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/*
    Copyright (c) 2008-2009 NetAllied Systems GmbH

	This file is part of COLLADAStreamWriter.
	
    Licensed under the MIT Open Source License, 
    for details please see LICENSE file or the website
    http://www.opensource.org/licenses/mit-license.php
*/

#ifndef __COLLADASTREAMWRITER_NODE_H__
#define __COLLADASTREAMWRITER_NODE_H__

#include "COLLADASWPrerequisites.h"
#include "COLLADASWElementWriter.h"
#include "COLLADASWExtraTechnique.h"
#include "COLLADASWConstants.h"
#include "COLLADABUURI.h"

namespace COLLADASW
{

    /** A class to write a @a \<node\> element to the stream.*/

    class Node : public ElementWriter, public BaseExtraTechnique
    {

    public:

        /** The node types*/
        enum Type
        {
            DEFAULT,
            NODE,
            JOINT // Joints are called bones in 3dsMax. A joint is a scene node that is used in skinning.
        };

    private:

        /** Closer to close the node*/
        TagCloser mNodeCloser;

        /** The type of the node*/
        Type mType;

        /** The id of the node*/
        String mNodeId;

        /** The name of the node*/
        String mNodeName;

        /** The sid of the current node. Used for joints. */
        String mNodeSid;

        /** The URL of an instance node. */
        COLLADABU::URI mNodeURL;

        /** Flag, if it is an node instance. */
        bool mIsInstanceNode;

    public:

        Node ( StreamWriter* streamWriter, const bool isInstanceNode=false )
                : ElementWriter ( streamWriter ),
                mType ( DEFAULT ),
                mNodeId ( EMPTY_STRING ),
                mNodeName ( EMPTY_STRING ),
                mNodeURL ( EMPTY_STRING, EMPTY_STRING ), 
                mIsInstanceNode ( isInstanceNode )
        {}

		/** Flag, if it is an node instance. */
        bool getIsInstanceNode() const 
        { 
            return mIsInstanceNode; 
        }
        
        /** Flag, if it is an node instance. */
        void setIsInstanceNode( bool val ) 
        { 
            mIsInstanceNode = val; 
        }

		/** Returns a reference to the id of the node*/
        const String& getNodeId() const
        {
            return mNodeId;
        }

        /** Sets the id of the node*/
        void setNodeId ( const String& id )
        {
            mNodeId = id;
        }

        /** Returns a reference to the name of the node*/
        const String& getNodeName() const
        {
            return mNodeName;
        }

        /** Sets the name of the node*/
        void setNodeName ( const String& nodeName )
        {
            mNodeName = nodeName;
        }

        /** The sid of the current node. Used for joints. */
        const String getNodeSid() const 
        { 
            return mNodeSid; 
        }

        /** The sid of the current node. Used for joints. */
        void setNodeSid( const String& val ) 
        { 
            mNodeSid = val; 
        }

        /** The URL of an instance node. */
        const COLLADABU::URI& getNodeURL() const 
        { 
            return mNodeURL; 
        }

        /** The URL of an instance node. */
        void setNodeURL( const COLLADABU::URI& val ) 
        { 
            mNodeURL = val; 
        }

        /** Returns the type of the node*/
        Type getType() const
        {
            return mType;
        }

        /** Sets the type of the node*/
        void setType ( Type type )
        {
            mType = type;
        }

        /** Opens the node
        It should be closed using close()*/
		void start(bool forceNonInstancedNode = false);

        /** Adds a translation with sid @a sid*/
        void addTranslate ( const String& sid, double x, double y, double z ) const ;

        /** Adds a translation*/
        void addTranslate ( double x, double y, double z ) const ;

        /** Adds a rotation with sid @a sid*/
        void addRotate ( const String& sid, double x, double y, double z, double angle ) const ;

        /** Adds a rotation around the x-axis with sid @a sid */
        void addRotateX ( const String& sid, double angle ) const
        {
            addRotate ( sid, 1, 0, 0, angle );
        }

        /** Adds a rotation around the y-axis with sid @a sid */
        void addRotateY ( const String& sid, double angle )  const
        {
            addRotate ( sid, 0, 1, 0, angle );
        }

        /** Adds a rotation around the Z-axis with sid @a sid */
        void addRotateZ ( const String& sid, double angle ) const
        {
            addRotate ( sid, 0, 0, 1, angle );
        }

		/** Adds a rotation around the x-axis.*/
		void addRotateX ( double angle ) const
		{
			addRotate ( 1, 0, 0, angle );
		}

		/** Adds a rotation around the y-axis.*/
		void addRotateY (  double angle )  const
		{
			addRotate ( 0, 1, 0, angle );
		}

		/** Adds a rotation around the Z-axis.*/
		void addRotateZ ( double angle ) const
		{
			addRotate ( 0, 0, 1, angle );
		}


		
		/** Adds a rotation*/
        void addRotate ( double x, double y, double z, double angle ) const ;

        /** Adds a matrix with sid @a sid*/
        void addMatrix ( const String& sid, double matrix[4][4] ) const ;

        /** Adds a matrix*/
        void addMatrix ( double matrix[4][4] ) const ;

        /** Adds a scale with sid @a sid*/
        void addScale ( const String& sid, double x, double y, double z )  const;

        /** Adds a scale*/
        void addScale ( double x, double y, double z ) const;

        /** Adds the skew of the current mesh element. */
        void addSkew ( const String& sid, const float angle,
                       const float rotateAxis[3], const float aroundAxis[3] ) const;

        /**
         * The <lookat> element contains a float3x3, which is three 
         * mathematical vectors.
         * Positioning and orienting a camera or object in the scene is often 
         * complicated when using a matrix. A lookat transform is an intuitive 
         * way to specify an eye position, interest point, and orientation.
         * @param eyePosition[3] The position of the object.
         * @param interestPosition[3] The position of the interest point.
         * @param upPosition[3] The direction that points up.
         * @param sid Subidentifier of this element, optional.
         */
        void addLookat ( 
            const float eyePosition[3], 
            const float interestPosition[3], 
            const float upPosition[3], 
            const String &sid = "" );

        /** Closes the node
        It must have been opened using open()*/
        void end() ;

    };


} //namespace COLLADASW


#endif //__COLLADASTREAMWRITER_NODE_H__