217 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			217 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// *       Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// *       Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// *       Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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//	class V2iAttribute
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//	class V2fAttribute
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//	class V2dAttribute
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//	class V3iAttribute
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//	class V3fAttribute
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//	class V3dAttribute
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//
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//-----------------------------------------------------------------------------
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#include <ImfVecAttribute.h>
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namespace Imf {
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template <>
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const char *
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V2iAttribute::staticTypeName ()
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{
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    return "v2i";
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}
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template <>
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void
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V2iAttribute::writeValueTo (OStream &os, int) const
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{
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    Xdr::write <StreamIO> (os, _value.x);
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    Xdr::write <StreamIO> (os, _value.y);
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}
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template <>
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void
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V2iAttribute::readValueFrom (IStream &is, int, int)
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{
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    Xdr::read <StreamIO> (is, _value.x);
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    Xdr::read <StreamIO> (is, _value.y);
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}
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template <>
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const char *
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V2fAttribute::staticTypeName ()
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{
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    return "v2f";
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}
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template <>
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void
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V2fAttribute::writeValueTo (OStream &os, int) const
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{
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    Xdr::write <StreamIO> (os, _value.x);
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    Xdr::write <StreamIO> (os, _value.y);
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}
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template <>
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void
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V2fAttribute::readValueFrom (IStream &is, int, int)
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{
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    Xdr::read <StreamIO> (is, _value.x);
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    Xdr::read <StreamIO> (is, _value.y);
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}
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template <>
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const char *
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V2dAttribute::staticTypeName ()
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{
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    return "v2d";
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}
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template <>
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void
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V2dAttribute::writeValueTo (OStream &os, int) const
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{
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    Xdr::write <StreamIO> (os, _value.x);
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    Xdr::write <StreamIO> (os, _value.y);
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}
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template <>
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void
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V2dAttribute::readValueFrom (IStream &is, int, int)
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{
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    Xdr::read <StreamIO> (is, _value.x);
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    Xdr::read <StreamIO> (is, _value.y);
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}
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template <>
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const char *
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V3iAttribute::staticTypeName ()
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{
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    return "v3i";
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}
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template <>
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void
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V3iAttribute::writeValueTo (OStream &os, int) const
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{
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    Xdr::write <StreamIO> (os, _value.x);
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    Xdr::write <StreamIO> (os, _value.y);
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    Xdr::write <StreamIO> (os, _value.z);
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}
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template <>
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void
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V3iAttribute::readValueFrom (IStream &is, int, int)
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{
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    Xdr::read <StreamIO> (is, _value.x);
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    Xdr::read <StreamIO> (is, _value.y);
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    Xdr::read <StreamIO> (is, _value.z);
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}
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template <>
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const char *
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V3fAttribute::staticTypeName ()
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{
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    return "v3f";
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}
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template <>
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void
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V3fAttribute::writeValueTo (OStream &os, int) const
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{
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    Xdr::write <StreamIO> (os, _value.x);
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    Xdr::write <StreamIO> (os, _value.y);
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    Xdr::write <StreamIO> (os, _value.z);
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}
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template <>
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void
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V3fAttribute::readValueFrom (IStream &is, int, int)
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{
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    Xdr::read <StreamIO> (is, _value.x);
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    Xdr::read <StreamIO> (is, _value.y);
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    Xdr::read <StreamIO> (is, _value.z);
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}
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template <>
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const char *
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V3dAttribute::staticTypeName ()
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{
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    return "v3d";
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}
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template <>
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void
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V3dAttribute::writeValueTo (OStream &os, int) const
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{
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    Xdr::write <StreamIO> (os, _value.x);
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    Xdr::write <StreamIO> (os, _value.y);
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    Xdr::write <StreamIO> (os, _value.z);
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}
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template <>
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void
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V3dAttribute::readValueFrom (IStream &is, int, int)
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{
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    Xdr::read <StreamIO> (is, _value.x);
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    Xdr::read <StreamIO> (is, _value.y);
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    Xdr::read <StreamIO> (is, _value.z);
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}
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} // namespace Imf
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