#if !TIMELINE_FRAMEACCURATE using System; namespace UnityEngine.Timeline { internal readonly struct FrameRate : IEquatable { public readonly double rate; public static readonly FrameRate k_23_976Fps = new FrameRate(23.976023976024); public static readonly FrameRate k_24Fps = new FrameRate(24); public static readonly FrameRate k_25Fps = new FrameRate(25); public static readonly FrameRate k_30Fps = new FrameRate(30); public static readonly FrameRate k_29_97Fps = new FrameRate(29.97002997003); public static readonly FrameRate k_50Fps = new FrameRate(50); public static readonly FrameRate k_59_94Fps = new FrameRate(59.9400599400599); public static readonly FrameRate k_60Fps = new FrameRate(60); FrameRate(double framerate) { rate = framerate; } public bool IsValid() => rate > TimeUtility.kTimeEpsilon; public bool Equals(FrameRate other) => Math.Abs(rate - other.rate) < TimeUtility.kFrameRateEpsilon; public override bool Equals(object obj) => obj is FrameRate other && Equals(other); public override int GetHashCode() => rate.GetHashCode(); public static bool operator ==(FrameRate a, FrameRate b) => a.Equals(b); public static bool operator !=(FrameRate a, FrameRate b) => !a.Equals(b); public static FrameRate DoubleToFrameRate(double rate) => new FrameRate(Math.Ceiling(rate) - rate < TimeUtility.kFrameRateEpsilon ? rate : Math.Ceiling(rate) * 1000.0 / 1001.0); } } #endif