This file is indexed.

/usr/include/osg/AutoTransform is in libopenscenegraph-dev 3.2.1-7ubuntu4.

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
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * 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
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_AUTOTRANSFORM
#define OSG_AUTOTRANSFORM 1

#include <osg/Group>
#include <osg/Transform>
#include <osg/Quat>
#include <osg/Viewport>

namespace osg {

/** AutoTransform is a derived form of Transform that automatically
  * scales or rotates to keep its children aligned with screen coordinates.
*/
class OSG_EXPORT AutoTransform : public Transform
{
    public :
        AutoTransform();

        AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);

        virtual osg::Object* cloneType() const { return new AutoTransform (); }
        virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new AutoTransform (*this,copyop); }
        virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const AutoTransform *>(obj)!=NULL; }
        virtual const char* className() const { return "AutoTransform"; }
        virtual const char* libraryName() const { return "osg"; }

        virtual void accept(NodeVisitor& nv);

        virtual AutoTransform* asAutoTransform() { return this; }
        virtual const AutoTransform* asAutoTransform() const { return this; }

        inline void setPosition(const Vec3d& pos) { _position = pos; _matrixDirty=true; dirtyBound(); }
        inline const Vec3d& getPosition() const { return _position; }


        inline void setRotation(const Quat& quat) { _rotation = quat; _matrixDirty=true; dirtyBound(); }
        inline const Quat& getRotation() const { return _rotation; }

        inline void setScale(double scale) { setScale(osg::Vec3(scale,scale,scale)); }

        void setScale(const Vec3d& scale);
        inline const Vec3d& getScale() const { return _scale; }

        void setMinimumScale(double minimumScale) { _minimumScale = minimumScale; }
        double getMinimumScale() const { return _minimumScale; }

        void setMaximumScale(double maximumScale) { _maximumScale = maximumScale; }
        double getMaximumScale() const { return _maximumScale; }

        inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; _matrixDirty=true; dirtyBound(); }
        inline const Vec3d& getPivotPoint() const { return _pivotPoint; }


        void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; }
        float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; }


        enum AutoRotateMode
        {
            NO_ROTATION,
            ROTATE_TO_SCREEN,
            ROTATE_TO_CAMERA,
            ROTATE_TO_AXIS
        };

        void setAutoRotateMode(AutoRotateMode mode);

        AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; }

        /** Set the rotation axis for the AutoTransform's child nodes.
          * Only utilized when _autoRotateMode==ROTATE_TO_AXIS. */
        void setAxis(const Vec3& axis);
        /** Get the rotation axis. */
        inline const Vec3& getAxis() const { return _axis; }

        /** This normal defines child Nodes' front face direction when unrotated. */
        void setNormal(const Vec3& normal);
        /** Get the front face direction normal. */
        inline const Vec3& getNormal() const { return _normal; }

        void setAutoScaleToScreen(bool autoScaleToScreen) { _autoScaleToScreen = autoScaleToScreen; _matrixDirty=true; }

        bool getAutoScaleToScreen() const { return _autoScaleToScreen; }

        void setAutoScaleTransitionWidthRatio(float ratio) { _autoScaleTransitionWidthRatio = ratio; }
        float getAutoScaleTransitionWidthRatio() const { return _autoScaleTransitionWidthRatio; }


        virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;

        virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;

        virtual BoundingSphere computeBound() const;


    protected :

        virtual ~AutoTransform() {}

        Vec3d                           _position;
        Vec3d                           _pivotPoint;
        double                          _autoUpdateEyeMovementTolerance;

        AutoRotateMode                  _autoRotateMode;

        bool                            _autoScaleToScreen;

        mutable Quat                    _rotation;
        mutable Vec3d                   _scale;
        mutable bool                    _firstTimeToInitEyePoint;
        mutable osg::Vec3               _previousEyePoint;
        mutable osg::Vec3               _previousLocalUp;
        mutable Viewport::value_type    _previousWidth;
        mutable Viewport::value_type    _previousHeight;
        mutable osg::Matrixd            _previousProjection;
        mutable osg::Vec3d              _previousPosition;

        double                          _minimumScale;
        double                          _maximumScale;
        double                          _autoScaleTransitionWidthRatio;

        void computeMatrix() const;

        mutable bool                    _matrixDirty;
        mutable osg::Matrixd            _cachedMatrix;

        enum AxisAligned
        {
            AXIAL_ROT_X_AXIS=ROTATE_TO_AXIS+1,
            AXIAL_ROT_Y_AXIS,
            AXIAL_ROT_Z_AXIS,
            CACHE_DIRTY
        };

        Vec3                            _axis;
        Vec3                            _normal;

        // used internally as cache of which what _axis is aligned to help
        // decide which method of rotation to use.
        int                             _cachedMode;
        Vec3                            _side;
        void updateCache();

};

}

#endif