This file is indexed.

/usr/include/osgParticle/Particle is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.

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
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
/* -*-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.
*/
//osgParticle - Copyright (C) 2002 Marco Jez

#ifndef OSGPARTICLE_PARTICLE
#define OSGPARTICLE_PARTICLE 1

#include <osgParticle/Export>
#include <osgParticle/Interpolator>
#include <osgParticle/range>

#include <osg/ref_ptr>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Matrix>
#include <osg/Drawable>
#include <osg/GL>
#include <osg/GLBeginEndAdapter>

namespace osgParticle
{

    // forward declare so we can reference it
    class ParticleSystem;

    /**    Implementation of a <B>particle</B>.
        Objects of this class are particles, they have some graphical properties
        and some physical properties. Particles are created by emitters and then placed
        into Particle Systems, where they live and get updated at each frame.
        Particles can either live forever (lifeTime < 0), or die after a specified
        time (lifeTime >= 0). For each property which is defined as a range of values, a
        "current" value will be evaluated at each frame by interpolating the <I>min</I>
        and <I>max</I> values so that <I>curr_value = min</I> when <I>t == 0</I>, and
        <I>curr_value = max</I> when <I>t == lifeTime</I>.
        You may customize the interpolator objects to achieve any kind of transition.
        If you want the particle to live forever, set its lifetime to any value <= 0;
        in that case, no interpolation is done to compute real-time properties, and only
        minimum values are used.
    */
    class OSGPARTICLE_EXPORT Particle {
        friend class ParticleSystem;
    public:

        enum
        {
            INVALID_INDEX = -1
        };

        /**
         Shape of particles.
         NOTE: the LINE shape should be used in conjunction with FIXED alignment mode (see ParticleSystem).
        */
        enum Shape {
            POINT,            // uses GL_POINTS as primitive
            QUAD,            // uses GL_QUADS as primitive
            QUAD_TRIANGLESTRIP,    // uses GL_TRI_angleSTRIP as primitive, but each particle needs a glBegin/glEnd pair
            HEXAGON,            // may save some filling time, but uses more triangles
            LINE,               // uses GL_LINES to draw line segments that point to the direction of motion
            USER               // uses a user-defined drawable as primitive
        };

        Particle();

        /// Get the shape of the particle.
        inline Shape getShape() const;

        /// Set the shape of the particle.
        inline void setShape(Shape s);

        /// Get whether the particle is still alive.
        inline bool isAlive() const;

        /// Get the life time of the particle (in seconds).
        inline double getLifeTime() const;

        /// Get the age of the particle (in seconds).
        inline double getAge() const;

        /// Get the minimum and maximum values for polygon size.
        inline const rangef& getSizeRange() const;

        /// Get the minimum and maximum values for alpha.
        inline const rangef& getAlphaRange() const;

        /// Get the minimum and maximum values for color.
        inline const rangev4& getColorRange() const;

        /// Get the interpolator for computing the size of polygons.
        inline const Interpolator* getSizeInterpolator() const;

        /// Get the interpolator for computing alpha values.
        inline const Interpolator* getAlphaInterpolator() const;

        /// Get the interpolator for computing color values.
        inline const Interpolator* getColorInterpolator() const;

        /** Get the physical radius of the particle.
            For built-in operators to work correctly, lengths must be expressed in meters.
        */
        inline float getRadius() const;

        /** Get the mass of the particle.
            For built-in operators to work correctly, remember that the mass is expressed in kg.
        */
        inline float getMass() const;

        /// Get <CODE>1 / getMass()</CODE>.
        inline float getMassInv() const;

        /// Get the position vector.
        inline const osg::Vec3& getPosition() const;

        /**    Get the velocity vector.
            For built-in operators to work correctly, remember that velocity components are expressed
            in meters per second.
        */
        inline const osg::Vec3& getVelocity() const;

        /// Get the previous position (the position before last update).
        inline const osg::Vec3& getPreviousPosition() const;

        /// Get the angle vector.
        inline const osg::Vec3& getAngle() const;

        /// Get the rotational velocity vector.
        inline const osg::Vec3& getAngularVelocity() const;

        /// Get the previous angle vector.
        inline const osg::Vec3& getPreviousAngle() const;

        /// Get the current color
        inline const osg::Vec4& getCurrentColor() const { return _current_color; }

        /// Get the current alpha
        inline float getCurrentAlpha() const { return _current_alpha; }

        /// Get the s texture coordinate of the bottom left of the particle
        inline float getSTexCoord() const { return _s_coord; }

        /// Get the t texture coordinate of the bottom left of the particle
        inline float getTTexCoord() const { return _t_coord; }

        /// Get width of texture tile
        inline int getTileS() const;

        /// Get height of texture tile
        inline int getTileT() const;

        /// Get number of texture tiles
        inline int getNumTiles() const { return _end_tile - _start_tile + 1; }

        /** Kill the particle on next update
            NOTE: after calling this function, the <CODE>isAlive()</CODE> method will still
            return true until the particle is updated again.
        */
        inline void kill();

        /// Set the life time of the particle.
        inline void setLifeTime(double t);

        /// Set the minimum and maximum values for polygon size.
        inline void setSizeRange(const rangef& r);

        /// Set the minimum and maximum values for alpha.
        inline void setAlphaRange(const rangef& r);

        /// Set the minimum and maximum values for color.
        inline void setColorRange(const rangev4& r);

        /// Set the interpolator for computing size values.
        inline void setSizeInterpolator(Interpolator* ri);

        /// Set the interpolator for computing alpha values.
        inline void setAlphaInterpolator(Interpolator* ai);

        /// Set the interpolator for computing color values.
        inline void setColorInterpolator(Interpolator* ci);

        /** Set the physical radius of the particle.
            For built-in operators to work correctly, lengths must be expressed in meters.
        */
        inline void setRadius(float r);

        /** Set the mass of the particle.
            For built-in operators to work correctly, remember that the mass is expressed in kg.
        */
        inline void setMass(float m);

        /// Set the position vector.
        inline void setPosition(const osg::Vec3& p);

        /**    Set the velocity vector.
            For built-in operators to work correctly, remember that velocity components are expressed
            in meters per second.
        */
        inline void setVelocity(const osg::Vec3& v);

        /// Add a vector to the velocity vector.
        inline void addVelocity(const osg::Vec3& dv);

        /// Transform position and velocity vectors by a matrix.
        inline void transformPositionVelocity(const osg::Matrix& xform);

        /// Transform position and velocity vectors by a combination of two matrices
        void transformPositionVelocity(const osg::Matrix& xform1, const osg::Matrix& xform2, float r);

        /// Set the angle vector.
        inline void setAngle(const osg::Vec3& a);

        /**
          Set the angular velocity vector.
          Components x, y and z are angles of rotation around the respective axis (in radians).
        */
        inline void setAngularVelocity(const osg::Vec3& v);

        /// Add a vector to the angular velocity vector.
        inline void addAngularVelocity(const osg::Vec3& dv);

        /// Transform angle and angularVelocity vectors by a matrix.
        inline void transformAngleVelocity(const osg::Matrix& xform);

        /** Update the particle (don't call this method manually).
            This method is called automatically by <CODE>ParticleSystem::update()</CODE>; it
            updates the graphical properties of the particle for the current time,
            checks whether the particle is still alive, and then updates its position
            by computing <I>P = P + V * dt</I> (where <I>P</I> is the position and <I>V</I> is the velocity).
        */
        bool update(double dt, bool onlyTimeStamp);

        /// Perform some pre-rendering tasks. Called automatically by particle systems.
        inline void beginRender(osg::GLBeginEndAdapter* gl) const;

        /// Render the particle. Called automatically by particle systems.
        void render(osg::GLBeginEndAdapter* gl, const osg::Vec3& xpos, const osg::Vec3& px, const osg::Vec3& py, float scale = 1.0f) const;

        /// Render the particle with user-defined drawable
        void render(osg::RenderInfo& renderInfo, const osg::Vec3& xpos, const osg::Vec3& xrot) const;

        /// Perform some post-rendering tasks. Called automatically by particle systems.
        inline void endRender(osg::GLBeginEndAdapter* gl) const;

        /// Get the current (interpolated) polygon size. Valid only after the first call to update().
        inline float getCurrentSize() const;

        /// Specify how the particle texture is tiled.
        /// All tiles in the given range are sequentially displayed during the lifetime
        /// of the particle. When no range is given, all tiles are displayed during the lifetime.
        inline void setTextureTileRange(int sTile, int tTile, int startTile, int endTile);

        /// Same as above, range starts at 0 and ends at end
        inline void setTextureTile(int sTile, int tTile, int end = -1);

        inline int getStartTile() const;

        inline int getEndTile() const;

        /// Set the previous particle
        inline void setPreviousParticle(int previous) { _previousParticle = previous; }

        /// Get the previous particle
        inline int getPreviousParticle() const { return _previousParticle; }

        /// Set the next particle
        inline void setNextParticle(int next) { _nextParticle = next; }

        /// Get the const next particle
        inline int getNextParticle() const { return _nextParticle; }

        /// Set the depth of the particle
        inline void setDepth(double d) { _depth = d; }

        /// Get the depth of the particle
        inline double getDepth() const { return _depth; }

        /// Set the user-defined particle drawable
        inline void setDrawable(osg::Drawable* d) { _drawable = d; }

        /// Get the user-defined particle drawable
        inline osg::Drawable* getDrawable() const { return _drawable.get(); }

        /// Sorting operator
        bool operator<(const Particle &P) const { return _depth < P._depth; }

        /// Method for initializing a particles texture coords as part of a connected particle system.
        void setUpTexCoordsAsPartOfConnectedParticleSystem(ParticleSystem* ps);

    protected:

        Shape _shape;

        rangef _sr;
        rangef _ar;
        rangev4 _cr;

        osg::ref_ptr<Interpolator> _si;
        osg::ref_ptr<Interpolator> _ai;
        osg::ref_ptr<Interpolator> _ci;

        bool _mustdie;
        double _lifeTime;

        float _radius;
        float _mass;
        float _massinv;
        osg::Vec3 _prev_pos;
        osg::Vec3 _position;
        osg::Vec3 _velocity;

        osg::Vec3 _prev_angle;
        osg::Vec3 _angle;
        osg::Vec3 _angul_arvel;

        double _t0;

        float _alive;
        float _current_size;
        float _current_alpha;
        osg::Vec3 _base_prop;  // [0] _alive [1] _current_size [2] _current_alpha
        osg::Vec4 _current_color;

        float _s_tile;
        float _t_tile;
        int _start_tile;
        int _end_tile;
        int _cur_tile;
        float _s_coord;
        float _t_coord;

        // previous and next Particles are only used in ConnectedParticleSystems
        int _previousParticle;
        int _nextParticle;

        // the depth of the particle is used only when sorting is enabled
        double _depth;

        // the particle drawable is used only when USER shape is enabled
        osg::ref_ptr<osg::Drawable> _drawable;
    };

    // INLINE FUNCTIONS

    inline Particle::Shape Particle::getShape() const
    {
        return _shape;
    }

    inline void Particle::setShape(Shape s)
    {
        _shape = s;
    }

    inline bool Particle::isAlive() const
    {
        return _alive>0.0f;
    }

    inline double Particle::getLifeTime() const
    {
        return _lifeTime;
    }

    inline double Particle::getAge() const
    {
        return _t0;
    }

    inline float Particle::getRadius() const
    {
        return _radius;
    }

    inline void Particle::setRadius(float r)
    {
        _radius = r;
    }

    inline const rangef& Particle::getSizeRange() const
    {
        return _sr;
    }

    inline const rangef& Particle::getAlphaRange() const
    {
        return _ar;
    }

    inline const rangev4& Particle::getColorRange() const
    {
        return _cr;
    }

    inline const Interpolator* Particle::getSizeInterpolator() const
    {
        return _si.get();
    }

    inline const Interpolator* Particle::getAlphaInterpolator() const
    {
        return _ai.get();
    }

    inline const Interpolator* Particle::getColorInterpolator() const
    {
        return _ci.get();
    }

    inline const osg::Vec3& Particle::getPosition() const
    {
        return _position;
    }

    inline const osg::Vec3& Particle::getVelocity() const
    {
        return _velocity;
    }

    inline const osg::Vec3& Particle::getPreviousPosition() const
    {
        return _prev_pos;
    }

    inline const osg::Vec3& Particle::getAngle() const
    {
        return _angle;
    }

    inline const osg::Vec3& Particle::getAngularVelocity() const
    {
        return _angul_arvel;
    }

    inline const osg::Vec3& Particle::getPreviousAngle() const
    {
        return _prev_angle;
    }

    inline int Particle::getTileS() const
    {
        return (_s_tile>0.0f) ? static_cast<int>(1.0f / _s_tile) : 1;
    }

    inline int Particle::getTileT() const
    {
        return (_t_tile>0.0f) ? static_cast<int>(1.0f / _t_tile) : 1;
    }

    inline void Particle::kill()
    {
        _mustdie = true;
    }

    inline void Particle::setLifeTime(double t)
    {
        _lifeTime = t;
    }

    inline void Particle::setSizeRange(const rangef& r)
    {
        _sr = r;
    }

    inline void Particle::setAlphaRange(const rangef& r)
    {
        _ar = r;
    }

    inline void Particle::setColorRange(const rangev4& r)
    {
        _cr = r;
    }

    inline void Particle::setSizeInterpolator(Interpolator* ri)
    {
        _si = ri;
    }

    inline void Particle::setAlphaInterpolator(Interpolator* ai)
    {
        _ai = ai;
    }

    inline void Particle::setColorInterpolator(Interpolator* ci)
    {
        _ci = ci;
    }

    inline void Particle::setPosition(const osg::Vec3& p)
    {
        _position = p;
    }

    inline void Particle::setVelocity(const osg::Vec3& v)
    {
        _velocity = v;
    }

    inline void Particle::addVelocity(const osg::Vec3& dv)
    {
        _velocity += dv;
    }

    inline void Particle::transformPositionVelocity(const osg::Matrix& xform)
    {
        _position = xform.preMult(_position);
        _velocity = osg::Matrix::transform3x3(_velocity, xform);
    }

    inline void Particle::transformPositionVelocity(const osg::Matrix& xform1, const osg::Matrix& xform2, float r)
    {
        osg::Vec3 position1 = xform1.preMult(_position);
        osg::Vec3 velocity1 = osg::Matrix::transform3x3(_velocity, xform1);
        osg::Vec3 position2 = xform2.preMult(_position);
        osg::Vec3 velocity2 = osg::Matrix::transform3x3(_velocity, xform2);
        float one_minus_r = 1.0f-r;
        _position = position1*r + position2*one_minus_r;
        _velocity = velocity1*r + velocity2*one_minus_r;
    }

    inline void Particle::setAngle(const osg::Vec3& a)
    {
        _angle = a;
    }

    inline void Particle::setAngularVelocity(const osg::Vec3& v)
    {
        _angul_arvel = v;
    }

    inline void Particle::addAngularVelocity(const osg::Vec3& dv)
    {
        _angul_arvel += dv;
    }

    inline void Particle::transformAngleVelocity(const osg::Matrix& xform)
    {
        // this should be optimized!

        osg::Vec3 a1 = _angle + _angul_arvel;

        _angle = xform.preMult(_angle);
        a1 = xform.preMult(a1);

        _angul_arvel = a1 - _angle;
    }

    inline float Particle::getMass() const
    {
        return _mass;
    }

    inline float Particle::getMassInv() const
    {
        return _massinv;
    }

    inline void Particle::setMass(float m)
    {
        _mass = m;
        _massinv = 1 / m;
    }

    inline void Particle::beginRender(osg::GLBeginEndAdapter* gl) const
    {
        switch (_shape)
        {
        case POINT:
            gl->Begin(GL_POINTS);
            break;
        case QUAD:
            gl->Begin(GL_QUADS);
            break;
        case LINE:
            gl->Begin(GL_LINES);
            break;
        default: ;
        }
    }

    inline void Particle::endRender(osg::GLBeginEndAdapter* gl) const
    {
        switch (_shape)
        {
        case POINT:
        case QUAD:
        case LINE:
            gl->End();
            break;
        default: ;
        }
    }

    inline float Particle::getCurrentSize() const
    {
        return _current_size;
    }


    inline void Particle::setTextureTile(int sTile, int tTile, int end)
    {
        setTextureTileRange(sTile, tTile, -1, end);
    }

    inline void Particle::setTextureTileRange(int sTile, int tTile, int startTile, int endTile)
    {
       _s_tile = (sTile>0) ? 1.0f / static_cast<float>(sTile) : 1.0f;
       _t_tile = (tTile>0) ? 1.0f / static_cast<float>(tTile) : 1.0f;

       if(startTile == -1)
       {
          _start_tile = 0;
       }
       else
       {
          _start_tile = startTile;
       }

       if(endTile == -1)
       {
          _end_tile = sTile * tTile;
       }
       else
       {
          _end_tile = endTile;
       }
    }

    inline int Particle::getStartTile() const
    {
        return _start_tile;
    }

    inline int Particle::getEndTile() const
    {
        return _end_tile;
    }
}

#endif