This file is indexed.

/usr/include/openbabel-2.0/openbabel/math/vector3.h is in libopenbabel-dev 2.3.0+dfsg-3ubuntu3.

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
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
/**********************************************************************
vector3.h - Handle 3D coordinates.

Copyright (C) 1998-2001 by OpenEye Scientific Software, Inc.
Some portions Copyright (C) 2001-2006 by Geoffrey R. Hutchison
Some portions Copyright (C) 2006 by Benoit Jacob

This file is part of the Open Babel project.
For more information, see <http://openbabel.org/>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation version 2 of the License.

This program 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 General Public License for more details.
***********************************************************************/

#ifndef OB_VECTOR_H
#define OB_VECTOR_H

#include <ostream>
#include <math.h>
#include <iostream>

#include <openbabel/rand.h>

#ifndef RAD_TO_DEG
#define RAD_TO_DEG (180.0/M_PI)
#endif

#ifndef DEG_TO_RAD
#define DEG_TO_RAD (M_PI/180.0)
#endif

namespace OpenBabel
{

  class matrix3x3; // declared in math/matrix3x3.h
  class OBRandom; // declared in rand.h

  // class introduction in vector3.cpp
  class	OBAPI vector3
  {
  private :
    double _vx, _vy, _vz ;

  public :
    //! Constructor
    vector3 (const double inX=0.0, const double inY=0.0, const double inZ=0.0):
      _vx(inX), _vy(inY), _vz(inZ)
      {}
    vector3 (double inV[3]):
      _vx(inV[0]), _vy(inV[1]), _vz(inV[2])
      {}
    //! Copy Constructor
    vector3 (const vector3& v):
      _vx(v._vx), _vy(v._vy), _vz(v._vz)
        { }

    //! Destructor
    ~vector3() { }

    //! Set x,y and z-component of a vector
    void Set(const double inX, const double inY, const double inZ)
    {
      _vx = inX;
      _vy = inY;
      _vz = inZ;
    }
    //! Set x,y and z-component of a vector from c[0]..c[2]
    void Set(const double *c)
    {
      _vx = c[0];
      _vy = c[1];
      _vz = c[2];
    }
    //! Access function to set the x-coordinate of the vector
    void SetX(const double inX)
    {
      _vx = inX;
    }
    //! Access function to set the y-coordinate of the vector
    void SetY(const double inY)
    {
      _vy = inY;
    }
    //! Access function to set the z-coordinate of the vector
    void SetZ(const double inZ)
    {
      _vz = inZ;
    }
    //! Access function to get the x-coordinate of the vector
    double GetX() const
    {
      return _vx;
    }
    //! Access function to get the y-coordinate of the vector
    double GetY() const
    {
      return _vy;
    }
    //! Access function to get the z-coordinate of the vector
    double GetZ() const
    {
      return _vz;
    }
    //! \brief Set c[0]..c[2] to the components of the vector
    //! \warning No error checking is performed
    void Get(double *c)
    {
      c[0]=_vx;
      c[1]=_vy;
      c[2]=_vz;
    }
    //! Access function to x: [0], y: [1], and z[2]
    double operator[] ( unsigned int i) const;

    //! Assignment
    vector3& operator= ( const vector3& v)
      {
        _vx = v._vx;
        _vy = v._vy;
        _vz = v._vz;
        return *this;
      }

    //! \return the vector as a const double *
    const double *AsArray() const
    {
      return &_vx;
    }

    //! \brief Vector addition (add @p v to *this)
    //! \return *this + v
    vector3& operator+= ( const vector3& v)
      {
        _vx += v._vx;
        _vy += v._vy;
        _vz += v._vz;
        return *this;
      };
    //! \brief Vector subtraction (subtract @p v from *this)
    //! \return *this - v
    vector3& operator-= ( const vector3& v)
      {
        _vx -= v._vx;
        _vy -= v._vy;
        _vz -= v._vz;
        return *this;
      };
    //! \brief Scalar addition (add @p f to *this)
    //! \return *this + f
    vector3& operator+= ( const double* f)
      {
        _vx += f[0];
        _vy += f[1];
        _vz += f[2];
        return *this;
      };
    //! \brief Scalar subtraction (subtract @p f from *this)
    //! \return *this - f
    vector3& operator-= ( const double* f)
      {
        _vx -= f[0];
        _vy -= f[1];
        _vz -= f[2];
        return *this;
      };
    //! \brief Scalar multiplication (multiply *this by @p c)
    //! \return *this * c
    vector3& operator*= ( const double& c)
      {
        _vx *= c;
        _vy *= c;
        _vz *= c;
        return *this;
      };

    //! \brief Scalar division (divide *this by @p c)
    //! \return *this divided by c
    vector3& operator/= ( const double& c)
      {
        double inv = 1.0 / c;
        return( (*this) *= inv );
      };
    //! Multiplication of matrix and vector
    //! \return the result (i.e., the updated vector)
    //! \todo Currently unimplemented
    vector3& operator*= ( const matrix3x3 &);

    //! Create a random unit vector
    void randomUnitVector(OBRandom *oeRand= NULL);

    //  Member Functions

    //! Scales a vector to give it length one.
    //! \return the result (i.e., the normalized vector)
    vector3& normalize () ;

    //! \return Whether a vector can be normalized
    bool CanBeNormalized () const;

    //! \return The length of the vector squared
    inline double length_2 () const
    {
      return _vx*_vx + _vy*_vy + _vz*_vz;
    };
    //! \return The vector length
    double length () const
    {
      return sqrt( length_2() );
    };
    //! Access function to get the x-coordinate of the vector
    const double & x () const
    {
      return _vx ;
    } ;
    //! Access function to get the y-coordinate of the vector
    const double & y () const
    {
      return _vy ;
    } ;
    //! Access function to get the z-coordinate of the vector
    const double & z () const
    {
      return _vz ;
    } ;
    //! Access function to set the x-coordinate of the vector
    double & x ()
    {
      return _vx ;
    } ;
    //! Access function to set the y-coordinate of the vector
    double & y ()
    {
      return _vy ;
    } ;
    //! Access function to set the z-coordinate of the vector
    double & z ()
    {
      return _vz ;
    } ;

    //! Comparison Methods
    // @{
    //! \brief Equivalence of vectors
    //! \deprecated This method uses unreliable floating point == comparisons
    //!    Use vector3::IsApprox() instead.
    //! \return true if every component is equal
    int operator== ( const vector3& ) const;
    //! \deprecated This method uses unreliable floating point == comparisons
    //!    Use vector3::IsApprox() instead.
    //! \return true if at least one component of the two vectors is !=
    int operator!= ( const vector3& other ) const
    {
      return ! ( (*this) == other );
    }
    //! \brief Safe comparison for floating-point vector3
    //! \return true if the vector *this is approximately equal to the vector
    //!         @p other, to the precision @p precision. More specifically,
    //!         this method works exactly like the OpenBabel::IsApprox()
    //!         function, replacing the absolute value for doubles by the norm
    //!         for vectors.
    //! \param other The vector for comparison
    //! \param precision This parameter plays the same role as in
    //!        OpenBabel::IsApprox().
    bool IsApprox( const vector3 & other, const double & precision ) const;
    //! }@

    //! \return square of the distance between *this and vv
    /*! equivalent to length_2(*this-vv)
     */
    double distSq(const vector3 &vv) const
    {
      double dx = x() - vv.x();
      double dy = y() - vv.y();
      double dz = z() - vv.z();
      return( dx*dx + dy*dy + dz*dz );
    }

    //! Creates a vector of length one, orthogonal to *this.
    //! \return Whether the method was successful
    bool createOrthoVector(vector3 &v) const;

  };

  //! Prints a representation of the vector as a row vector of the form "<0.1,1,2>"
  OBAPI std::ostream& operator<< ( std::ostream&, const vector3& );

  //  Sum, Difference, Scalar Product
  //! Vector addition
  inline OBAPI vector3 operator+ ( const vector3& v1, const vector3& v2)
  {
    return vector3(v1.x()+v2.x(), v1.y()+v2.y(), v1.z()+v2.z());
  }
  //! Vector subtraction
  inline OBAPI vector3 operator- ( const vector3& v1, const vector3& v2)
  {
    return vector3(v1.x()-v2.x(), v1.y()-v2.y(), v1.z()-v2.z());
  }
  //! Unary minus
  inline OBAPI vector3 operator- ( const vector3& v)
  {
    return vector3(-v.x(), -v.y(), -v.z());
  }
  //! Multiplication with a scalar
  inline OBAPI vector3 operator* ( const double& c, const vector3& v)
    {
      return vector3( c*v.x(), c*v.y(), c*v.z());
    }
  //! Multiplication with a scalar
  inline OBAPI vector3 operator* ( const vector3& v, const double& c)
    {
      return vector3( c*v.x(), c*v.y(), c*v.z());
    }
  //! Division by a scalar
  inline OBAPI vector3 operator/ ( const vector3& v, const double& c)
  {
    return vector3( v.x()/c, v.y()/c, v.z()/c);
  }
  // @removed@ misleading operation
  // friend vector3 operator* ( const vector3 &,const vector3 &);

  //vector and matrix ops
  // @removed@ misleading operation; matrix multiplication is not commutitative
  //     friend vector3 operator *(const vector3 &v,const matrix3x3 &m);

  //! Multiplication of matrix and vector
  OBAPI vector3 operator *(const matrix3x3 &m, const vector3 &v);

  //! Dot product of two vectors
  inline OBAPI double dot ( const vector3& v1, const vector3& v2 )
  {
    return v1.x()*v2.x() + v1.y()*v2.y() + v1.z()*v2.z() ;
  }
  //! Cross product of two vectors
  OBAPI vector3 cross ( const vector3&, const vector3& );

  //! Calculate the angle between vectors (in degrees)
  OBAPI double vectorAngle ( const vector3& v1, const vector3& v2 );

  //! Calculate the torsion angle between vectors (in degrees)
  OBAPI double CalcTorsionAngle(const vector3 &a, const vector3 &b,
                                        const vector3 &c, const vector3 &d);

  //! Calculate the signed distance of point a to the plane determined by b,c,d
  OBAPI double Point2PlaneSigned(vector3 a, vector3 b, vector3 c, vector3 d);
  //! Calculate the distance of point a to the plane determined by b,c,d
  OBAPI double Point2Plane(vector3 a, vector3 b, vector3 c, vector3 d);
  //! Calculate the angle between point a and the plane determined by b,c,d
  OBAPI double Point2PlaneAngle(const vector3 a, const vector3 b, const vector3 c, const vector3 d);

  //! Calculate the distance of a point a to a line determined by b and c
  OBAPI double Point2Line(const vector3& a, const vector3& b, const vector3& c);

  //  The global constant vector3 objects
  //! The zero vector: <0.0, 0.0, 0.0>
  extern OBAPI const vector3 VZero;
  //! The x unit vector: <1.0, 0.0, 0.0>
  extern OBAPI const vector3 VX;
  //! The y unit vector: <0.0, 1.0, 0.0>
  extern OBAPI const vector3 VY;
  //! The z unit vector: <0.0, 0.0, 1.0>
  extern OBAPI const vector3 VZ;

}

#endif // OB_VECTOR_H

//! \file
//! \brief Handle 3D coordinates.