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// This file is generated by WOK (CPPExt).
// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to 
// this header file considered to be the "object code" form of the original source.

#ifndef _SelectMgr_SelectableObject_HeaderFile
#define _SelectMgr_SelectableObject_HeaderFile

#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_SelectMgr_SelectableObject.hxx>

#include <SelectMgr_SequenceOfSelection.hxx>
#include <Standard_Integer.hxx>
#include <Standard_Boolean.hxx>
#include <Handle_Prs3d_Presentation.hxx>
#include <PrsMgr_PresentableObject.hxx>
#include <PrsMgr_TypeOfPresentation3d.hxx>
#include <Handle_SelectMgr_Selection.hxx>
#include <PrsMgr_PresentationManager3d.hxx>
#include <Quantity_NameOfColor.hxx>
#include <Handle_SelectMgr_EntityOwner.hxx>
#include <Handle_PrsMgr_PresentationManager.hxx>
class Prs3d_Presentation;
class Standard_NotImplemented;
class SelectMgr_Selection;
class SelectMgr_SequenceOfOwner;
class SelectMgr_EntityOwner;
class PrsMgr_PresentationManager;


//! A framework to supply the structure of the object to be
//! selected. At the first pick, this structure is created by
//! calling the appropriate algorithm and retaining this
//! framework for further picking.
//! This abstract framework is inherited in Application
//! Interactive Services (AIS), notably in AIS_InteractiveObject.
//! Consequently, 3D selection should be handled by the
//! relevant daughter classes and their member functions
//! in AIS. This is particularly true in the creation of new interactive objects.
class SelectMgr_SelectableObject : public PrsMgr_PresentableObject
{

public:

  
  //! Recovers and calculates any sensitive primitive,
  //! aSelection, available in Shape mode, specified by
  //! aMode. As a rule, these are sensitive faces.
  //! This method is defined as virtual. This enables you to
  //! implement it in the creation of a new class of AIS
  //! Interactive Object. You need to do this and in so
  //! doing, redefine this method, if you create a class
  //! which enriches the list of signatures and types.
  Standard_EXPORT virtual   void ComputeSelection (const Handle(SelectMgr_Selection)& aSelection, const Standard_Integer aMode)  = 0;
  
  //! defines the number of different modes of selection
  //! (or decomposition) for an Object.
  Standard_EXPORT virtual   Standard_Integer NbPossibleSelection()  const;
  
  //! re-computes the sensitive primitives for all modes
  Standard_EXPORT   void UpdateSelection() ;
  
  //! re-computes the sensitive primitives which correspond to
  //! the <amode>th selection mode.
  Standard_EXPORT   void UpdateSelection (const Standard_Integer aMode) ;
  
  //! Adds the selection aSelection with the selection mode
  //! index aMode to this framework.
  Standard_EXPORT   void AddSelection (const Handle(SelectMgr_Selection)& aSelection, const Standard_Integer aMode) ;
  
  //! Empties all the selections in the SelectableObject
  //! <update> parameter defines whether all object's
  //! selections should be flagged for further update or not.
  //! This improved method can be used to recompute an
  //! object's selection (without redisplaying the object
  //! completely) when some selection mode is activated not for the first time.
  Standard_EXPORT   void ClearSelections (const Standard_Boolean update = Standard_False) ;
  
  //! Returns the selection Selection having the selection mode aMode.
  Standard_EXPORT  const  Handle(SelectMgr_Selection)& Selection (const Standard_Integer aMode)  const;
  
  //! Returns true if a selection corresponding to the
  //! selection mode aMode is present in this framework.
  Standard_EXPORT   Standard_Boolean HasSelection (const Standard_Integer aMode)  const;
  
  //! Begins the iteration scanning for sensitive primitives.
      void Init() ;
  
  //! Continues the iteration scanning for sensitive primitives.
      Standard_Boolean More()  const;
  
  //! Continues the iteration scanning for sensitive primitives.
      void Next() ;
  
  //! Returns the current selection in this framework.
     const  Handle(SelectMgr_Selection)& CurrentSelection()  const;
  
  Standard_EXPORT   void ResetTransformation() ;
  
  //! Recomputes the location of the selection aSelection.
  Standard_EXPORT virtual   void UpdateTransformation() ;
  
  //! Updates locations in all sensitive entities from <aSelection>
  //! and in corresponding entity owners.
  Standard_EXPORT virtual   void UpdateTransformations (const Handle(SelectMgr_Selection)& aSelection) ;
  
  //! Method which draws selected owners ( for fast presentation draw )
  Standard_EXPORT virtual   void HilightSelected (const Handle(PrsMgr_PresentationManager3d)& PM, const SelectMgr_SequenceOfOwner& Seq) ;
  
  //! Method which clear all selected owners belonging
  //! to this selectable object ( for fast presentation draw )
  Standard_EXPORT virtual   void ClearSelected() ;
  
  //! Method which hilight an owner belonging to
  //! this selectable object  ( for fast presentation draw )
  Standard_EXPORT virtual   void HilightOwnerWithColor (const Handle(PrsMgr_PresentationManager3d)& thePM, const Quantity_NameOfColor theColor, const Handle(SelectMgr_EntityOwner)& theOwner) ;
  
  //! If returns True, the old mechanism for highlighting
  //! selected objects is used (HilightSelected Method may be empty).
  //! If returns False, the HilightSelected method will be
  //! fully responsible for highlighting selected entity
  //! owners belonging to this selectable object.
  Standard_EXPORT virtual   Standard_Boolean IsAutoHilight()  const;
  
  //! Set AutoHilight property to true or false
  //! Sets  up  Transform  Persistence Mode  for  this  object
  Standard_EXPORT virtual   void SetAutoHilight (const Standard_Boolean newAutoHilight) ;
  
  Standard_EXPORT   Handle(Prs3d_Presentation) GetHilightPresentation (const Handle(PrsMgr_PresentationManager3d)& TheMgr) ;
  
  Standard_EXPORT   Handle(Prs3d_Presentation) GetSelectPresentation (const Handle(PrsMgr_PresentationManager3d)& TheMgr) ;
  
  //! Set Z layer ID and update all presentations of
  //! the selectable object. The layer can be set only for displayed object.
  //! If all object presentations are removed, the layer ID will be set to
  //! default value when computing presentation. The layers mechanism allows
  //! drawing objects in higher layers in overlay of objects in lower layers.
  Standard_EXPORT virtual   void SetZLayer (const Handle(PrsMgr_PresentationManager)& thePrsMgr, const Standard_Integer theLayerId) ;




  DEFINE_STANDARD_RTTI(SelectMgr_SelectableObject)

protected:

  
  Standard_EXPORT SelectMgr_SelectableObject(const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d = PrsMgr_TOP_AllView);

  SelectMgr_SequenceOfSelection myselections;


private: 


  Standard_Integer mycurrent;
  Standard_Boolean myAutoHilight;
  Handle(Prs3d_Presentation) mySelectionPrs;
  Handle(Prs3d_Presentation) myHilightPrs;


};


#include <SelectMgr_SelectableObject.lxx>





#endif // _SelectMgr_SelectableObject_HeaderFile