This file is indexed.

/usr/include/assimp/aiMatrix4x4.inl is in libassimp-dev 2.0.863+dfsg-2.

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
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------

Copyright (c) 2006-2010, ASSIMP Development Team

All rights reserved.

Redistribution and use of this software in source and binary forms, 
with or without modification, are permitted provided that the following 
conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the ASSIMP team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the ASSIMP Development Team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/

/** @file aiMatrix4x4.inl
 *  @brief Inline implementation of the 4x4 matrix operators
 */
#ifndef AI_MATRIX4x4_INL_INC
#define AI_MATRIX4x4_INL_INC

#include "aiMatrix4x4.h"

#ifdef __cplusplus
#include "aiMatrix3x3.h"

#include <algorithm>
#include <limits>
#include <math.h>

#include "aiAssert.h"
#include "aiQuaternion.h"

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4::aiMatrix4x4( const aiMatrix3x3& m)
{
	a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = 0.0f;
	b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = 0.0f;
	c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = 0.0f;
	d1 = 0.0f; d2 = 0.0f; d3 = 0.0f; d4 = 1.0f;
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::operator *= (const aiMatrix4x4& m)
{
	*this = aiMatrix4x4(
		m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
		m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
		m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
		m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
		m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
		m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
		m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
		m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
		m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
		m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
		m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
		m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
		m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
		m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
		m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
		m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
	return *this;
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4 aiMatrix4x4::operator* (const aiMatrix4x4& m) const
{
	aiMatrix4x4 temp( *this);
	temp *= m;
	return temp;
}


// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::Transpose()
{
	// (float&) don't remove, GCC complains cause of packed fields
	std::swap( (float&)b1, (float&)a2);
	std::swap( (float&)c1, (float&)a3);
	std::swap( (float&)c2, (float&)b3);
	std::swap( (float&)d1, (float&)a4);
	std::swap( (float&)d2, (float&)b4);
	std::swap( (float&)d3, (float&)c4);
	return *this;
}


// ----------------------------------------------------------------------------------------
inline float aiMatrix4x4::Determinant() const
{
	return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4 
		+ a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4 
		- a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3 
		+ a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2 
		+ a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
		- a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::Inverse()
{
	// Compute the reciprocal determinant
	float det = Determinant();
	if(det == 0.0f) 
	{
		// Matrix not invertible. Setting all elements to nan is not really
		// correct in a mathematical sense but it is easy to debug for the
		// programmer.
		const float nan = std::numeric_limits<float>::quiet_NaN();
		*this = aiMatrix4x4(
			nan,nan,nan,nan,
			nan,nan,nan,nan,
			nan,nan,nan,nan,
			nan,nan,nan,nan);

		return *this;
	}

	float invdet = 1.0f / det;

	aiMatrix4x4 res;
	res.a1 = invdet  * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
	res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
	res.a3 = invdet  * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
	res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
	res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
	res.b2 = invdet  * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
	res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
	res.b4 = invdet  * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
	res.c1 = invdet  * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
	res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
	res.c3 = invdet  * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
	res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
	res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
	res.d2 = invdet  * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
	res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
	res.d4 = invdet  * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1)); 
	*this = res;

	return *this;
}

// ----------------------------------------------------------------------------------------
inline float* aiMatrix4x4::operator[](unsigned int p_iIndex)
{
	return &this->a1 + p_iIndex * 4;
}

// ----------------------------------------------------------------------------------------
inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const
{
	return &this->a1 + p_iIndex * 4;
}

// ----------------------------------------------------------------------------------------
inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const
{
	return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
			b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
			c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
			d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
}

// ----------------------------------------------------------------------------------------
inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const
{
	return !(*this == m);
}

// ----------------------------------------------------------------------------------------
inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation,
	aiVector3D& position) const
{
	const aiMatrix4x4& _this = *this;

	// extract translation
	position.x = _this[0][3];
	position.y = _this[1][3];
	position.z = _this[2][3];

	// extract the rows of the matrix
	aiVector3D vRows[3] = {
		aiVector3D(_this[0][0],_this[1][0],_this[2][0]),
		aiVector3D(_this[0][1],_this[1][1],_this[2][1]),
		aiVector3D(_this[0][2],_this[1][2],_this[2][2])
	};

	// extract the scaling factors
	scaling.x = vRows[0].Length();
	scaling.y = vRows[1].Length();
	scaling.z = vRows[2].Length();

	// and remove all scaling from the matrix
	if(scaling.x)
	{
		vRows[0] /= scaling.x;
	}
	if(scaling.y)
	{
		vRows[1] /= scaling.y;
	}
	if(scaling.z)
	{
		vRows[2] /= scaling.z;
	}

	// build a 3x3 rotation matrix
	aiMatrix3x3 m(vRows[0].x,vRows[1].x,vRows[2].x,
		vRows[0].y,vRows[1].y,vRows[2].y,
		vRows[0].z,vRows[1].z,vRows[2].z);

	// and generate the rotation quaternion from it
	rotation = aiQuaternion(m);
}

// ----------------------------------------------------------------------------------------
inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation,
	aiVector3D& position) const
{
	const aiMatrix4x4& _this = *this;

	// extract translation
	position.x = _this[0][3];
	position.y = _this[1][3];
	position.z = _this[2][3];

	// extract rotation
	rotation = aiQuaternion((aiMatrix3x3)_this);
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb)
{
	return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
{
	aiMatrix4x4& _this = *this;

	float cr = cos( x );
	float sr = sin( x );
	float cp = cos( y );
	float sp = sin( y );
	float cy = cos( z );
	float sy = sin( z );

	_this.a1 = cp*cy ;
	_this.a2 = cp*sy;
	_this.a3 = -sp ;

	float srsp = sr*sp;
	float crsp = cr*sp;

	_this.b1 = srsp*cy-cr*sy ;
	_this.b2 = srsp*sy+cr*cy ;
	_this.b3 = sr*cp ;

	_this.c1 =  crsp*cy+sr*sy ;
	_this.c2 =  crsp*sy-sr*cy ;
	_this.c3 = cr*cp ;

	return *this;
}

// ----------------------------------------------------------------------------------------
inline bool aiMatrix4x4::IsIdentity() const
{
	// Use a small epsilon to solve floating-point inaccuracies
	const static float epsilon = 10e-3f;

	return (a2 <= epsilon && a2 >= -epsilon &&
			a3 <= epsilon && a3 >= -epsilon &&
			a4 <= epsilon && a4 >= -epsilon &&
			b1 <= epsilon && b1 >= -epsilon &&
			b3 <= epsilon && b3 >= -epsilon &&
			b4 <= epsilon && b4 >= -epsilon &&
			c1 <= epsilon && c1 >= -epsilon &&
			c2 <= epsilon && c2 >= -epsilon &&
			c4 <= epsilon && c4 >= -epsilon &&
			d1 <= epsilon && d1 >= -epsilon &&
			d2 <= epsilon && d2 >= -epsilon &&
			d3 <= epsilon && d3 >= -epsilon &&
			a1 <= 1.f+epsilon && a1 >= 1.f-epsilon && 
			b2 <= 1.f+epsilon && b2 >= 1.f-epsilon && 
			c3 <= 1.f+epsilon && c3 >= 1.f-epsilon && 
			d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::RotationX(float a, aiMatrix4x4& out)
{
	/*
	     |  1  0       0       0 |
     M = |  0  cos(A) -sin(A)  0 |
         |  0  sin(A)  cos(A)  0 |
         |  0  0       0       1 |	*/
	out = aiMatrix4x4();
	out.b2 = out.c3 = cos(a);
	out.b3 = -(out.c2 = sin(a));
	return out;
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out)
{
	/*
	     |  cos(A)  0   sin(A)  0 |
     M = |  0       1   0       0 |
         | -sin(A)  0   cos(A)  0 |
         |  0       0   0       1 |
		*/
	out = aiMatrix4x4();
	out.a1 = out.c3 = cos(a);
	out.c1 = -(out.a3 = sin(a));
	return out;
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out)
{
	/*
	     |  cos(A)  -sin(A)   0   0 |
     M = |  sin(A)   cos(A)   0   0 |
         |  0        0        1   0 |
         |  0        0        0   1 |	*/
	out = aiMatrix4x4();
	out.a1 = out.b2 = cos(a);
	out.a2 = -(out.b1 = sin(a));
	return out;
}

// ----------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
inline aiMatrix4x4& aiMatrix4x4::Rotation( float a, const aiVector3D& axis, aiMatrix4x4& out)
{
  float c = cos( a), s = sin( a), t = 1 - c;
  float x = axis.x, y = axis.y, z = axis.z;

  // Many thanks to MathWorld and Wikipedia
  out.a1 = t*x*x + c;   out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
  out.b1 = t*x*y + s*z; out.b2 = t*y*y + c;   out.b3 = t*y*z - s*x;
  out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
  out.a4 = out.b4 = out.c4 = 0.0f;
  out.d1 = out.d2 = out.d3 = 0.0f;
  out.d4 = 1.0f;

  return out;
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::Translation( const aiVector3D& v, aiMatrix4x4& out)
{
	out = aiMatrix4x4();
	out.a4 = v.x;
	out.b4 = v.y;
	out.c4 = v.z;
	return out;
}

// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::Scaling( const aiVector3D& v, aiMatrix4x4& out)
{
	out = aiMatrix4x4();
	out.a1 = v.x;
	out.b2 = v.y;
	out.c3 = v.z;
	return out;
}

// ----------------------------------------------------------------------------------------
/** A function for creating a rotation matrix that rotates a vector called
 * "from" into another vector called "to".
 * Input : from[3], to[3] which both must be *normalized* non-zero vectors
 * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
 * Authors: Tomas Möller, John Hughes
 *          "Efficiently Building a Matrix to Rotate One Vector to Another"
 *          Journal of Graphics Tools, 4(4):1-4, 1999
 */
// ----------------------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::FromToMatrix(const aiVector3D& from, 
	const aiVector3D& to, aiMatrix4x4& mtx)
{	
	aiMatrix3x3 m3;
	aiMatrix3x3::FromToMatrix(from,to,m3);
	mtx = aiMatrix4x4(m3);
	return mtx;
}

#endif // __cplusplus
#endif // AI_MATRIX4x4_INL_INC