This file is indexed.

/usr/include/fox-1.6/FXVec3d.h is in libfox-1.6-dev 1.6.50-1.

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
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
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
/********************************************************************************
*                                                                               *
*       D o u b l e - P r e c i s i o n   3 - E l e m e n t   V e c t o r       *
*                                                                               *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp.   All Rights Reserved.        *
*********************************************************************************
* 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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.    *
*********************************************************************************
* $Id: FXVec3d.h,v 1.22 2006/01/22 17:58:12 fox Exp $                           *
********************************************************************************/
#ifndef FXVEC3D_H
#define FXVEC3D_H


namespace FX {


class FXMat3d;
class FXMat4d;


/// Double-precision 3-element vector
class FXAPI FXVec3d {
public:
  FXdouble x;
  FXdouble y;
  FXdouble z;
public:

  /// Default constructor
  FXVec3d(){}

  /// Initialize from another vector
  FXVec3d(const FXVec3d& v){x=v.x;y=v.y;z=v.z;}

  /// Initialize from array of doubles
  FXVec3d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];}

  /// Initialize with components
  FXVec3d(FXdouble xx,FXdouble yy,FXdouble zz=1.0){x=xx;y=yy;z=zz;}

  /// Initialize with color
  FXVec3d(FXColor color);

  /// Return a non-const reference to the ith element
  FXdouble& operator[](FXint i){return (&x)[i];}

  /// Return a const reference to the ith element
  const FXdouble& operator[](FXint i) const {return (&x)[i];}

  /// Assign color
  FXVec3d& operator=(FXColor color);

  /// Assignment
  FXVec3d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}

  /// Assignment from array of doubles
  FXVec3d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}

  /// Set value from another vector
  FXVec3d& set(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}

  /// Set value from array of floats
  FXVec3d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}

  /// Set value from components
  FXVec3d& set(FXdouble xx,FXdouble yy,FXdouble zz){x=xx;y=yy;z=zz;return *this;}

  /// Assigning operators
  FXVec3d& operator*=(FXdouble n){x*=n;y*=n;z*=n;return *this;}
  FXVec3d& operator/=(FXdouble n){x/=n;y/=n;z/=n;return *this;}
  FXVec3d& operator+=(const FXVec3d& v){x+=v.x;y+=v.y;z+=v.z;return *this;}
  FXVec3d& operator-=(const FXVec3d& v){x-=v.x;y-=v.y;z-=v.z;return *this;}

  /// Conversions
  operator FXdouble*(){return &x;}
  operator const FXdouble*() const {return &x;}
  operator FXVec2d&(){return *reinterpret_cast<FXVec2d*>(this);}
  operator const FXVec2d&() const {return *reinterpret_cast<const FXVec2d*>(this);}

  /// Convert to color
  operator FXColor() const;

  /// Unary
  FXVec3d operator+() const { return *this; }
  FXVec3d operator-() const { return FXVec3d(-x,-y,-z); }

  /// Vector and vector
  FXVec3d operator+(const FXVec3d& v) const { return FXVec3d(x+v.x,y+v.y,z+v.z); }
  FXVec3d operator-(const FXVec3d& v) const { return FXVec3d(x-v.x,y-v.y,z-v.z); }

  /// Vector and matrix
  FXVec3d operator*(const FXMat3d& m) const;
  FXVec3d operator*(const FXMat4d& m) const;

  /// Scaling
  friend inline FXVec3d operator*(const FXVec3d& a,FXdouble n);
  friend inline FXVec3d operator*(FXdouble n,const FXVec3d& a);
  friend inline FXVec3d operator/(const FXVec3d& a,FXdouble n);
  friend inline FXVec3d operator/(FXdouble n,const FXVec3d& a);

  /// Dot product
  FXdouble operator*(const FXVec3d& v) const { return x*v.x+y*v.y+z*v.z; }

  /// Cross product
  FXVec3d operator^(const FXVec3d& v) const { return FXVec3d(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x); }

  /// Test if zero
  bool operator!() const { return x==0.0 && y==0.0 && z==0.0; }

  /// Equality tests
  bool operator==(const FXVec3d& v) const { return x==v.x && y==v.y && z==v.z; }
  bool operator!=(const FXVec3d& v) const { return x!=v.x || y!=v.y || z!=v.z; }

  friend inline bool operator==(const FXVec3d& a,FXdouble n);
  friend inline bool operator!=(const FXVec3d& a,FXdouble n);
  friend inline bool operator==(FXdouble n,const FXVec3d& a);
  friend inline bool operator!=(FXdouble n,const FXVec3d& a);

  /// Inequality tests
  bool operator<(const FXVec3d& v) const { return x<v.x && y<v.y && z<v.z; }
  bool operator<=(const FXVec3d& v) const { return x<=v.x && y<=v.y && z<=v.z; }
  bool operator>(const FXVec3d& v) const { return x>v.x && y>v.y && z>v.z; }
  bool operator>=(const FXVec3d& v) const { return x>=v.x && y>=v.y && z>=v.z; }

  friend inline bool operator<(const FXVec3d& a,FXdouble n);
  friend inline bool operator<=(const FXVec3d& a,FXdouble n);
  friend inline bool operator>(const FXVec3d& a,FXdouble n);
  friend inline bool operator>=(const FXVec3d& a,FXdouble n);

  friend inline bool operator<(FXdouble n,const FXVec3d& a);
  friend inline bool operator<=(FXdouble n,const FXVec3d& a);
  friend inline bool operator>(FXdouble n,const FXVec3d& a);
  friend inline bool operator>=(FXdouble n,const FXVec3d& a);

  /// Length and square of length
  FXdouble length2() const { return x*x+y*y+z*z; }
  FXdouble length() const { return sqrt(length2()); }

  /// Clamp values of vector between limits
  FXVec3d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);return *this;}

  /// Lowest or highest components
  friend inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b);
  friend inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b);

  /// Compute normal from three points a,b,c
  friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);

  /// Compute approximate normal from four points a,b,c,d
  friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);

  /// Normalize vector
  friend FXAPI FXVec3d normalize(const FXVec3d& v);

  /// Save vector to a stream
  friend FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);

  /// Load vector from a stream
  friend FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);
  };


inline FXVec3d operator*(const FXVec3d& a,FXdouble n){return FXVec3d(a.x*n,a.y*n,a.z*n);}
inline FXVec3d operator*(FXdouble n,const FXVec3d& a){return FXVec3d(n*a.x,n*a.y,n*a.z);}
inline FXVec3d operator/(const FXVec3d& a,FXdouble n){return FXVec3d(a.x/n,a.y/n,a.z/n);}
inline FXVec3d operator/(FXdouble n,const FXVec3d& a){return FXVec3d(n/a.x,n/a.y,n/a.z);}

inline bool operator==(const FXVec3d& a,FXdouble n){return a.x==n && a.y==n && a.z==n;}
inline bool operator!=(const FXVec3d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n;}
inline bool operator==(FXdouble n,const FXVec3d& a){return n==a.x && n==a.y && n==a.z;}
inline bool operator!=(FXdouble n,const FXVec3d& a){return n!=a.x || n!=a.y || n!=a.z;}

inline bool operator<(const FXVec3d& a,FXdouble n){return a.x<n && a.y<n && a.z<n;}
inline bool operator<=(const FXVec3d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n;}
inline bool operator>(const FXVec3d& a,FXdouble n){return a.x>n && a.y>n && a.z>n;}
inline bool operator>=(const FXVec3d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n;}

inline bool operator<(FXdouble n,const FXVec3d& a){return n<a.x && n<a.y && n<a.z;}
inline bool operator<=(FXdouble n,const FXVec3d& a){return n<=a.x && n<=a.y && n<=a.z;}
inline bool operator>(FXdouble n,const FXVec3d& a){return n>a.x && n>a.y && n>a.z;}
inline bool operator>=(FXdouble n,const FXVec3d& a){return n>=a.x && n>=a.y && n>=a.z;}

inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z));}
inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z));}

extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);

extern FXAPI FXVec3d normalize(const FXVec3d& v);

extern FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);
extern FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);

}

#endif