This file is indexed.

/usr/include/osgAnimation/RigTransformSoftware is in libopenscenegraph-dev 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
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
/*  -*-c++-*- 
 *  Copyright (C) 2009 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.
 */

#ifndef OSGANIMATION_RIGTRANSFORM_SOFTWARE
#define OSGANIMATION_RIGTRANSFORM_SOFTWARE 1

#include <osgAnimation/Export>
#include <osgAnimation/RigTransform>
#include <osgAnimation/Bone>
#include <osgAnimation/VertexInfluence>
#include <osg/observer_ptr>

namespace osgAnimation 
{

    class RigGeometry;

    /// This class manage format for hardware skinning
    class OSGANIMATION_EXPORT RigTransformSoftware : public RigTransform
    {
    public:

        RigTransformSoftware();
        virtual void operator()(RigGeometry&);
    

        class BoneWeight 
        {
        public:
            BoneWeight(Bone* bone, float weight) : _bone(bone), _weight(weight) {}
            const Bone* getBone() const { return _bone.get(); }
            float getWeight() const { return _weight; }
            void setWeight(float w) { _weight = w; }
        protected:
            osg::observer_ptr<Bone> _bone;
            float _weight;
        };

        typedef std::vector<BoneWeight> BoneWeightList;
        typedef std::vector<int> VertexList;

        class UniqBoneSetVertexSet
        {
        public:
            BoneWeightList& getBones() { return _bones; }
            VertexList& getVertexes() { return _vertexes; }
            
            void resetMatrix() 
            {
                _result.set(0, 0, 0, 0,
                            0, 0, 0, 0,
                            0, 0, 0, 0,
                            0, 0, 0, 1);
            }
            void accummulateMatrix(const osg::Matrix& invBindMatrix, const osg::Matrix& matrix, osg::Matrix::value_type weight)
            {
                osg::Matrix m = invBindMatrix * matrix;
                osg::Matrix::value_type* ptr = m.ptr();
                osg::Matrix::value_type* ptrresult = _result.ptr();
                ptrresult[0] += ptr[0] * weight;
                ptrresult[1] += ptr[1] * weight;
                ptrresult[2] += ptr[2] * weight;

                ptrresult[4] += ptr[4] * weight;
                ptrresult[5] += ptr[5] * weight;
                ptrresult[6] += ptr[6] * weight;

                ptrresult[8] += ptr[8] * weight;
                ptrresult[9] += ptr[9] * weight;
                ptrresult[10] += ptr[10] * weight;

                ptrresult[12] += ptr[12] * weight;
                ptrresult[13] += ptr[13] * weight;
                ptrresult[14] += ptr[14] * weight;
            }
            void computeMatrixForVertexSet()
            {
                if (_bones.empty())
                {
                    osg::notify(osg::WARN) << this << " RigTransformSoftware::UniqBoneSetVertexSet no bones found" << std::endl;
                    _result = osg::Matrix::identity();
                    return;
                }
                resetMatrix();

                int size = _bones.size();
                for (int i = 0; i < size; i++)
                {
                    const Bone* bone = _bones[i].getBone();
                    if (!bone)
                    {
                        osg::notify(osg::WARN) << this << " RigTransformSoftware::computeMatrixForVertexSet Warning a bone is null, skip it" << std::endl;
                        continue;
                    }
                    const osg::Matrix& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
                    const osg::Matrix& matrix = bone->getMatrixInSkeletonSpace();
                    osg::Matrix::value_type w = _bones[i].getWeight();
                    accummulateMatrix(invBindMatrix, matrix, w);
                }
            }
            const osg::Matrix& getMatrix() const { return _result;}
        protected:
            BoneWeightList _bones;
            VertexList _vertexes;
            osg::Matrix _result;
        };



        template <class V> void compute(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
        {
            // the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation
            int size = _boneSetVertexSet.size();
            for (int i = 0; i < size; i++) 
            {
                UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
                uniq.computeMatrixForVertexSet();
                osg::Matrix matrix =  transform * uniq.getMatrix() * invTransform;

                const VertexList& vertexes = uniq.getVertexes();
                int vertexSize = vertexes.size();
                for (int j = 0; j < vertexSize; j++)
                {
                    int idx = vertexes[j];
                    dst[idx] = src[idx] * matrix;
                }
            }
        }


        template <class V> void computeNormal(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
        {
            int size = _boneSetVertexSet.size();
            for (int i = 0; i < size; i++) 
            {
                UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
                uniq.computeMatrixForVertexSet();
                osg::Matrix matrix =  transform * uniq.getMatrix() * invTransform;

                const VertexList& vertexes = uniq.getVertexes();
                int vertexSize = vertexes.size();
                for (int j = 0; j < vertexSize; j++) 
                {
                    int idx = vertexes[j];
                    dst[idx] = osg::Matrix::transform3x3(src[idx],matrix);
                }
            }
        }

    protected:

        bool init(RigGeometry&);
        void initVertexSetFromBones(const BoneMap& map, const VertexInfluenceSet::UniqVertexSetToBoneSetList& influence);
        std::vector<UniqBoneSetVertexSet> _boneSetVertexSet;

        bool _needInit;

    };
}

#endif