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