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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2006, 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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#ifndef INCLUDED_IMF_FRAMES_PER_SECOND_H
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#define INCLUDED_IMF_FRAMES_PER_SECOND_H
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//-----------------------------------------------------------------------------
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//
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// Convenience functions related to the framesPerSecond attribute
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//
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// Functions that return the exact values for commonly used frame rates:
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//
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// name frames per second
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//
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// fps_23_976() 23.976023...
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// fps_24() 24.0 35mm film frames
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// fps_25() 25.0 PAL video frames
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// fps_29_97() 29.970029... NTSC video frames
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// fps_30() 30.0 60Hz HDTV frames
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// fps_47_952() 47.952047...
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// fps_48() 48.0
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// fps_50() 50.0 PAL video fields
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// fps_59_94() 59.940059... NTSC video fields
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// fps_60() 60.0 60Hz HDTV fields
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//
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// Functions that try to convert inexact frame rates into exact ones:
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//
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// Given a frame rate, fps, that is close to one of the pre-defined
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// frame rates fps_23_976(), fps_29_97(), fps_47_952() or fps_59_94(),
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// guessExactFps(fps) returns the corresponding pre-defined frame
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// rate. If fps is not close to one of the pre-defined frame rates,
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// then guessExactFps(fps) returns Rational(fps).
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//
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//-----------------------------------------------------------------------------
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#include <ImfRational.h>
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namespace Imf {
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inline Rational fps_23_976 () {return Rational (24000, 1001);}
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inline Rational fps_24 () {return Rational (24, 1);}
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inline Rational fps_25 () {return Rational (25, 1);}
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inline Rational fps_29_97 () {return Rational (30000, 1001);}
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inline Rational fps_30 () {return Rational (30, 1);}
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inline Rational fps_47_952 () {return Rational (48000, 1001);}
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inline Rational fps_48 () {return Rational (48, 1);}
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inline Rational fps_50 () {return Rational (50, 1);}
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inline Rational fps_59_94 () {return Rational (60000, 1001);}
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inline Rational fps_60 () {return Rational (60, 1);}
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Rational guessExactFps (double fps);
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Rational guessExactFps (const Rational &fps);
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} // namespace Imf
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#endif
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