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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2011 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

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.
-----------------------------------------------------------------------------
PCZSceneNode.h  -  Node Zone Info header file.
The PCZSceneNode is an extension used to store zone information and provide
additional functionality for a given Ogre::SceneNode.  A PCZSceneNode contains
a pointer to the home zone for the node and a list of all zones being visited by
the node.  The PCZSceneManager contains a STD::MAP of PCZSceneNodes which are
keyed by the name of each node (each PCZSceneNode has an identical name to the 
scene node which it is associated with).  This allows quick lookup of
a given scenenode's PCZSceneNode by the scene manager.
-----------------------------------------------------------------------------
begin                : Sat Mar 24 2007
author               : Eric Cha
email                : ericc@xenopi.com
Code Style Update	 :
-----------------------------------------------------------------------------
*/

#ifndef PCZ_SCENE_NODE_H
#define PCZ_SCENE_NODE_H

#include <OgreSceneNode.h>
#include "OgrePCZPrerequisites.h"

namespace Ogre
{
	// forward declarations
	class PCZone;
	class ZoneData;
	class PCZCamera;
    typedef map<String, PCZone*>::type ZoneMap;
	typedef map<String, ZoneData*>::type ZoneDataMap;

	class _OgrePCZPluginExport PCZSceneNode : public SceneNode
	{
	public:
		/** Standard constructor */
		PCZSceneNode( SceneManager* creator );
		/** Standard constructor */
		PCZSceneNode( SceneManager* creator, const String& name );
		/** Standard destructor */
		~PCZSceneNode();
		void _update(bool updateChildren, bool parentHasChanged);
		void updateFromParentImpl() const;

        /** Creates an unnamed new SceneNode as a child of this node.
        @param
            translate Initial translation offset of child relative to parent
        @param
            rotate Initial rotation relative to parent
        */
        virtual SceneNode* createChildSceneNode(
            const Vector3& translate = Vector3::ZERO, 
            const Quaternion& rotate = Quaternion::IDENTITY );

        /** Creates a new named SceneNode as a child of this node.
        @remarks
            This creates a child node with a given name, which allows you to look the node up from 
            the parent which holds this collection of nodes.
            @param
                translate Initial translation offset of child relative to parent
            @param
                rotate Initial rotation relative to parent
        */
        virtual SceneNode* createChildSceneNode(const String& name, const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY);


		PCZone* 	getHomeZone(void);
		void		setHomeZone(PCZone * zone);
		void		anchorToHomeZone(PCZone * zone);
		bool		isAnchored(void) {return mAnchored;}
		void		allowToVisit(bool yesno) {mAllowedToVisit = yesno;}
		bool		allowedToVisit(void) {return mAllowedToVisit;}
		void		addZoneToVisitingZonesMap(PCZone * zone);
		void		clearVisitingZonesMap(void);
		void		clearNodeFromVisitedZones( void );
		void		removeReferencesToZone(PCZone * zone);
		bool		isVisitingZone(PCZone * zone);
	    void		_addToRenderQueue( Camera* cam, 
                                       RenderQueue *queue, 
                                       bool onlyShadowCasters, 
                                       VisibleObjectsBoundsInfo* visibleBounds );
		void		savePrevPosition(void);
		Vector3&	getPrevPosition(void) {return mPrevPosition;}
		unsigned long		getLastVisibleFrame(void) {return mLastVisibleFrame;}
		void		setLastVisibleFrame(unsigned long newLVF) {mLastVisibleFrame = newLVF;}
		void		setLastVisibleFromCamera(PCZCamera * camera) {mLastVisibleFromCamera = camera;}
		PCZCamera*	getLastVisibleFromCamera() {return mLastVisibleFromCamera;}
		void		setZoneData(PCZone * zone, ZoneData * zoneData);
		ZoneData*	getZoneData(PCZone * zone);
		void		updateZoneData(void);
		void		enable(bool yesno) {mEnabled = yesno;}
		bool		isEnabled(void) {return mEnabled;}
		bool		isMoved(void) {return mMoved;}
		void		setMoved(bool value) {mMoved = value;}
	protected:
		mutable Vector3	mNewPosition; 
		PCZone *		mHomeZone;
		bool			mAnchored;
		bool			mAllowedToVisit;
		ZoneMap			mVisitingZones;
		mutable Vector3	mPrevPosition;
		unsigned long	mLastVisibleFrame;
		PCZCamera*		mLastVisibleFromCamera;
		ZoneDataMap		mZoneData;
		bool			mEnabled;
		mutable bool	mMoved;
	};
}

#endif // PCZ_SCENE_NODE_H