//========= Copyright Valve Corporation, All rights reserved. ============// #include "movieobjects/timeutils.h" #include "tier0/dbg.h" #include "mathlib/mathlib.h" #include //////////////////////////////////////////////////////////////////////////////////////// // // DmeFramerate_t // // exact (rational) representation of common framerates - any integral or ntsc framerate // //////////////////////////////////////////////////////////////////////////////////////// DmeFramerate_t::DmeFramerate_t( float fps ) { SetFramerate( fps ); } DmeFramerate_t::DmeFramerate_t( int fps /*= 0*/ ) : m_num( fps ), m_den( 10000 ) { } DmeFramerate_t::DmeFramerate_t( int nNumerator, int nDenominator ) : m_num( nNumerator ), m_den( nDenominator * 10000 ) { } void DmeFramerate_t::SetFramerate( float flFrameRate ) { if ( IsIntegralValue( flFrameRate ) ) { SetFramerate( RoundFloatToInt( flFrameRate ) ); } else if ( IsIntegralValue( flFrameRate * 1001.0f / 1000.0f ) ) // 1001 is the ntsc divisor (30*1000/1001 = 29.97, etc) { SetFramerateNTSC( RoundFloatToInt( flFrameRate * 1001.0f / 1000.0f ) ); } else { Assert( 0 ); SetFramerate( RoundFloatToInt( flFrameRate ) ); } } void DmeFramerate_t::SetFramerate( int fps ) { m_num = fps; m_den = 10000; } // other (uncommon) options besides 30(29.97 - ntsc video) are 24 (23.976 - ntsc film) and 60 (59.94 - ntsc progressive) void DmeFramerate_t::SetFramerateNTSC( int multiplier /*= 30*/ ) { // ntsc = 30 fps * 1000 / 1001 // = ( 30 / 10000 fptms ) * 1000 / 1001 // = 30 / 10010 m_num = multiplier; m_den = 10010; } float DmeFramerate_t::GetFramesPerSecond() const { return 10000.0f * m_num / float( m_den ); } //////////////////////////////////////////////////////////////////////////////////////// // // DmeTime_t // // representing time as integral tenths of a millisecond (tms) // //////////////////////////////////////////////////////////////////////////////////////// DmeTime_t::DmeTime_t( int frame, DmeFramerate_t framerate ) { int64 num = int64( framerate.m_num ); int64 prod = frame * int64( framerate.m_den ); // add signed offset to force integer truncation (towards 0) to give us truncation towards -inf if ( frame < 0 ) { prod -= num - 1; } m_tms = int( prod / num ); // round tms towards 0 } // float operators - comment these out to find potentially incorrect uses of DmeTime_t DmeTime_t DmeTime_t::operator*=( float f ) { m_tms = int( floor( m_tms * f + 0.5f ) ); return *this; } DmeTime_t DmeTime_t::operator/=( float f ) { m_tms = int( floor( m_tms / f + 0.5f ) ); return *this; } // helper methods void DmeTime_t::Clamp( DmeTime_t lo, DmeTime_t hi ) { m_tms = clamp( m_tms, lo.m_tms, hi.m_tms ); } bool DmeTime_t::IsInRange( DmeTime_t lo, DmeTime_t hi ) const { return m_tms >= lo.m_tms && m_tms < hi.m_tms; } // helper functions float GetFractionOfTimeBetween( DmeTime_t t, DmeTime_t start, DmeTime_t end, bool bClamp /*= false*/ ) { return GetFractionOfTime( t - start, end - start, bClamp ); } float GetFractionOfTime( DmeTime_t t, DmeTime_t duration, bool bClamp /*= false*/ ) { if ( duration == DMETIME_ZERO ) return 0.0f; if ( bClamp ) { t.Clamp( DMETIME_ZERO, duration ); } return t.m_tms / float( duration.m_tms ); } int FrameForTime( DmeTime_t t, DmeFramerate_t framerate ) { return t.CurrentFrame( framerate ); } // framerate-dependent conversions to/from frames int DmeTime_t::CurrentFrame( DmeFramerate_t framerate, bool bRoundDown ) const { int64 den = int64( framerate.m_den ); int64 num = int64( framerate.m_num ); int64 prod = int64( m_tms ) * num; // times within this range are considered on a frame: (frame*den/num - 1, frame*den/num] // this follows from the truncation towards -inf behavior of the frame,framerate constructor above // the following logic is there to ensure the above rule, // while working around the truncation towards 0 behavior of integer divide if ( m_tms < 0 ) { if ( bRoundDown ) prod -= den - num; } else { if ( bRoundDown ) prod += num - 1; else prod += den - 1; } return int( prod / den ); } DmeTime_t DmeTime_t::TimeAtCurrentFrame( DmeFramerate_t framerate, bool bRoundDown ) const { int frame = CurrentFrame( framerate, bRoundDown ); return DmeTime_t( frame, framerate ); } DmeTime_t DmeTime_t::TimeAtNextFrame( DmeFramerate_t framerate ) const { // since we always round towards -inf, go to next frame whether we're on a frame or not int frame = CurrentFrame( framerate, true ); return DmeTime_t( frame + 1, framerate ); } DmeTime_t DmeTime_t::TimeAtPrevFrame( DmeFramerate_t framerate ) const { int frame = CurrentFrame( framerate, false ); return DmeTime_t( frame - 1, framerate ); // we're exactly on a frame } int DmeTime_t::RoundSecondsToTMS( float sec ) { return floor( 10000.0f * sec + 0.5f ); // round at half-tms boundary } int DmeTime_t::RoundSecondsToTMS( double sec ) { return floor( 10000.0 * sec + 0.5 ); // round at half-tms boundary }