playtest-unity/playtest/Library/PackageCache/com.unity.timeline@1.7.4/Runtime/Utilities/FrameRate.cs

31 lines
1.5 KiB
C#

#if !TIMELINE_FRAMEACCURATE
using System;
namespace UnityEngine.Timeline
{
internal readonly struct FrameRate : IEquatable<FrameRate>
{
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