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/**********************************************************************
  Painter - drawing spheres, cylinders and text

  Copyright (C) 2007 Benoit Jacob
  Copyright (C) 2007 Donald Ephraim Curtis
  Copyright (C) 2007-2008 Marcus D. Hanwell
  Copyright (C) 2010 Konstantin Tokarev
  Copyright (C) 2011 David C. Lonie

  This file is part of the Avogadro molecular editor project.
  For more information, see <http://avogadro.openmolecules.net/>

  Avogadro 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; either version 2 of the License, or
  (at your option) any later version.

  Avogadro 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.

  You should have received a copy of the GNU General Public License
  along with this program; if not, write to the Free Software
  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
  02110-1301, USA.
 **********************************************************************/

#ifndef PAINTER_H
#define PAINTER_H

#include <avogadro/global.h>
#include <avogadro/primitive.h>

class QColor;
class QFont;

namespace Avogadro
{
  /**
   * @class Painter painter.h <avogadro/painter.h>
   * @brief Pure virtual Painter base class to be implemented by painters.
   * @author Marcus D. Hanwell
   *
   * This class is a pure virtual base class of the Painter. It should be
   * implemented by painters in order to satisfy all primitives objects to be
   * drawn by the engines.
   *
   * @sa GLPainter, POVPainter
   */
  class Color;
  class Mesh;
  class A_EXPORT Painter
  {
  public:
    /**
     * Constructor.
     */
    Painter();

    /**
     * Destructor.
     */
    virtual ~Painter();

    /**
     * Function that may be used to initialize the drawing context when the
     * painter is first used.
     * @return True on success, false on failure to initialize.
     */
    virtual bool initialize();

    /**
     * Function to clean up before the drawing context is destroyed.
     * @return True on success, false on failure to finalize.
     */
    virtual bool finalize();

    /**
     * @return The current global quality setting.
     */
    virtual int quality() const = 0;

    /**
     * Uses the primitive to set the type and name if the Paint Device supports it.
     * @param primitive the primitive about to be drawn.
     */
    virtual void setName(const Primitive *primitive) = 0;

    /**
     * Sets the primitive type and id.
     * @param type the primitive type about to be drawn.
     * @param id the primitive id.
     */
    virtual void setName(Primitive::Type type, int id) = 0;

    /**
     * Set the color to paint the primitive elements with.
     * @param color the color to be used for painting.
    */
    virtual void setColor(const Color *color) = 0;

    /**
     * Set the color to paint the primitive elements with.
     * @param color the color to be used for painting.
    */
    virtual void setColor(const QColor *color) = 0;

    /**
     * Set the color to paint elements with where 0.0 is the minimum and 1.0
     * is the maximum.
     * @param red component of the color.
     * @param green component of the color.
     * @param blue component of the color.
     * @param alpha component of the color.
     */
    virtual void setColor(float red, float green, float blue, float alpha = 1.0) = 0;

    /**
     * Set the color to paint elements by its name
     * @param name name of the color to be used
     */
    virtual void setColor(QString name) = 0;

    /**
     * Draws a sphere, leaving the Painter choose the appropriate detail level based on the
     * apparent radius (ratio of radius over distance) and the global quality setting.
     * @param center the position of the center of the sphere.
     * @param radius the radius of the sphere.
     */
    virtual void drawSphere(const Eigen::Vector3d &center, double radius) = 0;

    /**
     * Draws a sphere, leaving the Painter choose the appropriate detail level based on the
     * apparent radius (ratio of radius over distance) and the global quality setting.
     * @param center the position of the center of the sphere.
     * @param radius the radius of the sphere.
     * @note Convenience function - might be removed.
     */
    virtual void drawSphere(const Eigen::Vector3d *center, double radius);

    /**
     * Draws a cylinder, leaving the Painter choose the appropriate detail level based on the
     * apparent radius (ratio of radius over distance) and the global quality setting.
     * @param end1 the position of the first end of the cylinder.
     * @param end2 the position of the second end of the cylinder.
     * @param radius the radius of the cylinder.
     */
    virtual void drawCylinder(const Eigen::Vector3d &end1,
                              const Eigen::Vector3d &end2,
                              double radius) = 0;

    /**
     * Draws a multiple cylinder (see below), leaving the Painter choose the appropriate
     * detail level based on the apparent radius (ratio of radius over distance) and the
     * global quality setting.
     *
     * What is a "multiple cylinder"? Think bond of order two or more between two atoms.
     * This function is here to allow drawing multiple bonds in a single call.
     *
     * This function takes care of rendering multiple bonds in such a way that the individual
     * bonds avoid hiding each other, at least in the defaut viewpoint of a molecule.
     * To achieves that, it asks the GLWidget for the the normal vector of the
     * molecule's best-fitting plane.
     *
     * @param end1 the position of the first end of the bond.
     * @param end2 the position of the second end of the bond.
     * @param radius the radius, i.e. half-width of each cylinder.
     * @param order the multiplicity order of the bond, e.g. 2 for a double bond.
     *              When this parameter equals 1, this function is equivalent to
     *              drawCylinder().
     * @param shift how far away from the central axis the cylinders are shifted.
     *              In other words this influences the total width of multiple bonds.
     */
    virtual void drawMultiCylinder(const Eigen::Vector3d &end1,
                                   const Eigen::Vector3d &end2,
                                   double radius, int order, double shift) = 0;

    /**
     * Draws a cone between the tip and the base with the base radius given.
     * @param base the position of the base of the cone.
     * @param cap the position of the tip of the cone.
     * @param baseRadius the radius of the base of the cone.
     * @param capRadius the radius of the base of the cone.
     */
    virtual void drawCone(const Eigen::Vector3d &base,
                          const Eigen::Vector3d &cap,
                          double baseRadius,
                          double capRadius = 0.0) = 0;

    /**
     * Draws a line between the given points of the given width.
     * @param start the position of the start of the line.
     * @param end the position of the end of the line.
     * @param lineWidth the width of the line.
     */
    virtual void drawLine(const Eigen::Vector3d &start,
                          const Eigen::Vector3d &end,
                          double lineWidth) = 0;

    /**
     * Draws a multiple line between the given points. This function is the
     * line equivalent to the drawMultiCylinder function and performs the
     * same basic operations using simpler and quicker lines.
     * @param start the position of the start of the line.
     * @param end the position of the end of the line.
     * @param lineWidth the width of the line.
     * @param order the order of the bond, e.g. 2 for a double bond.
     * @param stipple The stipple parameter for the bond, can be used to
     * draw aromatic bonds etc.
     * sa drawMultiCylinder
     */
    virtual void drawMultiLine(const Eigen::Vector3d &start,
                               const Eigen::Vector3d &end, double lineWidth,
                               int order, short stipple) = 0;

    /**
     * Draws a triangle with vertives on the three given points. This function
     * calculates the normal of the triangle and corrects the winding order to
     * ensure the front face is facing the camera.
     * @param p1 first triangle vertex.
     * @param p2 second triangle vertex.
     * @param p3 third triangle vertex.
     */
    virtual void drawTriangle(const Eigen::Vector3d &p1,
                              const Eigen::Vector3d &p2,
                              const Eigen::Vector3d &p3) = 0;

    /**
     * Draws a triangle with vertives on the three given points using the
     * given normal. This function corrects the triangle's winding order.
     * @param p1 first triangle vertex.
     * @param p2 second triangle vertex.
     * @param p3 third triangle vertex.
     * @param n the normal of the triangle.
     */
    virtual void drawTriangle(const Eigen::Vector3d &p1,
                              const Eigen::Vector3d &p2,
                              const Eigen::Vector3d &p3,
                              const Eigen::Vector3d &n) = 0;

    /**
     * Draw a cubic B-spline between the given points.
     * @param pts QVector containing the points to draw the cubic B-spline
     * along.
     * @param radius the radius of the cubic B-spline.
     */
    virtual void drawSpline(const QVector<Eigen::Vector3d>& pts,
                            double radius) = 0;

    /**
     * Draws a shaded sector of a circle.  The sector is defined by three vectors,
     * the center of the circle, and two vectors that define the lines going out
     * from the centre of the circle to the circumference of the circle.  The
     * actual points on the circumference are found using these two vectors and
     * the radius of the circle.
     *
     * @param origin the center of the circle this sector is a portion of.
     * @param direction1 a vector defining the line the first point will lie on.
     * @param direction2 a vector defining the line the second point will lie on.
     * @param radius the radius of the circle this sector is a portion of.
     * @param alternateAngle whether to draw the obtuse angle made by the
     * two vectors instead of the acute angle between them.
     */
    virtual void drawShadedSector(const Eigen::Vector3d & origin,
                                  const Eigen::Vector3d & direction1,
                                  const Eigen::Vector3d & direction2,
                                  double radius,
                                  bool alternateAngle = false) = 0;

    /**
     * Draws an arc.  The arc is defined by three vectors, the center of the circle,
     * and two vectors that define the lines going out from the center of the
     * circle to the circumference of the circle.  The actual points on the
     * circumference are found using these two vectors and the radius of the circle.
     *
     * @param origin the center of the circle whose circumference this arc is a portion of.
     * @param direction1 a vector defining the line the start of the arc will lie on.
     * @param direction2 a vector defining the line the end of the arc will lie on.
     * @param radius the radius of the circle whose circumference this arc is a portion of.
     * @param lineWidth the thickness of the line the arc will be drawn with.
     * @param alternateAngle whether to draw the obtuse angle made by the two vectors
     *                       instead of the acute angle between them.
     */
    virtual void drawArc(const Eigen::Vector3d & origin,
                         const Eigen::Vector3d & direction1,
                         const Eigen::Vector3d & direction2, double radius,
                         double lineWidth, bool alternateAngle = false) = 0;

    /**
     * Draws a solid two dimensional quadrilateral in three dimensional space.
     *
     * @param point1 the first of the four corners of the quadrilateral.
     * @param point2 the second of the four corners of the quadrilateral.
     * @param point3 the third of the four corners of the quadrilateral.
     * @param point4 the last of the four corners of the quadrilateral.
     */
    virtual void drawShadedQuadrilateral(const Eigen::Vector3d & point1,
                                         const Eigen::Vector3d & point2,
                                         const Eigen::Vector3d & point3,
                                         const Eigen::Vector3d & point4) = 0;

    /**
     * Draws the outline of a two dimensional quadrilateral in three dimensional space.
     *
     * @warning The default implementaion of this function simply
     * calls drawLine repeatedly to draw the specified shape. This may
     * be very inefficent on certain paint devices and should be
     * reimplemented in such cases.
     *
     * @param point1 the first of the four corners of the quadrilateral.
     * @param point2 the second of the four corners of the quadrilateral.
     * @param point3 the third of the four corners of the quadrilateral.
     * @param point4 the last of the four corners of the quadrilateral.
     * @param lineWidth the thickness of the line the quadrilateral will be drawn with.
     */
    virtual void drawQuadrilateral(const Eigen::Vector3d & point1,
                                   const Eigen::Vector3d & point2,
                                   const Eigen::Vector3d & point3,
                                   const Eigen::Vector3d & point4,
                                   double lineWidth);

    /**
     * Draws a closed line loop connecting each of the points in \a points,
     *
     * @warning The default implementaion of this function simply
     * calls drawLine repeatedly to draw the specified shape. This may
     * be very inefficent on certain paint devices and should be
     * reimplemented in such cases.
     *
     * @param points A list of consecutive points defining the line loop
     * @param lineWidth the thickness of the line the pentagon will be drawn with.
     */
    virtual void drawLineLoop(const QList<Eigen::Vector3d> & points,
                              const double lineWidth);

    /**
     * Draws a continuous mesh of triangles.
     * @param mesh the mesh to be drawn.
     * @param mode the mode to use. 0 = filled, 1 = lines and 2 = points.
     */
    virtual void drawMesh(const Mesh & mesh, int mode = 0) = 0;

    /**
     * Draws a continuous mesh of triangles and respects the colors stored.
     * @param mesh the mesh to be drawn.
     * @param mode the mode to use. 0 = filled, 1 = lines and 2 = points.
     */
    virtual void drawColorMesh(const Mesh & mesh, int mode = 0) = 0;

    /**
     * Draws text at a given window position, on top of the scene.
     * @note Calls to drawText methods must be enclosed between begin() and end().
     * @note Text is rendered as a transparent object, and should therefore be
     * rendered after the opaque objects.
     * @param x,y the window coordinates of the top-left corner of the text to
     * render, (0, 0) is the top-left corner of the window.
     * @param string the string to render. All character encodings are allowed
     * but superposed characters are not supported yet. For accented letters,
     * use a character giving the whole accented letter, not a separate
     * character for the accent.
     * @sa begin(), drawText(const Eigen::Vector3d &, const QString &) const,
     *     drawText(const QPoint &, const QString &) const
     */
    virtual int drawText(int x, int y, const QString &string) = 0;

    /**
     * Draws text at a given window position, on top of the scene.
     * @note Calls to drawText methods must be enclosed between begin() and endText().
     * @note Text is rendered as a transparent object, and should therefore be
     * rendered after the opaque objects.
     * @param pos the window coordinates of the top-left corner of the text to
     * render, (0, 0) is the top-left corner of the window.
     * @param string the string to render. All character encodings are allowed
     * but superposed characters are not supported yet. For accented letters,
     * use a character giving the whole accented letter, not a separate
     * character for the accent.
     * @sa begin(), drawText(const Eigen::Vector3d &, const QString &) const,
     *     drawText(int, int, const QString &) const
     */
    virtual int drawText(const QPoint& pos, const QString &string) = 0;

    /**
     * Draws text at a given scene position, inside the scene.
     * @note Calls to drawText methods must be enclosed between begin() and endText().
     * @note Text is rendered as a transparent object, and should therefore be
     * rendered after the opaque objects.
     * @param pos the scene coordinates of the top-left corner of the text to
     * render.
     * @param string The string to render. All character encodings are allowed
     * but superposed characters are not supported yet. For accented letters,
     * use a character giving the whole accented letter, not a separate
     * character for the accent.
     * @sa begin(), drawText(const QPoint&, const QString &) const,
     *     drawText(int, int, const QString &) const
     */
    virtual int drawText(const Eigen::Vector3d & pos,
                         const QString &string) = 0;

    /**
     * Draws text at a given scene position, inside the scene, using given font
     * @param pos the scene coordinates of the top-left corner of the text to
     * render.
     * @param string The string to render. All character encodings are allowed
     * but superposed characters are not supported yet. For accented letters,
     * use a character giving the whole accented letter, not a separate
     * character for the accent.
     * @param font The font to use for rendering
     * @todo make it pure virtual in 2.0
     * @sa begin(), drawText(const QPoint&, const QString &) const,
     *     drawText(int, int, const QString &) const
     */
    virtual int drawText(const Eigen::Vector3d & /*pos*/,
                          const QString & /*string*/, const QFont & /*font*/) {
      return 0; }

    /**
     * Placeholder to draw a cube.
     * @param corner1 First corner of the cube.
     * @param corner2 Second corner of the cube.
     * @todo Implement this primitive.
     */
    virtual void drawBox(const Eigen::Vector3d &corner1,
                         const Eigen::Vector3d &corner2) = 0;

    /**
     * @overload
     *
     * Draws the outline of a parallelpiped at \a offset with three
     * vectors \a v1, \a v2, and \a v3 defining the edges.
     *
     * @verbatim
       6------8  c1 = origin
      /:     /|  c2 = origin + v1
     / :    / |  c3 = origin + v2
    /  4---/--7  c4 = origin + v3
   /  /   /  /   c5 = origin + v1 + v2
  3------5  /    c6 = origin + v2 + v3
  | /    | /     c7 = origin + v1 + v3
  |/     |/      c8 = origin + v1 + v2 + v3
  1------2
@endverbatim
     *
     * @param offset Corner of the box.
     * @param v1 Edge of box, pointing relative to \a offset.
     * @param v2 Edge of box, pointing relative to \a offset.
     * @param v3 Edge of box, pointing relative to \a offset.
     * @param linewidth The width of the line.
     */
    virtual void drawBoxEdges(const Eigen::Vector3d &offset,
                              const Eigen::Vector3d &v1,
                              const Eigen::Vector3d &v2,
                              const Eigen::Vector3d &v3,
                              const double linewidth);

    /**
     * Draws the outline of a box with the given corners.
     * @verbatim
       6------8
      /:     /|
     / :    / |
    /  4---/--7
   /  /   /  /
  3------5  /
  | /    | /
  |/     |/
  1------2
@endverbatim
     *
     * @warning The default implementaion of this function simply
     * calls drawLine repeatedly to draw the specified shape. This may
     * be very inefficent on certain paint devices and should be
     * reimplemented in such cases.
     *
     * @param c1 Corner
     * @param c2 Corner
     * @param c3 Corner
     * @param c4 Corner
     * @param c5 Corner
     * @param c6 Corner
     * @param c7 Corner
     * @param c8 Corner
     * @param linewidth The width of the line.
     */
    virtual void drawBoxEdges(const Eigen::Vector3d &c1,
                              const Eigen::Vector3d &c2,
                              const Eigen::Vector3d &c3,
                              const Eigen::Vector3d &c4,
                              const Eigen::Vector3d &c5,
                              const Eigen::Vector3d &c6,
                              const Eigen::Vector3d &c7,
                              const Eigen::Vector3d &c8,
                              const double linewidth);

    /**
     * Placeholder to draw a torus.
     * @param pos Position of the center of the torus.
     * @param majorRadius Major radius of the torus.
     * @param minorRadius Minor radius of the torus.
     * @todo Implement this primitive.
     */
    virtual void drawTorus(const Eigen::Vector3d &pos,
                           double majorRadius, double minorRadius) = 0;

    /**
     * Placeholder to draw an ellipsoid.
     * @param pos Position of the center of the ellipsoid.
     * @param matrix Linear transformation matrix for scaling and rotation.
     * @todo Implement this primitive.
     */
    virtual void drawEllipsoid(const Eigen::Vector3d &position,
                               const Eigen::Matrix3d &matrix) = 0;

    /**
     * Other primitives we may want
     * Disc - flat circular disc with center, normal and radius.
     * Quadrics and quartics?
     * Parametric surface
     */

  };
} // end namespace Avogadro

#endif