This file is indexed.

/usr/include/osg/Sequence 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
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
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
/* -*-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_SEQUENCE
#define OSG_SEQUENCE 1

#include <osg/Group>

namespace osg
{

/** Sequence is a Group node which allows automatic, time based
switching between children.
*/
class OSG_EXPORT Sequence : public Group
{
    public :

        Sequence();

        /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
        Sequence(const Sequence&, const CopyOp& copyop=CopyOp::SHALLOW_COPY);

        META_Node(osg, Sequence);

        virtual void traverse(NodeVisitor& nv);

        // the relationship between the _frameTime vector and the _children
        // vector is a bit of a mess.  This is how it was in previous versions,
        // and there's no way out of it if upward compatibility needs to be
        // maintained.  New code should set defaultTime and use addChild, and
        // not mess with the setTime method

        virtual bool addChild( Node *child);

        virtual bool addChild( Node *child, double t);

        virtual bool insertChild( unsigned int index, Node *child);

        virtual bool insertChild( unsigned int index, Node *child, double t);

        virtual bool removeChild( Node *child );

        virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove);


        /** value is which child node is to be displayed */
        void setValue(int value) { _value = value ; }
        int getValue() const { return _value; }

        /** Set time in seconds for child. */
        void setTime(unsigned int frame, double t);

        /** Get time for child. */
        double getTime(unsigned int frame) const;

        /** Set the time list for children. */
        void setTimeList(const std::vector<double>& timeList) { _frameTime = timeList; }

        /** Get the time list for children. */
        const std::vector<double>& getTimeList() const { return _frameTime; }

        /** Set default time in seconds for new child.
            if t<0, t=0 */
        void setDefaultTime(double t) {_defaultTime = (t<0.?0.:t);}

        /** Get default time in seconds for new child. */
        double getDefaultTime(void) const {return _defaultTime;};

        /** Set time of last frame of last loop, in seconds.
            if t<= 0, then ignored */
        void setLastFrameTime(double t) {_lastFrameTime = (t<0.?0.:t);}

        /** Get last frame time in seconds */
        double getLastFrameTime(void) const {return _lastFrameTime;};

        /** Get number of frames */
        inline unsigned int getNumFrames() const { return _frameTime.size(); }

        /** Interval modes. 'Loop' repeats frames 1-N; 'swing' repeats 1->N, (N-1)->1. */
        enum LoopMode
        {
            LOOP,
            SWING
        };

        /** Set sequence mode. */
        void setLoopMode(LoopMode mode) { _loopMode = mode; _value = -1; }

        /** Get sequence mode. */
        LoopMode getLoopMode() const { return _loopMode; }

        /** Set interval beginning. */
        void setBegin(int begin) { _begin = begin; _value = -1; }

        /** Get interval beginning. */
        int getBegin() const { return _begin; }

        /** Set interval ending. */
        void setEnd(int end) { _end = end; _value = -1; }

        /** Get interval ending. */
        int getEnd() const { return _end; }

        /** Set sequence mode & interval (range of children to be displayed). */
        void setInterval(LoopMode mode, int begin, int end);

        /** Get sequence mode & interval. */
        inline void getInterval(LoopMode& mode, int& begin, int& end) const
        {
            mode = _loopMode;
            begin = _begin;
            end = _end;
        }

        /** Set speed. */
        void setSpeed(float speed) { _speed = speed; }

        /** Get speed. */
        float getSpeed() const { return _speed; }

        /** Set number of repeats. */
        void setNumRepeats(int nreps) { _nreps = (nreps<0?-1:nreps); _nrepsRemain = _nreps; }

        /** Get number of repeats. */
        int getNumRepeats() const { return _nreps; }

        /** Set duration: speed-up & number of repeats */
        void setDuration(float speed, int nreps = -1);

        /** Get duration & number of repeats. */
        inline void getDuration(float& speed, int& nreps) const
        {
            speed = _speed;
            nreps = _nreps;
        }

        /** Sequence modes. */
        enum SequenceMode
        {
            START,
            STOP,
            PAUSE,
            RESUME
        };

        /** Set sequence mode. Start/stop & pause/resume. */
        void setMode(SequenceMode mode);

        /** Get sequence mode. */
        inline SequenceMode getMode() const { return _mode; }

        /** If false (default), frames will not be sync'd to frameTime.  If
            true, frames will be sync'd to frameTime. */
        void setSync(bool sync) { _sync = sync; }

        /** Get sync value */
        bool getSync() const { return _sync; }

        /** If true, show no child nodes after stopping */
        void setClearOnStop(bool clearOnStop) { _clearOnStop = clearOnStop; }

        /** Get whether to show no child nodes after stopping */
        bool getClearOnStop() const { return _clearOnStop; }

    protected :

        virtual ~Sequence() {}

        // get next _value in sequence
        int _getNextValue(void) ;

        // update local variables
        void _update(void) ;

        // init to -1 to mean "restart"
        int _value;

        // current time, set by traverse
        double _now ;

        // time this frame started.  init to -1.0f- means get current time
        double _start;

        // a vector of frame times, one per value
        std::vector<double> _frameTime;

        // the total time for one sequence, from BEGIN to END
        double _totalTime ;

        // true if _totalTime needs to be recalculated because setTime or
        // setInterval was invoked, or a new child was added
        bool _resetTotalTime ;

        // store "loop mde", either LOOP or SWING
        // init to LOOP- set by setInterval
        LoopMode _loopMode;

        // first and last "values" to sequence through
        // begin inits to 0
        // end inits to -1- means to init to number of values
        int _begin, _end;

        // multiplier of real-time clock- set to N to go N times faster
        // init to 0- going nowhere
        float _speed;

        // _nreps: how many times to repeat- default param is -1, repeat forever
        // init to 0, no repetitions
        // _nrepsRemain: set to nreps and counts down every traversal,
        // stopping when it gets to zero.  init to 0
        int _nreps, _nrepsRemain;

        // frame step (are we stepping forward or backward?)
        int _step;

        // default frame time for newly created frames or children- default is 1.
        // set by setDefaultTime
        double _defaultTime ;

        // special time to display last frame of last loop
        // <= zero means to not do anything special
        double _lastFrameTime ;

        // save the actual time of the last frame, and what value was stored
        double _saveRealLastFrameTime ;
        unsigned int _saveRealLastFrameValue ;

        // the current mode
        SequenceMode _mode;

        // the current sync value
        bool _sync ;

        // the current clearOnStop value
        bool _clearOnStop ;

};

}

#endif