/usr/include/libwildmagic/Wm5DistPoint2Ellipse2.h is in libwildmagic-dev 5.13-1ubuntu1.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.2 (2011/06/18)
#ifndef WM5DISTPOINT2ELLIPSE2_H
#define WM5DISTPOINT2ELLIPSE2_H
#include "Wm5MathematicsLIB.h"
#include "Wm5Distance.h"
#include "Wm5Ellipse2.h"
namespace Wm5
{
template <typename Real>
class WM5_MATHEMATICS_ITEM DistPoint2Ellipse2
: public Distance<Real,Vector2<Real> >
{
public:
DistPoint2Ellipse2 (const Vector2<Real>& point,
const Ellipse2<Real>& rkEllipse);
// Object access.
const Vector2<Real>& GetPoint () const;
const Ellipse2<Real>& GetEllipse () const;
// Static distance queries.
virtual Real Get ();
virtual Real GetSquared ();
// Function calculations for dynamic distance queries.
virtual Real Get (Real t, const Vector2<Real>& velocity0,
const Vector2<Real>& velocity1);
virtual Real GetSquared (Real t, const Vector2<Real>& velocity0,
const Vector2<Real>& velocity1);
private:
using Distance<Real,Vector2<Real> >::mClosestPoint0;
using Distance<Real,Vector2<Real> >::mClosestPoint1;
// The ellipse is (x0/e0)^2 + (x1/e1)^2 = 1 with e0 >= e1. The query
// point is (y0,y1) with y0 >= 0 and y1 >= 0. The function returns the
// squared distance from the query point to the ellipse. It also computes
// the ellipse point (x0,x1) in the first quadrant that is closest to
// (y0,y1).
Real SqrDistanceSpecial (const Real e[2], const Real y[2], Real x[2]);
// The ellipse is (x0/e0)^2 + (x1/e1)^2 = 1. The query point is (y0,y1).
// The function returns the squared distance from the query point to the
// ellipse. It also computes the ellipse point (x0,x1) that is closest to
// (y0,y1).
Real SqrDistance (const Real e[2], const Real y[2], Real x[2]);
const Vector2<Real>* mPoint;
const Ellipse2<Real>* mEllipse;
};
typedef DistPoint2Ellipse2<float> DistPoint2Ellipse2f;
typedef DistPoint2Ellipse2<double> DistPoint2Ellipse2d;
}
#endif
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