This file is indexed.

/usr/include/osgSim/LightPoint is in libopenscenegraph-dev 3.2.1-6.

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
/* -*-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 OSGSIM_LIGHTPOINT
#define OSGSIM_LIGHTPOINT 1

#include <osgSim/Export>
#include <osgSim/Sector>
#include <osgSim/BlinkSequence>

#include <osg/Quat>
#include <osg/Vec3>
#include <osg/Vec4>

namespace osgSim {


class OSGSIM_EXPORT LightPoint
{
    public:

        enum BlendingMode
        {
            ADDITIVE,
            BLENDED
        };

        LightPoint();

        LightPoint(const osg::Vec3& position,
                   const osg::Vec4& color);

        LightPoint(bool                on,
                   const osg::Vec3& position,
                   const osg::Vec4& color,
                   float            intensity=1.0f,
                   float            radius=1.0f,
                   Sector*          sector=0,
                   BlinkSequence*   blinkSequence=0,
                   BlendingMode     blendingMode=BLENDED);


        LightPoint(const LightPoint& lp);

        LightPoint& operator = (const LightPoint& lp);


        bool                        _on;
        osg::Vec3                   _position;
        osg::Vec4                   _color;
        float                       _intensity;
        float                       _radius;

        osg::ref_ptr<Sector>        _sector;
        osg::ref_ptr<BlinkSequence> _blinkSequence;

        BlendingMode                _blendingMode;
};

}

#endif