse cursor.

    With an identical mouse displacement, a higher value will generate a larger translation (and
    inversely for lower values). A 0.0 value will forbid ManipulatedFrame mouse translation (see
    also constraint()).

    \note When the ManipulatedFrame is used to move a \e Camera (see the ManipulatedCameraFrame
    class documentation), after zooming on a small region of your scene, the camera may translate
    too fast. For a camera, it is the Camera::revolveAroundPoint() that exactly matches the mouse
    displacement. Hence, instead of changing the translationSensitivity(), solve the problem by
    (temporarily) setting the Camera::revolveAroundPoint() to a point on the zoomed region (see the
    QGLViewer::RAP_FROM_PIXEL mouse binding in the <a href="../mouse.html">mouse page</a>).

    See also setTranslationSensitivity(), rotationSensitivity(), spinningSensitivity() and
    wheelSensitivity(). */
    float translationSensitivity() const { return transSensitivity_; };
    /*! Returns the minimum mouse speed required (at button release) to make the ManipulatedFrame
      spin().

    See spin(), spinningQuaternion() and startSpinning() for details.

    Mouse speed is expressed in pixels per milliseconds. Default value is 0.3 (300 pixels per
    second). Use setSpinningSensitivity() to tune this value. A higher value will make spinning more
    difficult (a value of 100.0 forbids spinning in practice).

    See also setSpinningSensitivity(), translationSensitivity(), rotationSensitivity() and
    wheelSensitivity(). */
    float spinningSensitivity() const { return spinningSensitivity_; };
    /*! Returns the mouse wheel sensitivity.

    Default value is 1.0. A higher value will make the wheel action more efficient (usually meaning
    a faster zoom). Use a negative value to invert the zoom in and out directions.

    See also setWheelSensitivity(), translationSensitivity(), rotationSensitivity() and
    spinningSensitivity(). */
    float wheelSensitivity() const { return wheelSensitivity_; };
    //@}


    /*! @name Spinning */
    //@{
      public:
    /*! Returns \c true when the ManipulatedFrame is spinning.

    During spinning, spin() rotates the ManipulatedFrame by its spinningQuaternion() at a frequency
    defined when the ManipulatedFrame startSpinning().

    Use startSpinning() and stopSpinning() to change this state. Default value is \c false. */
    bool isSpinning() const { return isSpinning_; };
    /*! Returns the incremental rotation that is applied by spin() to the ManipulatedFrame
      orientation when it isSpinning().

     Default value is a null rotation (identity Quaternion). Use setSpinningQuaternion() to change
     this value.

     The spinningQuaternion() axis is defined in the ManipulatedFrame coordinate system. You can use
     Frame::transformOfFrom() to convert this axis from an other Frame coordinate system. */
    Quaternion spinningQuaternion() const { return spinningQuaternion_; }
  public slots:
  /*! Defines the spinningQuaternion(). Its axis is defined in the ManipulatedFrame coordinate
    system. */
    void setSpinningQuaternion(const Quaternion& spinningQuaternion) { spinningQuaternion_ = spinningQuaternion; }
    virtual void startSpinning(int updateInterval);
    /*! Stops the spinning motion started using startSpinning(). isSpinning() will return \c false
      after this call. */
    virtual void stopSpinning() { spinningTimer_.stop(); isSpinning_ = false; };
  protected slots:
    virtual void spin();
  private slots:
    void spinUpdate();
    //@}

    /*! @name Mouse event handlers */
    //@{
  protected:
    virtual void mousePressEvent      (QMouseEvent* const event, Camera* const camera);
    virtual void mouseMoveEvent       (QMouseEvent* const event, Camera* const camera);
    virtual void mouseReleaseEvent    (QMouseEvent* const event, Camera* const camera);
    virtual void mouseDoubleClickEvent(QMouseEvent* const event, Camera* const camera);
    virtual void wheelEvent           (QWheelEvent* const event, Camera* const camera);
    //@}

  public:
    /*! @name Current state */
    //@{
    bool isManipulated() const;
    //@}

    /*! @name MouseGrabber implementation */
    //@{
  public:
    virtual void checkIfGrabsMouse(int x, int y, const Camera* const camera);
    //@}

    /*! @name XML representation */
    //@{
  public:
    virtual QDomElement domElement(const QString& name, QDomDocument& document) const;
  public slots:
    virtual void initFromDOMElement(const QDomElement& element);
    //@}

#ifndef DOXYGEN
  protected:
    Quaternion deformedBallQuaternion(int x, int y, float cx, float cy, const Camera* const camera);

    int action_; // Should be a QGLViewer::MouseAction, but include loop
    Constraint* previousConstraint_; // When manipulation is without Contraint.

    virtual void startAction(int ma, bool withConstraint=true); // int is really a QGLViewer::MouseAction
    void computeMouseSpeed(const QMouseEvent* const e);
    int mouseOriginalDirection(const QMouseEvent* const e);

    // Previous mouse position (used for incremental updates) and mouse press position.
    QPoint prevPos_, pressPos_;
#endif // DOXYGEN

  private:
    // Sensitivity
    float rotSensitivity_;
    float transSensitivity_;
    float spinningSensitivity_;
    float wheelSensitivity_;

    // Mouse speed and spinning
    QTime last_move_time;
    float mouseSpeed_;
    int delay_;
    bool isSpinning_;
    QTimer spinningTimer_;
    Quaternion spinningQuaternion_;

    // Whether the SCREEN_TRANS direction (horizontal or vertical) is fixed or not.
    bool dirIsFixed_;

    // MouseGrabber
    bool keepsGrabbingMouse_;
  };

} // namespace qglviewer

#endif // QGLVIEWER_MANIPULATED_FRAME_H