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/*
    Copyright (C) 1998,1999,2000 by Jorrit Tyberghein
    Largely rewritten by Ivan Avramovic <ivan@avramovic.com>

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/

#ifndef __CS_PLANE3_H__
#define __CS_PLANE3_H__

/**\file 
 * 3D space plane.
 */
/**
 * \addtogroup geom_utils
 * @{ */

#include "csextern.h"

#include "csgeom/matrix4.h"
#include "csgeom/vector3.h"

class csString;
struct csVertexStatus;

/**
 * A plane in 3D space.
 * The plane is given by the equation AAx + BBy + CCz + DD = 0,
 * Where (AA,BB,CC) is given by the vector 'norm'.
 */
class CS_CRYSTALSPACE_EXPORT csPlane3
{
public:
  /// The normal vector (or the (A,B,C) components).
  csVector3 norm;

  /// The D component of the plane.
  float DD;

  /**
   * Initialize to the xy plane (0,0,1,0).
   */
  csPlane3 () : norm(0,0,1), DD(0) {}

  /**
   * Initialize the plane with the given norm and D component.
   */
  csPlane3 (const csVector3& plane_norm, float d=0) : norm(plane_norm), DD(d) {}

  /**
   * Initialize the plane to the given components.
   */
  csPlane3 (float a, float b, float c, float d=0) : norm(a,b,c), DD(d) {}

  /**
   * Initialize the plane through the three given points. If the plane
   * is expressed as (N,D) with N the A,B,C components of the plane then
   * this will initialize the plane to (N',-N'*v1) with N' equal
   * to (v1-v2)%(v1-v3).
   */
  csPlane3 (const csVector3& v1, const csVector3& v2, const csVector3& v3);

  /**
   * Initialize the plane through 0 and the two given points. If the plane
   * is expressed as (N,D) with N the A,B,C components of the plane then
   * this will initialize the plane to (v2%v3,0).
   */
  csPlane3 (const csVector3& v2, const csVector3& v3)
  {
    norm = v2 % v3; DD = 0;
  }

  /**
   * Compare two planes
   */
  bool operator==(const csPlane3& other) const
  {
    return (norm * other.norm) > 0.999f && fabsf(DD - other.DD) < 0.001f;
  }

  /// Return the normal vector of this plane.
  inline csVector3& Normal () { return norm; }
  /// Return the normal vector of this plane.
  inline const csVector3& Normal () const { return norm; }

  /// Return the A component of this plane.
  inline float A () const { return norm.x; }
  /// Return the B component of this plane.
  inline float B () const { return norm.y; }
  /// Return the C component of this plane.
  inline float C () const { return norm.z; }
  /// Return the D component of this plane.
  inline float D () const { return DD; }

  /// Return the A component of this plane.
  inline float& A () { return norm.x; }
  /// Return the B component of this plane.
  inline float& B () { return norm.y; }
  /// Return the C component of this plane.
  inline float& C () { return norm.z; }
  /// Return the D component of this plane.
  inline float& D () { return DD; }

  /// Return the normal of this plane.
  inline const csVector3& GetNormal () const { return norm; }

  /// Set the value of the four plane components.
  inline void Set (float a, float b, float c, float d)
  { norm.x = a; norm.y = b; norm.z = c; DD = d; }

  /// Set the value of the plane using a normal and D component.
  inline void Set (const csVector3& normal, float d)
  { norm = normal; DD = d; }

  /**
   * Initialize the plane through the three given points. If the plane
   * is expressed as (N,D) with N the A,B,C components of the plane then
   * this will initialize the plane to (N',-N'*v1) with N' equal
   * to (v1-v2)%(v1-v3).
   */
  void Set (const csVector3& v1, const csVector3& v2, const csVector3& v3);

  /**
   * Initialize the plane through 0 and the two given points. If the plane
   * is expressed as (N,D) with N the A,B,C components of the plane then
   * this will initialize the plane to (v2%v3,0).
   */
  inline void Set (const csVector3& v2, const csVector3& v3)
  {
    norm = v2 % v3; DD = 0;
  }

  /**
   * Set one point ("origin") through which the plane goes.
   * This is equal to setting DD = -N'*p where N' is the normal
   */
  inline void SetOrigin (const csVector3& p)
  {
    DD = -norm * p;
  }

  /**
   * Classify the given vector with regards to this plane. If the plane
   * is expressed as (N,D) with N the A,B,C components of the plane then
   * this will calculate and return N*pt+D. Note that in the Crystal Space
   * engine this function will return negative if used on the visible
   * side of a polygon. i.e. if you take the world space plane of the polygon,
   * then Classify() will return a negative value if the camera is located
   * at a point from which you can see the polygon. Back-face culling
   * will make the polygon invisible on the other side.
   */
  inline float Classify (const csVector3& pt) const { return norm*pt+DD; }

  /**
   * This static function classifies a vector with regards to four given plane
   * components. This will calculate and return A*pt.x+B*pt.y+C*pt.z+D.
   */
  static float Classify (float A, float B, float C, float D,
                         const csVector3& pt)
  {
    return A*pt.x + B*pt.y + C*pt.z + D;
  }

  /**
   * Compute the distance from the given vector to this plane.
   * This function assumes that 'norm' is a unit vector.  If not, the function
   * returns distance times the magnitude of 'norm'. This function corresponds
   * exactly to the absolute value of Classify().
   */
  inline float Distance (const csVector3& pt) const
  { return ABS (Classify (pt)); }

  /**
   * Reverses the direction of the plane while maintaining the plane itself.
   * This will basically reverse the result of Classify().
   */
  inline void Invert () { norm = -norm;  DD = -DD; }
  
  /// Return the same plane with inverted direction
  inline csPlane3 Inverse() const { csPlane3 p (*this); p.Invert(); return p; }

  /**
   * Normalizes the plane equation so that 'norm' is a unit vector.
   */
  inline void Normalize ()
  {
    float f = norm.Norm ();
    if (f) { norm /= f;  DD /= f; }
  }

  /**
   * Find a point on this plane.
   */
  csVector3 FindPoint () const;

  //@{
  /** 
   * Project a point onto this plane
   */
  csVector3 ProjectOnto(const csVector3& p);
  csVector3 ProjectOnto (const csVector3& p) const
  {
    // @@@ Kludge - needed since ProjectOnto() modifies the plane
    csPlane3 thisNonConst (*this);
    return thisNonConst.ProjectOnto (p);
  }
  //@}

  /**
   * Calculate two orthogonal points on the plane given by
   * the normal 'norm' and going through the origin. This gives an
   * axis on that plane.
   */
  static void FindOrthogonalPoints (const csVector3& norm,
      csVector3& p, csVector3& q);

  /**
   * Clip the polygon in pverts (having num_verts vertices) to this plane.
   * Method returns true if there is something visible, false otherwise.
   * Note that this function returns a pointer to a static array in csPlane3.
   * The contents of this array will only be valid until the next call to
   * ClipPolygon. Normally this function will consider the polygon visible
   * if it is on the negative side of the plane (Classify()). If 'reversed'
   * is set to true then the positive side will be used instead.
   */
  bool ClipPolygon (csVector3*& pverts, int& num_verts, bool reversed = false);

  /**
   * Clip the polygon in \p InVerts (having \p InCount vertices) to this plane.
   * Method returns one of #CS_CLIP_OUTSIDE, #CS_CLIP_INSIDE, 
   * #CS_CLIP_CLIPPED depending on whether all, none or some vertices were 
   * clipped.
   * If the polygon is clipped, the resulting polygon is returned in 
   * \p OutPolygon and the number of vertices in \p OutCount. 
   * \p OutCount must be initialized with the maximum number 
   * of output vertices. \p OutStatus will return additional information for 
   * clipped vertices.
   * Normally this function will consider the polygon visible
   * if it is on the negative side of the plane (Classify()). If \p reversed
   * is set to true then the positive side will be used instead.
   */
  uint8 ClipPolygon (const csVector3* InVerts, size_t InCount,
    csVector3* OutPolygon, size_t& OutCount, csVertexStatus* OutStatus,
    bool reversed = false) const;

  /// Return a textual representation of the plane in the form "aa,bb,cc,dd".
  csString Description() const;
  
  /**
   * Transform plane by the given matrix. For a correct result, \a m_inv_t
   * must be the transposed inverse of the matrix by which you want to
   * actually transform.
   */
  inline friend csPlane3 operator* (const CS::Math::Matrix4& m_inv_t,
                                    const csPlane3& p)
  {
    csVector4 v (p.norm, p.DD);
    v = m_inv_t * v;
    return csPlane3 (v.x, v.y, v.z, v.w);
  }
};

/** @} */

#endif // __CS_PLANE3_H__