This file is indexed.

/usr/share/openscenegraph/examples/osganimationsolid/osganimationsolid.cpp is in openscenegraph-examples 3.0.1-4.

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
/*  -*-c++-*- 
 *  Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
 *
 * 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.
*/

#include <iostream>
#include <osg/Geometry>
#include <osg/Shape>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgGA/TrackballManipulator>
#include <osg/MatrixTransform>

#include <osgAnimation/BasicAnimationManager>
#include <osgAnimation/Channel>
#include <osgAnimation/UpdateMatrixTransform>
#include <osgAnimation/StackedTranslateElement>
#include <osgAnimation/StackedRotateAxisElement>

using namespace osgAnimation;

osg::ref_ptr<osg::Geode> createAxis()
{
    osg::ref_ptr<osg::Geode> geode (new osg::Geode());  
    osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry());

    osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
    vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
    vertices->push_back (osg::Vec3 ( 10.0, 0.0, 0.0));
    vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
    vertices->push_back (osg::Vec3 ( 0.0, 10.0, 0.0));
    vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
    vertices->push_back (osg::Vec3 ( 0.0, 0.0, 10.0));
    geometry->setVertexArray (vertices.get());

    osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
    colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f));
    colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f));
    colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f));
    colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f));
    colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f));
    colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f));
    geometry->setColorArray (colors.get());

    geometry->setColorBinding (osg::Geometry::BIND_PER_VERTEX);    
    geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));

    geode->addDrawable( geometry.get() );
    geode->getOrCreateStateSet()->setMode(GL_LIGHTING, false);
    return geode;
}


int main (int argc, char* argv[])
{
    osg::ArgumentParser arguments(&argc, argv);
    osgViewer::Viewer viewer(arguments);

    viewer.setCameraManipulator(new osgGA::TrackballManipulator());

    osg::Group* root = new osg::Group;

    osg::ref_ptr<osg::Geode> axe = createAxis();
    osg::ref_ptr<osg::Geode> geode = new osg::Geode;
    geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5)));

    //Tranformation to be manipulated by the animation
    osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
    trans->setName("AnimatedNode");
    //Dynamic object, has to be updated during update traversal
    trans->setDataVariance(osg::Object::DYNAMIC);
    //Animation callback for Matrix transforms, name is targetName for Channels
    osgAnimation::UpdateMatrixTransform* updatecb = new osgAnimation::UpdateMatrixTransform("AnimatedCallback");
    //add manipulator Stack, names must match with channel names
    //elements are applied in LIFO order
    //The first element modifies the position component of the matrix
    //The second element modifies the rotation around x-axis
    updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
    updatecb->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("euler",osg::Vec3(1,0,0),0));
    //connect the UpdateMatrixTransform callback to the MatrixTRanform
    trans->setUpdateCallback(updatecb);
    //initialize MatrixTranform
    trans->setMatrix(osg::Matrix::identity());
    //append geometry node
    trans->addChild (geode.get());

    root->addChild (axe.get());
    root->addChild (trans.get());

    // Define a scheduler for our animations
    osg::Group* grp = new osg::Group;
    //add the animation manager to the scene graph to get it called during update traversals
    osgAnimation::BasicAnimationManager* mng = new osgAnimation::BasicAnimationManager();
    grp->setUpdateCallback(mng);
    //add the rest of the scene to the grp node
    grp->addChild(root);

    // And we finaly define our channel for linear Vector interpolation
    osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
    //name of the AnimationUpdateCallback
    channelAnimation1->setTargetName("AnimatedCallback");
    //name of the StackedElementTransform for position modification
    channelAnimation1->setName("position");
    //Create keyframes for (in this case linear) interpolation of a osg::Vec3
    channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0)));
    channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(2, osg::Vec3(1,1,0)));
    osgAnimation::Animation* anim1 = new osgAnimation::Animation;
    anim1->addChannel(channelAnimation1);    
    anim1->setPlayMode(osgAnimation::Animation::PPONG);


    //define the channel for interpolation of a float angle value
    osgAnimation::FloatLinearChannel* channelAnimation2 = new osgAnimation::FloatLinearChannel;
    //name of the AnimationUpdateCallback
    channelAnimation2->setTargetName("AnimatedCallback");
    //name of the StackedElementTransform for position modification
    channelAnimation2->setName("euler");
    //Create keyframes for (in this case linear) interpolation of a osg::Vec3
    channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(0, 0));
    channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(1.5, 2*osg::PI));
    osgAnimation::Animation* anim2 = new osgAnimation::Animation;
    anim2->addChannel(channelAnimation2);
    anim2->setPlayMode(osgAnimation::Animation::LOOP);
                                                                                     

    // We register all animation inside the scheduler
    mng->registerAnimation(anim1);
    mng->registerAnimation(anim2);
    
    //start the animation
    mng->playAnimation(anim1);
    mng->playAnimation(anim2);

    //set the grp-Group with the scene and the AnimationManager as viewer's scene data
    viewer.setSceneData( grp );
    return viewer.run();
}