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/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2013 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program.  If not, see <http://www.gnu.org/licenses/>
*/

#ifndef OSGEARTHUTIL_CLAMPCALLBACK
#define OSGEARTHUTIL_CLAMPCALLBACK

#include <osg/NodeCallback>
#include <osg/CoordinateSystemNode>
#include <osgEarth/NodeUtils>
#include <osgEarth/MapNode>

#include <osgEarthUtil/Common>

namespace osgEarth { namespace Util
{	

    /**
     * ClampCallback is a callback you can attach to either MatrixTransforms or Geodes to clamp them against the terrain.
     * If you attach this callback to a MatrixTransform, it will adjust the matrix so that the object is clamped to the ground.
     * If you attach this callback to a Geode, it will clamp all of the vertices in the Geode's geometry to the ground.
     */
	class OSGEARTHUTIL_EXPORT ClampCallback : public osg::NodeCallback
	{
	public:
		/**
		*Creates a new ClampCallback
        *
        *@param
        *     The node to clamp to
		*/
        ClampCallback(osg::Node* terrainNode = NULL);

        /** dtor */
        virtual ~ClampCallback() { }

        /**
         *Sets the terrain node to clamp against
         */
        void setTerrainNode(osg::Node* terrainNode);

        /**
         *Gets the terrain node to clamp against
         */
        osg::Node* getTerrainNode() const { return _terrainNode.get(); }

        /**
         * Gets the offset that should be applied after clamping along the world's up vector
         */
        double getOffset() const { return _offset;}

        /**
         * Sets the offset that should be applied after clamping along the world's up vector
         */
        void setOffset(double offset);

        /**
         *Sets the intersection mask to use when clamping
         */
        void setIntersectionMask(unsigned int intersectionMask);

        /**
         *Gets the intersection mask to use when clamping
         */
        unsigned int getIntersectionMask() const;

		virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);

	private:

        bool clamp(const osg::Vec3d& pos, osg::Vec3d& out) const;
        bool clampGeometry(osg::Geometry* geom, const osg::Matrixd& localToWorld, const osg::Matrixd& worldToLocal) const;

        unsigned int _intersectionMask;

     	osg::observer_ptr<osg::CoordinateSystemNode> _csn;

        osg::ref_ptr< osg::Node > _terrainNode;

        int _lastCulledFrame;

        double _offset;


	};

} } // namespace osgEarth::Util

#endif //OSGEARTHUTIL_CLAMPCALLBACK