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