This file is indexed.

/usr/include/oce/AIS_TexturedShape.hxx is in liboce-visualization-dev 0.18.2-2build1.

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
// Created on: 2001-07-02
// Created by: Mathias BOSSHARD
// Copyright (c) 2001-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#ifndef _AIS_TexturedShape_HeaderFile
#define _AIS_TexturedShape_HeaderFile

#include <AIS_Shape.hxx>
#include <gp_Pnt2d.hxx>
#include <Graphic3d_NameOfTexture2D.hxx>
#include <Image_PixMap.hxx>
#include <Standard_DefineHandle.hxx>
#include <TCollection_AsciiString.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_Texture2Dmanual.hxx>
#include <Prs3d_Presentation.hxx>
#include <PrsMgr_PresentationManager3d.hxx>

class Graphic3d_AspectFillArea3d;
class Graphic3d_Texture2Dmanual;

//! This class allows to map textures on shapes.
//! Presentations modes AIS_WireFrame (0) and AIS_Shaded (1) behave in the same manner as in AIS_Shape,
//! whilst new modes 2 (bounding box) and 3 (texture mapping) extends it functionality.
//!
//! The texture itself is parametrized in (0,1)x(0,1).
//! Each face of a shape located in UV space is provided with these parameters:
//! - Umin - starting position in U
//! - Umax - ending   position in U
//! - Vmin - starting position in V
//! - Vmax - ending   position in V
//! Each face is triangulated and a texel is assigned to each node.
//! Facets are then filled using a linear interpolation of texture between each 'three texels'.
//! User can act on:
//! - the number of occurrences of the texture on the face
//! - the position of the origin of the texture
//! - the scale factor of the texture
class AIS_TexturedShape : public AIS_Shape
{

public: //! @name main methods

  //! Initializes the textured shape.
  Standard_EXPORT AIS_TexturedShape (const TopoDS_Shape& theShape);

  //! Sets the texture source. <theTextureFileName> can specify path to texture image or one of the standard predefined textures.
  //! The accepted file types are those used in Image_AlienPixMap with extensions such as rgb, png, jpg and more.
  //! To specify the standard predefined texture, the <theTextureFileName> should contain integer - the Graphic3d_NameOfTexture2D enumeration index.
  //! Setting texture source using this method resets the source pixmap (if was set previously).
  Standard_EXPORT virtual void SetTextureFileName (const TCollection_AsciiString& theTextureFileName);

  //! Sets the texture source. <theTexturePixMap> specifies image data.
  //! Please note that the data should be in Bottom-Up order, the flag of Image_PixMap::IsTopDown() will be ignored by graphic driver.
  //! Setting texture source using this method resets the source by filename (if was set previously).
  Standard_EXPORT virtual void SetTexturePixMap (const Image_PixMap_Handle& theTexturePixMap);

  //! @return flag to control texture mapping (for presentation mode 3)
  Standard_Boolean TextureMapState() const { return myToMapTexture; }

  //! Enables texture mapping
  Standard_EXPORT void SetTextureMapOn();

  //! Disables texture mapping
  Standard_EXPORT void SetTextureMapOff();

  //! @return path to the texture file
  Standard_CString TextureFile() const { return myTextureFile.ToCString(); }

  //! @return the source pixmap for texture map
  const Handle(Image_PixMap)& TexturePixMap() const { return myTexturePixMap; }

public: //! @name methods to alter texture mapping properties

  //! Use this method to display the textured shape without recomputing the whole presentation.
  //! Use this method when ONLY the texture content has been changed.
  //! If other parameters (ie: scale factors, texture origin, texture repeat...) have changed, the whole presentation has to be recomputed:
  //! @code
  //! if (myShape->DisplayMode() == 3)
  //! {
  //!   myAISContext->RecomputePrsOnly (myShape);
  //! }
  //! else
  //! {
  //!   myAISContext->SetDisplayMode (myShape, 3, Standard_False);
  //!   myAISContext->Display        (myShape, Standard_True);
  //! }
  //! @endcode
  Standard_EXPORT void UpdateAttributes();

  //! Sets the color.
  Standard_EXPORT virtual void SetColor (const Quantity_Color& theColor);

  //! Removes settings for the color.
  Standard_EXPORT virtual void UnsetColor();

  //! Sets the material aspect.
  Standard_EXPORT virtual void SetMaterial (const Graphic3d_MaterialAspect& theAspect);

  //! Removes settings for material aspect.
  Standard_EXPORT virtual void UnsetMaterial();

  //! Enables texture modulation
  Standard_EXPORT void EnableTextureModulate();

  //! Disables texture modulation
  Standard_EXPORT void DisableTextureModulate();

  //! @return texture repeat flag
  Standard_Boolean TextureRepeat() const { return myToRepeat; }

  //! @return texture repeat U value
  Standard_Real URepeat() const { return myUVRepeat.X(); }

  //! @return texture repeat V value
  Standard_Real VRepeat() const { return myUVRepeat.Y(); }

  //! Sets the number of occurrences of the texture on each face. The texture itself is parameterized in (0,1) by (0,1).
  //! Each face of the shape to be textured is parameterized in UV space (Umin,Umax) by (Vmin,Vmax).
  //! If RepeatYN is set to false, texture coordinates are clamped in the range (0,1)x(0,1) of the face.
  Standard_EXPORT void SetTextureRepeat (const Standard_Boolean theToRepeat,
                                         const Standard_Real    theURepeat = 1.0,
                                         const Standard_Real    theVRepeat = 1.0);

  //! @return true if texture UV origin has been modified
  Standard_Boolean TextureOrigin() const { return myIsCustomOrigin; }

  //! @return texture origin U position (0.0 by default)
  Standard_Real TextureUOrigin() const { return myUVOrigin.X(); }

  //! @return texture origin V position (0.0 by default)
  Standard_Real TextureVOrigin() const { return myUVOrigin.Y(); }

  //! Use this method to change the origin of the texture. The texel (0,0) will be mapped to the surface (UOrigin,VOrigin)
  Standard_EXPORT void SetTextureOrigin (const Standard_Boolean theToSetTextureOrigin,
                                         const Standard_Real    theUOrigin = 0.0,
                                         const Standard_Real    theVOrigin = 0.0);

  //! @return true if scale factor should be applied to texture mapping
  Standard_Boolean TextureScale() const { return myToScale; }

  //! @return scale factor for U coordinate (1.0 by default)
  Standard_Real TextureScaleU() const { return myUVScale.X(); }

  //! @return scale factor for V coordinate (1.0 by default)
  Standard_Real TextureScaleV() const { return myUVScale.Y(); }

  //! Use this method to scale the texture (percent of the face).
  //! You can specify a scale factor for both U and V.
  //! Example: if you set ScaleU and ScaleV to 0.5 and you enable texture repeat,
  //!          the texture will appear twice on the face in each direction.
  Standard_EXPORT void SetTextureScale (const Standard_Boolean theToSetTextureScale,
                                        const Standard_Real    theScaleU = 1.0,
                                        const Standard_Real    theScaleV = 1.0);

  //! @return true if displaying of triangles is requested
  Standard_Boolean ShowTriangles() const { return myToShowTriangles; }

  //! Use this method to show the triangulation of the shape (for debugging etc.).
  Standard_EXPORT void ShowTriangles (const Standard_Boolean theToShowTriangles);

  //! @return true if texture color modulation is turned on
  Standard_Boolean TextureModulate() const { return myModulate; }

protected: //! @name overridden methods

  //! Compute presentation with texture mapping support.
  Standard_EXPORT virtual void Compute (const Handle(PrsMgr_PresentationManager3d)& thePrsMgr,
                                        const Handle(Prs3d_Presentation)&           thePrs,
                                        const Standard_Integer                      theMode);

  Standard_EXPORT void updateAttributes (const Handle(Prs3d_Presentation)& thePrs);

protected: //! @name presentation fields

  Handle(Graphic3d_Texture2Dmanual)  myTexture;
  Handle(Graphic3d_AspectFillArea3d) myAspect;

protected: //! @name texture source fields

  Handle(Image_PixMap)               myTexturePixMap;
  TCollection_AsciiString            myTextureFile;
  Graphic3d_NameOfTexture2D          myPredefTexture;

protected: //! @name texture mapping properties

  Standard_Boolean                   myToMapTexture;
  Standard_Boolean                   myModulate;
  gp_Pnt2d                           myUVOrigin;
  Standard_Boolean                   myIsCustomOrigin;
  gp_Pnt2d                           myUVRepeat;
  Standard_Boolean                   myToRepeat;
  gp_Pnt2d                           myUVScale;
  Standard_Boolean                   myToScale;
  Standard_Boolean                   myToShowTriangles;

public:

  DEFINE_STANDARD_RTTI (AIS_TexturedShape)

};

DEFINE_STANDARD_HANDLE (AIS_TexturedShape, AIS_Shape)

#endif // _AIS_TexturedShape_HeaderFile