This file is indexed.

/usr/include/osgShadow/OccluderGeometry is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.

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
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * 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 OSGSHADOW_OCCLUDERGEOMETRY
#define OSGSHADOW_OCCLUDERGEOMETRY 1

#include <osg/Drawable>
#include <osg/Array>
#include <osg/PrimitiveSet>
#include <osg/Polytope>

#include <osgShadow/Export>


namespace osgShadow {

class ShadowVolumeGeometry;

/** OccluderGeometry provides a sepecialised geometry representation of objects in scene that occlude light and therefore cast shadows.
  * OccluderGeometry supports the computation of silhouette edges and shadow volume geometries, as well as use as geometry that one can rendering
  * into a shadow map or end caps for the ZP+ algorithm.  OccluderGeometry may be of the same resolution as an underlying geometry that it
  * represents, or can be of lower resolution and combine manager separate geometries together into a single shadow casting object.
  * OccluderGeometry may be attached as UserData to Nodes or to Drawables.  */
class OSGSHADOW_EXPORT OccluderGeometry : public osg::Drawable
{
    public :
        OccluderGeometry();

        OccluderGeometry(const OccluderGeometry& oc, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);

        virtual Object* cloneType() const { return new OccluderGeometry(); }
        virtual Object* clone(const osg::CopyOp& copyop) const { return new OccluderGeometry(*this,copyop); }
        virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const OccluderGeometry*>(obj)!=NULL; }
        virtual const char* libraryName() const { return "osgShadow"; }
        virtual const char* className() const { return "OccluderGeometry"; }

        /** Compute an occluder geometry containing all the geometry in specified subgraph.*/
        void computeOccluderGeometry(osg::Node* subgraph, osg::Matrix* matrix=0, float sampleRatio=1.0f);

        /** Compute an occluder geometry containing the geometry in specified drawable.*/
        void computeOccluderGeometry(osg::Drawable* drawable, osg::Matrix* matrix=0, float sampleRatio=1.0f);


        /** Compute ShadowVolumeGeometry. */
        void computeShadowVolumeGeometry(const osg::Vec4& lightpos, ShadowVolumeGeometry& svg) const;


        /** Set the bounding polytope of the OccluderGeometry.*/
        void setBoundingPolytope(const osg::Polytope& polytope) { _boundingPolytope = polytope; }

        /** Get the bounding polytope of the OccluderGeometry.*/
        osg::Polytope& getBoundingPolytope() { return _boundingPolytope; }

        /** Get the const bounding polytope of the OccluderGeometry.*/
        const osg::Polytope& getBoundingPolytope() const { return _boundingPolytope; }


        /** Render the occluder geometry. */
        virtual void drawImplementation(osg::RenderInfo& renderInfo) const;

        /** Compute the bounding box around occluder geometry.*/
        virtual osg::BoundingBox computeBoundingBox() const;

        typedef std::vector<osg::Vec3> Vec3List;
        typedef std::vector<GLuint> UIntList;

    public:

        void processGeometry(osg::Drawable* drawable, osg::Matrix* matrix=0, float sampleRatio=1.0f);

    protected :

        virtual ~OccluderGeometry() {}

        struct Edge
        {
            Edge():
                _p1(0),
                _p2(0),
                _t1(-1),
                _t2(-1) {}

            Edge(unsigned int p1, unsigned int p2):
                _p1(p1),
                _p2(p2),
                _t1(-1),
                _t2(-1)
            {
                if (p1>p2)
                {
                    // swap ordering so p1 is less than or equal to p2
                    _p1 = p2;
                    _p2 = p1;
                }
            }

            inline bool operator < (const Edge& rhs) const
            {
                if (_p1 < rhs._p1) return true;
                if (_p1 > rhs._p1) return false;
                return (_p2 < rhs._p2);
            }

            bool addTriangle(unsigned int tri) const
            {
                if (_t1<0)
                {
                    _t1 = tri;
                    return true;
                }
                else if (_t2<0)
                {
                    _t2 = tri;
                    return true;
                }
                // argg more than two triangles assigned
                return false;
            }

            bool boundaryEdge() const { return _t2<0; }

            unsigned int    _p1;
            unsigned int    _p2;

            mutable int     _t1;
            mutable int     _t2;

            mutable osg::Vec3   _normal;
        };

        typedef std::vector<Edge> EdgeList;

        inline bool isLightPointSilhouetteEdge(const osg::Vec3& lightpos, const Edge& edge) const
        {
            if (edge.boundaryEdge()) return true;

            float offset = 0.0f;

            osg::Vec3 delta(lightpos-_vertices[edge._p1]);
            delta.normalize();

            float n1 = delta * _triangleNormals[edge._t1] + offset;
            float n2 = delta * _triangleNormals[edge._t2] + offset;

            float angle_offset = 0.0f;

            n1 = cos(acosf(n1) + angle_offset);
            n2 = cos(acosf(n2) + angle_offset);

            if (n1==0.0f && n2==0.0f) return false;

            return n1*n2 <= 0.0f;
        }

        inline bool isLightDirectionSilhouetteEdge(const osg::Vec3& lightdirection, const Edge& edge) const
        {
            if (edge.boundaryEdge()) return true;

            float offset = 0.0f;

            float n1 = lightdirection * _triangleNormals[edge._t1] + offset;
            float n2 = lightdirection * _triangleNormals[edge._t2] + offset;

            float angle_offset = 0.0f;

            n1 = cos(acosf(n1) + angle_offset);
            n2 = cos(acosf(n2) + angle_offset);

            if (n1==0.0f && n2==0.0f) return false;

            return n1*n2 <= 0.0f;
        }

        void setUpInternalStructures();

        void removeDuplicateVertices();
        void removeNullTriangles();
        void computeNormals();
        void buildEdgeMaps();

        void computeLightDirectionSilhouetteEdges(const osg::Vec3& lightdirection, UIntList& silhouetteIndices) const;
        void computeLightPositionSilhouetteEdges(const osg::Vec3& lightpos, UIntList& silhouetteIndices) const;

        osg::Polytope _boundingPolytope;

        Vec3List _vertices;
        Vec3List _normals;
        Vec3List _triangleNormals;
        UIntList _triangleIndices;

        EdgeList _edges;
};

class OSGSHADOW_EXPORT ShadowVolumeGeometry : public osg::Drawable
{
    public :
        ShadowVolumeGeometry();

        ShadowVolumeGeometry(const ShadowVolumeGeometry& oc, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);

        virtual Object* cloneType() const { return new ShadowVolumeGeometry(); }
        virtual Object* clone(const osg::CopyOp& copyop) const { return new ShadowVolumeGeometry(*this,copyop); }
        virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ShadowVolumeGeometry*>(obj)!=NULL; }
        virtual const char* libraryName() const { return "osgShadow"; }
        virtual const char* className() const { return "ShadowVolumeGeometry"; }

        enum DrawMode
        {
            GEOMETRY,
            STENCIL_TWO_PASS,
            STENCIL_TWO_SIDED
        };

        void setDrawMode(DrawMode mode) { _drawMode = mode; }
        DrawMode getDrawMode() const { return _drawMode; }

        typedef std::vector<osg::Vec3> Vec3List;
        typedef std::vector<GLuint> UIntList;

        void setVertices(const Vec3List& vertices) { _vertices = vertices; }
        Vec3List& getVertices() { return _vertices; }
        const Vec3List& getVertices() const { return _vertices; }

        void setNormals(const Vec3List& normals) { _normals = normals; }
        Vec3List& getNormals() { return _normals; }
        const Vec3List& getNormals() const { return _normals; }


        /** Render the occluder geometry. */
        virtual void drawImplementation(osg::RenderInfo& renderInfo) const;

        /** Compute the bounding box around occluder geometry.*/
        virtual osg::BoundingBox computeBoundingBox() const;

    public:

    protected :

        virtual ~ShadowVolumeGeometry() {}

        DrawMode _drawMode;
        Vec3List _vertices;
        Vec3List _normals;
        UIntList _indices;
};

}

#endif