/usr/include/libwildmagic/Wm5Frustum3.inl is in libwildmagic-dev 5.13-1ubuntu1.
This file is owned by root:root, with mode 0o644.
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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: 5.0.0 (2010/01/01)
//----------------------------------------------------------------------------
template <typename Real>
Frustum3<Real>::Frustum3 ()
{
}
//----------------------------------------------------------------------------
template <typename Real>
Frustum3<Real>::~Frustum3 ()
{
}
//----------------------------------------------------------------------------
template <typename Real>
Frustum3<Real>::Frustum3 (const Vector3<Real>& origin,
const Vector3<Real>& dvector, const Vector3<Real>& uvector,
const Vector3<Real>& rvector, Real dmin, Real dmax, Real ubound,
Real rbound)
:
Origin(origin),
DVector(dvector),
UVector(uvector),
RVector(rvector),
DMin(dmin),
DMax(dmax),
UBound(ubound),
RBound(rbound)
{
Update();
}
//----------------------------------------------------------------------------
template <typename Real>
void Frustum3<Real>::Update ()
{
mDRatio = DMax/DMin;
mMTwoUF = ((Real)-2)*UBound*DMax;
mMTwoRF = ((Real)-2)*RBound*DMax;
}
//----------------------------------------------------------------------------
template <typename Real> inline
Real Frustum3<Real>::GetDRatio () const
{
return mDRatio;
}
//----------------------------------------------------------------------------
template <typename Real> inline
Real Frustum3<Real>::GetMTwoUF () const
{
return mMTwoUF;
}
//----------------------------------------------------------------------------
template <typename Real> inline
Real Frustum3<Real>::GetMTwoRF () const
{
return mMTwoRF;
}
//----------------------------------------------------------------------------
template <typename Real>
void Frustum3<Real>::ComputeVertices (Vector3<Real> vertex[8]) const
{
Vector3<Real> DScaled = DMin*DVector;
Vector3<Real> UScaled = UBound*UVector;
Vector3<Real> RScaled = RBound*RVector;
vertex[0] = DScaled - UScaled - RScaled;
vertex[1] = DScaled - UScaled + RScaled;
vertex[2] = DScaled + UScaled + RScaled;
vertex[3] = DScaled + UScaled - RScaled;
for (int i = 0, ip = 4; i < 4; ++i, ++ip)
{
vertex[ip] = Origin + mDRatio*vertex[i];
vertex[i] += Origin;
}
}
//----------------------------------------------------------------------------
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