This file is indexed.

/usr/include/fox-1.6/FXMat4d.h is in libfox-1.6-dev 1.6.56-1.

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
/********************************************************************************
*                                                                               *
*            D o u b l e - P r e c i s i o n   4 x 4   M a t r i x              *
*                                                                               *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp.   All Rights Reserved.        *
*********************************************************************************
* This library 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 2.1 of the License, or (at your option) any later version.            *
*                                                                               *
* 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 GNU             *
* Lesser General Public License for more details.                               *
*                                                                               *
* You should have received a copy of the GNU Lesser General Public              *
* License along with this library; if not, write to the Free Software           *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.    *
*********************************************************************************
* $Id: FXMat4d.h,v 1.8 2006/01/22 17:58:05 fox Exp $                            *
********************************************************************************/
#ifndef FXMAT4D_H
#define FXMAT4D_H


namespace FX {


/// Double-precision 4x4 matrix
class FXAPI FXMat4d {
protected:
  FXVec4d m[4];
public:
  /// Constructors
  FXMat4d(){}
  FXMat4d(FXdouble w);
  FXMat4d(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03,
          FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13,
          FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23,
          FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33);
  FXMat4d(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d);
  FXMat4d(const FXMat4d& other);

  /// Assignment
  FXMat4d& operator=(const FXMat4d& other);
  FXMat4d& operator=(FXdouble w);

  /// Set value from another matrix
  FXMat4d& set(const FXMat4d& other);

  /// Set value from scalar
  FXMat4d& set(FXdouble w);

  /// Set value from components
  FXMat4d& set(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03,
               FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13,
               FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23,
               FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33);

  /// Set value from four vectors
  FXMat4d& set(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d);

  /// Assignment operators
  FXMat4d& operator+=(const FXMat4d& w);
  FXMat4d& operator-=(const FXMat4d& w);
  FXMat4d& operator*=(FXdouble w);
  FXMat4d& operator*=(const FXMat4d& w);
  FXMat4d& operator/=(FXdouble w);

  /// Indexing
  FXVec4d& operator[](FXint i){return m[i];}
  const FXVec4d& operator[](FXint i) const {return m[i];}

  /// Conversion
  operator FXdouble*(){return m[0];}
  operator const FXdouble*() const {return m[0];}

  /// Unary minus
  FXMat4d operator-() const;

  /// Matrix and matrix
  FXMat4d operator+(const FXMat4d& w) const;
  FXMat4d operator-(const FXMat4d& w) const;
  FXMat4d operator*(const FXMat4d& w) const;

  /// Matrix and scalar
  friend FXAPI FXMat4d operator*(FXdouble x,const FXMat4d& a);
  friend FXAPI FXMat4d operator*(const FXMat4d& a,FXdouble x);
  friend FXAPI FXMat4d operator/(const FXMat4d& a,FXdouble x);
  friend FXAPI FXMat4d operator/(FXdouble x,const FXMat4d& a);

  /// Multiply matrix and vector
  FXVec4d operator*(const FXVec4d& v) const;
  FXVec3d operator*(const FXVec3d& v) const;

  /// Set identity matrix
  FXMat4d& eye();

  /// Orthographic projection
  FXMat4d& ortho(FXdouble left,FXdouble right,FXdouble bottom,FXdouble top,FXdouble hither,FXdouble yon);

  /// Perspective projection
  FXMat4d& frustum(FXdouble left,FXdouble right,FXdouble bottom,FXdouble top,FXdouble hither,FXdouble yon);

  /// Multiply by left-hand matrix
  FXMat4d& left();

  /// Multiply by rotation about unit-quaternion
  FXMat4d& rot(const FXQuatd& q);

  /// Multiply by rotation c,s about axis
  FXMat4d& rot(const FXVec3d& v,FXdouble c,FXdouble s);

  /// Multiply by rotation of phi about axis
  FXMat4d& rot(const FXVec3d& v,FXdouble phi);

  /// Multiply by x-rotation
  FXMat4d& xrot(FXdouble c,FXdouble s);
  FXMat4d& xrot(FXdouble phi);

  /// Multiply by y-rotation
  FXMat4d& yrot(FXdouble c,FXdouble s);
  FXMat4d& yrot(FXdouble phi);

  /// Multiply by z-rotation
  FXMat4d& zrot(FXdouble c,FXdouble s);
  FXMat4d& zrot(FXdouble phi);

  /// Look at
  FXMat4d& look(const FXVec3d& eye,const FXVec3d& cntr,const FXVec3d& vup);

  /// Multiply by translation
  FXMat4d& trans(FXdouble tx,FXdouble ty,FXdouble tz);
  FXMat4d& trans(const FXVec3d& v);

  /// Multiply by scaling
  FXMat4d& scale(FXdouble sx,FXdouble sy,FXdouble sz);
  FXMat4d& scale(FXdouble s);
  FXMat4d& scale(const FXVec3d& v);

  /// Determinant
  FXdouble det() const;

  /// Transpose
  FXMat4d transpose() const;

  /// Invert
  FXMat4d invert() const;

  /// Save to a stream
  friend FXAPI FXStream& operator<<(FXStream& store,const FXMat4d& m);

  /// Load from a stream
  friend FXAPI FXStream& operator>>(FXStream& store,FXMat4d& m);
  };

extern FXAPI FXMat4d operator*(FXdouble x,const FXMat4d& a);
extern FXAPI FXMat4d operator*(const FXMat4d& a,FXdouble x);
extern FXAPI FXMat4d operator/(const FXMat4d& a,FXdouble x);
extern FXAPI FXMat4d operator/(FXdouble x,const FXMat4d& a);

extern FXAPI FXStream& operator<<(FXStream& store,const FXMat4d& m);
extern FXAPI FXStream& operator>>(FXStream& store,FXMat4d& m);

}

#endif