This file is indexed.

/usr/i686-w64-mingw32/include/d3dvec.inl is in mingw-w64-i686-dev 3.1.0-1.

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
/*
 * Copyright (C) 2000 Ove Kaaven
 *
 * This library 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 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#ifndef __WINE_D3DVEC_INL
#define __WINE_D3DVEC_INL

#include <math.h>

/*** constructors ***/

inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
{
  x = y = z = f;
}

inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
{
  x = _x; y = _y; z = _z;
}

/*** assignment operators ***/

inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
{
  x += v.x; y += v.y; z += v.z;
  return *this;
}

inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
{
  x -= v.x; y -= v.y; z -= v.z;
  return *this;
}

inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
{
  x *= v.x; y *= v.y; z *= v.z;
  return *this;
}

inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
{
  x /= v.x; y /= v.y; z /= v.z;
  return *this;
}

inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
{
  x *= s; y *= s; z *= s;
  return *this;
}

inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
{
  x /= s; y /= s; z /= s;
  return *this;
}

/*** unary operators ***/

inline _D3DVECTOR operator + (const _D3DVECTOR& v)
{
  return v;
}

inline _D3DVECTOR operator - (const _D3DVECTOR& v)
{
  return _D3DVECTOR(-v.x, -v.y, -v.z);
}

/*** binary operators ***/

inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
  return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
}

inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
  return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
}

inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
{
  return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
}

inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
{
  return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
}

inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
{
  return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
}

inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
{
  return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
}

inline D3DVALUE Magnitude(const _D3DVECTOR& v)
{
  return sqrt(SquareMagnitude(v));
}

inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
{
  return v / Magnitude(v);
}

inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
  return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}

inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
  _D3DVECTOR res;
  /* this is a left-handed cross product, right? */
  res.x = v1.y * v2.z - v1.z * v2.y;
  res.y = v1.z * v2.x - v1.x * v2.z;
  res.z = v1.x * v2.y - v1.y * v2.x;
  return res;
}

#endif