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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2012-2016 DreamWorks Animation LLC
//
// All rights reserved. This software is distributed under the
// Mozilla Public License 2.0 ( http://www.mozilla.org/MPL/2.0/ )
//
// Redistributions of source code must retain the above copyright
// and license notice and the following restrictions and disclaimer.
//
// *     Neither the name of DreamWorks Animation nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// IN NO EVENT SHALL THE COPYRIGHT HOLDERS' AND CONTRIBUTORS' AGGREGATE
// LIABILITY FOR ALL CLAIMS REGARDLESS OF THEIR BASIS EXCEED US$250.00.
//
///////////////////////////////////////////////////////////////////////////
///
/// @file LevelSetSphere.h
///
/// @brief Generate a narrow-band level set of sphere.
///
/// @note By definition a level set has a fixed narrow band width
/// (the half width is defined by LEVEL_SET_HALF_WIDTH in Types.h),
/// whereas an SDF can have a variable narrow band width.

#ifndef OPENVDB_TOOLS_LEVELSETSPHERE_HAS_BEEN_INCLUDED
#define OPENVDB_TOOLS_LEVELSETSPHERE_HAS_BEEN_INCLUDED

#include <openvdb/Grid.h>
#include <openvdb/Types.h>
#include <openvdb/math/Math.h>
#include <openvdb/util/NullInterrupter.h>
#include <boost/utility.hpp>
#include <boost/type_traits/is_floating_point.hpp>
#include "SignedFloodFill.h"

namespace openvdb {
OPENVDB_USE_VERSION_NAMESPACE
namespace OPENVDB_VERSION_NAME {
namespace tools {

/// @brief Return a grid of type @c GridType containing a narrow-band level set
/// representation of a sphere.
///
/// @param radius       radius of the sphere in world units
/// @param center       center of the sphere in world units
/// @param voxelSize    voxel size in world units
/// @param halfWidth    half the width of the narrow band, in voxel units
/// @param interrupt    a pointer adhering to the util::NullInterrupter interface
///
/// @note @c GridType::ValueType must be a floating-point scalar.
/// @note The leapfrog algorithm employed in this method is best suited
/// for a single large sphere.  For multiple small spheres consider
/// using the faster algorithm in ParticlesToLevelSet.h
template<typename GridType, typename InterruptT>
typename GridType::Ptr
createLevelSetSphere(float radius, const openvdb::Vec3f& center, float voxelSize,
                     float halfWidth = float(LEVEL_SET_HALF_WIDTH), InterruptT* interrupt =  NULL);

/// @brief Return a grid of type @c GridType containing a narrow-band level set
/// representation of a sphere.
///
/// @param radius       radius of the sphere in world units
/// @param center       center of the sphere in world units
/// @param voxelSize    voxel size in world units
/// @param halfWidth    half the width of the narrow band, in voxel units
///
/// @note @c GridType::ValueType must be a floating-point scalar.
/// @note The leapfrog algorithm employed in this method is best suited
/// for a single large sphere.  For multiple small spheres consider
/// using the faster algorithm in ParticlesToLevelSet.h
template<typename GridType>
typename GridType::Ptr
createLevelSetSphere(float radius, const openvdb::Vec3f& center, float voxelSize,
                     float halfWidth = float(LEVEL_SET_HALF_WIDTH))
{
    return createLevelSetSphere<GridType, util::NullInterrupter>(radius,center,voxelSize,halfWidth);
}


////////////////////////////////////////


/// @brief Generates a signed distance field (or narrow band level
/// set) to a single sphere.
///
/// @note The leapfrog algorithm employed in this class is best
/// suited for a single large sphere. For multiple small spheres consider
/// using the faster algorithm in tools/ParticlesToLevelSet.h
template<typename GridT, typename InterruptT = util::NullInterrupter>
class LevelSetSphere
{
public:
    typedef typename GridT::ValueType   ValueT;
    typedef typename math::Vec3<ValueT> Vec3T;
    BOOST_STATIC_ASSERT(boost::is_floating_point<ValueT>::value);

    /// @brief Constructor
    ///
    /// @param radius radius of the sphere in world units
    /// @param center center of the sphere in world units
    /// @param interrupt pointer to optional interrupter. Use template
    /// argument util::NullInterrupter if no interruption is desired.
    ///
    /// @note If the radius of the sphere is smaller than
    /// 1.5*voxelSize, i.e. the sphere is smaller than the Nyquist
    /// frequency of the grid, it is ignored!
    LevelSetSphere(ValueT radius, const Vec3T &center, InterruptT* interrupt = NULL)
        : mRadius(radius), mCenter(center), mInterrupt(interrupt)
    {
        if (mRadius<=0) OPENVDB_THROW(ValueError, "radius must be positive");
    }

    /// @return a narrow-band level set of the sphere
    ///
    /// @param voxelSize  Size of voxels in world units
    /// @param halfWidth  Half-width of narrow-band in voxel units
    typename GridT::Ptr getLevelSet(ValueT voxelSize, ValueT halfWidth)
    {
        mGrid = createLevelSet<GridT>(voxelSize, halfWidth);
        this->rasterSphere(voxelSize, halfWidth);
        mGrid->setGridClass(GRID_LEVEL_SET);
        return mGrid;
    }

private:
    void rasterSphere(ValueT dx, ValueT w)
    {
        if (!(dx>0.0f)) OPENVDB_THROW(ValueError, "voxel size must be positive");
        if (!(w>1)) OPENVDB_THROW(ValueError, "half-width must be larger than one");

        // Define radius of sphere and narrow-band in voxel units
        const ValueT r0 = mRadius/dx, rmax = r0 + w;

        // Radius below the Nyquist frequency
        if (r0 < 1.5f)  return;

        // Define center of sphere in voxel units
        const Vec3T c(mCenter[0]/dx, mCenter[1]/dx, mCenter[2]/dx);

        // Define index coordinates and their respective bounds
        openvdb::Coord ijk;
        int &i = ijk[0], &j = ijk[1], &k = ijk[2], m=1;
        const int imin=math::Floor(c[0]-rmax), imax=math::Ceil(c[0]+rmax);
        const int jmin=math::Floor(c[1]-rmax), jmax=math::Ceil(c[1]+rmax);
        const int kmin=math::Floor(c[2]-rmax), kmax=math::Ceil(c[2]+rmax);

        // Allocate a ValueAccessor for accelerated random access
        typename GridT::Accessor accessor = mGrid->getAccessor();

        if (mInterrupt) mInterrupt->start("Generating level set of sphere");
        // Compute signed distances to sphere using leapfrogging in k
        for ( i = imin; i <= imax; ++i ) {
            if (util::wasInterrupted(mInterrupt)) return;
            const float x2 = math::Pow2(i - c[0]);
            for ( j = jmin; j <= jmax; ++j ) {
                const float x2y2 = math::Pow2(j - c[1]) + x2;
                for (k=kmin; k<=kmax; k += m) {
                    m = 1;
                    /// Distance in voxel units to sphere
                    const float v = math::Sqrt(x2y2 + math::Pow2(k-c[2]))-r0,
                        d = math::Abs(v);
                    if ( d < w ){ // inside narrow band
                        accessor.setValue(ijk, dx*v);// distance in world units
                    } else {// outside narrow band
                        m += math::Floor(d-w);// leapfrog
                    }
                }//end leapfrog over k
            }//end loop over j
        }//end loop over i

        // Define consistent signed distances outside the narrow-band
        tools::signedFloodFill(mGrid->tree());

        if (mInterrupt) mInterrupt->end();
    }

    const ValueT        mRadius;
    const Vec3T         mCenter;
    InterruptT*         mInterrupt;
    typename GridT::Ptr mGrid;
};// LevelSetSphere


////////////////////////////////////////


template<typename GridType, typename InterruptT>
typename GridType::Ptr
createLevelSetSphere(float radius, const openvdb::Vec3f& center, float voxelSize,
    float halfWidth, InterruptT* interrupt)
{
    // GridType::ValueType is required to be a floating-point scalar.
    BOOST_STATIC_ASSERT(boost::is_floating_point<typename GridType::ValueType>::value);

    typedef typename GridType::ValueType ValueT;
    LevelSetSphere<GridType, InterruptT> factory(ValueT(radius), center, interrupt);
    return factory.getLevelSet(ValueT(voxelSize), ValueT(halfWidth));
}

} // namespace tools
} // namespace OPENVDB_VERSION_NAME
} // namespace openvdb

#endif // OPENVDB_TOOLS_LEVELSETSPHERE_HAS_BEEN_INCLUDED

// Copyright (c) 2012-2016 DreamWorks Animation LLC
// All rights reserved. This software is distributed under the
// Mozilla Public License 2.0 ( http://www.mozilla.org/MPL/2.0/ )