This file is indexed.

/usr/include/vtk-5.10/vtkProjectedTerrainPath.h is in libvtk5-dev 5.10.1+dfsg-2.1build1.

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
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkProjectedTerrainPath.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
// .NAME vtkProjectedTerrainPath - project a polyline onto a terrain
// .SECTION Description
// vtkProjectedTerrainPath projects an input polyline onto a terrain. (The
// terrain is defined by a 2D height image and is the second input to the
// filter.) The polyline projection is controlled via several modes as
// follows. 1) Simple mode projects the polyline points onto the terrain,
// taking into account the height offset instance variable. 2) Non-occluded
// mode insures that no parts of the polyline are occluded by the terrain
// (e.g. a line passes through a mountain). This may require recursive
// subdivision of the polyline. 3) Hug mode insures that the polyine points
// remain within a constant distance from the surface. This may also require
// recursive subdivision of the polyline. Note that both non-occluded mode
// and hug mode also take into account the height offset, so it is possible 
// to create paths that hug terrain a certain distance above it. To use this
// filter, define two inputs: 1) a polyline, and 2) an image whose scalar
// values represent a height field. Then specify the mode, and the height
// offset to use.
//
// An description of the algorithm is as follows. The filter begins by
// projecting the polyline points to the image (offset by the specified
// height offset).  If the mode is non-occluded or hug, then the maximum
// error along each line segment is computed and placed into a priority
// queue. Each line segment is then split at the point of maximum error, and
// the two new line segments are evaluated for maximum error. This process
// continues until the line is not occluded by the terrain (non-occluded
// mode) or satisfies the error on variation from the surface (hug
// mode). (Note this process is repeated for each polyline in the
// input. Also, the maximum error is computed in two parts: a maximum
// positive error and maximum negative error. If the polyline is above the
// terrain--i.e., the height offset is positive--in non-occluded or hug mode
// all negative errors are eliminated. If the polyline is below the
// terrain--i.e., the height offset is negative--in non-occluded or hug mode
// all positive errors are eliminated.)
// 
// .SECTION Caveats
// This algorithm requires the entire input image to be in memory, hence it 
// may not work for extremely large images. 
//
// The input height image is assumed to be positioned in the x-y plane so the
// scalar value is the z-coordinate, height value.
//
// A priority queue is used so that the 1) the total number of line segments
// can be controlled, and 2) the algorithm can terminate when the errors in
// the queue are less than the specified error tolerance.
//
// .SECTION See Also
// vtkGreedyTerrainDecimation

#ifndef __vtkProjectedTerrainPath_h
#define __vtkProjectedTerrainPath_h

#include "vtkPolyDataAlgorithm.h"

class vtkPriorityQueue;
class vtkImageData;
class vtkEdgeList;
class vtkPoints;

class VTK_HYBRID_EXPORT vtkProjectedTerrainPath : public vtkPolyDataAlgorithm
{
public:
  // Description:
  // Standard methids for printing and determining type information.
  vtkTypeMacro(vtkProjectedTerrainPath,vtkPolyDataAlgorithm);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Instantiate the class.
  static vtkProjectedTerrainPath* New();

  // Description:
  // Specify the second input (the terrain) onto which the polyline(s) should
  // be projected.
  void SetSource(vtkImageData *source);
  vtkImageData *GetSource();

//BTX
  enum {SIMPLE_PROJECTION=0,NONOCCLUDED_PROJECTION,HUG_PROJECTION};
//ETX

  // Description:
  // Determine how to control the projection process. Simple projection
  // just projects the original polyline points. Non-occluded projection
  // insures that the polyline does not intersect the terrain surface.
  // Hug projection is similar to non-occulded projection except that
  // produces a path that is nearly parallel to the terrain (within the
  // user specified height tolerance).
  vtkSetClampMacro(ProjectionMode,int,SIMPLE_PROJECTION,HUG_PROJECTION);
  vtkGetMacro(ProjectionMode,int);
  void SetProjectionModeToSimple() 
    {this->SetProjectionMode(SIMPLE_PROJECTION);}
  void SetProjectionModeToNonOccluded() 
    {this->SetProjectionMode(NONOCCLUDED_PROJECTION);}
  void SetProjectionModeToHug() 
    {this->SetProjectionMode(HUG_PROJECTION);}

  // Description:
  // This is the height above (or below) the terrain that the projected
  // path should be. Positive values indicate distances above the terrain;
  // negative values indicate distances below the terrain. 
  vtkSetMacro(HeightOffset,double);
  vtkGetMacro(HeightOffset,double);

  // Description:
  // This is the allowable variation in the altitude of the path
  // with respect to the variation in the terrain. It only comes
  // into play if the hug projection mode is enabled.
  vtkSetClampMacro(HeightTolerance,double,0.0,VTK_LARGE_FLOAT);
  vtkGetMacro(HeightTolerance,double);

  // Description:
  // This instance variable can be used to limit the total number of line
  // segments created during subdivision. Note that the number of input line
  // segments will be the minimum number that cab be output.
  vtkSetClampMacro(MaximumNumberOfLines,vtkIdType,1,VTK_LARGE_ID);
  vtkGetMacro(MaximumNumberOfLines,vtkIdType);

protected:
  vtkProjectedTerrainPath();
  ~vtkProjectedTerrainPath();

  virtual int RequestData(vtkInformation *, vtkInformationVector **, 
                          vtkInformationVector *);
  virtual int FillInputPortInformation(int port, vtkInformation *info);

  // Supporting methods
  void GetImageIndex(double x[3], double loc[2], int ij[2]);
  double GetHeight(double loc[2], int ij[2]);
  void ComputeError(vtkIdType edgeId);
  void RemoveOcclusions();
  void HugTerrain();
  void SplitEdge(vtkIdType eId, double t);

  //ivars that the API addresses
  int       ProjectionMode;
  double    HeightOffset;
  double    HeightTolerance;
  vtkIdType MaximumNumberOfLines;

  //Bookeeping arrays
  int          Dimensions[3];
  int          Extent[6];
  double       Origin[3];
  double       Spacing[3];
  vtkDataArray *Heights;
  vtkPoints    *Points;
  vtkIdType    NumLines;

  //Errors above/below terrain. In both instances, negative values are 
  //inserted because the priority queue puts smallest values on top.
  vtkPriorityQueue *PositiveLineError; //errors above terrain
  vtkPriorityQueue *NegativeLineError; //errors below terrain

  //This is a PIMPL'd vector representing edges
  vtkEdgeList *EdgeList;

private:
  vtkProjectedTerrainPath(const vtkProjectedTerrainPath&);  // Not implemented.
  void operator=(const vtkProjectedTerrainPath&);  // Not implemented.

};

#endif