/usr/include/osg/MatrixTransform is in libopenscenegraph-dev 3.2.1-6.
This file is owned by root:root, with mode 0o644.
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| 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 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library 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
 * OpenSceneGraph Public License for more details.
*/
#ifndef OSG_MATRIXTRANSFORM
#define OSG_MATRIXTRANSFORM 1
#include <osg/Transform>
namespace osg {
/** MatrixTransform - is a subclass of Transform which has an osg::Matrix
  * which represents a 4x4 transformation of its children from local coordinates
  * into the Transform's parent coordinates.
*/
class OSG_EXPORT MatrixTransform : public Transform
{
    public :
        MatrixTransform();
        /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
        MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
        MatrixTransform(const Matrix& matix);
        META_Node(osg, MatrixTransform);
        virtual MatrixTransform* asMatrixTransform() { return this; }
        virtual const MatrixTransform* asMatrixTransform() const { return this; }
        /** Set the transform's matrix.*/
        void setMatrix(const Matrix& mat) { _matrix = mat; _inverseDirty=true; dirtyBound(); }
        /** Get the matrix. */
        inline const Matrix& getMatrix() const { return _matrix; }
        /** pre multiply the transform's matrix.*/
        void preMult(const Matrix& mat) { _matrix.preMult(mat); _inverseDirty=true; dirtyBound(); }
        /** post multiply the transform's matrix.*/
        void postMult(const Matrix& mat)  { _matrix.postMult(mat); _inverseDirty=true; dirtyBound(); }
        /** Get the inverse matrix. */
        inline const Matrix& getInverseMatrix() const
        {
            if (_inverseDirty)
            {
                _inverse.invert(_matrix);
                _inverseDirty = false;
            }
            return _inverse;
        }
        virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
        virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
    protected :
        virtual ~MatrixTransform();
        Matrix                              _matrix;
        mutable Matrix                      _inverse;
        mutable bool                        _inverseDirty;
};
}
#endif
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