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libopenshot/include/FrameMapper.h

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2011-10-11 08:44:27 -05:00
#ifndef OPENSHOT_FRAMEMAPPER_H
#define OPENSHOT_FRAMEMAPPER_H
/**
* \file
* \brief Header file for the FrameMapper class
* \author Copyright (c) 2011 Jonathan Thomas
*/
#include <assert.h>
#include <iostream>
#include <math.h>
#include <vector>
#include "../include/FrameRate.h"
#include "../include/Exceptions.h"
#include "../include/KeyFrame.h"
using namespace std;
namespace openshot
{
/**
* This enumeration determines how frame rates are increased or decreased, and
* whether to apply pull-down techniques or not. Pull-down techniques are only
* needed to remove artificial fields added when converting between 24 fps (film)
* and television fps (29.97 fps NTSC or 25 fps PAL).
*/
enum Pulldown_Method
{
PULLDOWN_CLASSIC, // Classic 2:3:2:3 pull-down
PULLDOWN_ADVANCED, // Advanced 2:3:3:2 pull-down (minimal dirty frames)
PULLDOWN_NONE, // Do not apply pull-down techniques, just repeat or skip entire frames
};
/**
* \brief This struct holds a single field (half a frame).
*
* A frame of video is made up of 2 fields (half a frame). This struct points to which original
* frame, and whether this is the ODD or EVEN lines (i.e. top or bottom).
*/
struct Field
{
int Frame;
bool isOdd;
Field() : Frame(0), isOdd(true) { };
Field(int frame, bool isodd)
{
Frame = frame;
isOdd = isodd;
}
};
/**
* \brief This struct holds two fields which together make up a complete video frame.
*
* These fields can point at different original frame numbers, for example the odd lines from
* frame 3, and the even lines of frame 4, if required by a pull-down technique.
*/
struct MappedFrame
{
Field Odd;
Field Even;
};
/**
* \brief This class creates a mapping between 2 different frame rates, applying a specific pull-down technique.
*
* This class creates a mapping between 2 different video files, and supports many pull-down techniques,
* such as 2:3:2:3 or 2:3:3:2, and also supports inverse telecine. Pull-down techniques are only needed to remove
* artificial fields added when converting between 24 fps (film) and television fps (29.97 fps NTSC or 25 fps PAL).
*
* Please see the following <b>Example Code</b>:
* \code
* // Create a frame mapper for a clip with 100 frames, and convert the frame rate (from 24 fps to 29.97 fps)
* FrameMapper mapping(100, Framerate(24, 1), Framerate(30000, 1001), PULLDOWN_CLASSIC);
* Frame frame2 = mapping.GetFrame(2);
* assert(frame2.Odd.Frame == 2);
* \endcode
*/
class FrameMapper {
private:
int m_length; // Length in frames of a video file
vector<Field> fields; // List of all fields
vector<MappedFrame> frames; // List of all frames
bool field_toggle; // Internal odd / even toggle (used when building the mapping)
Framerate m_original; // The original frame rate
Framerate m_target; // The target frame rate
Pulldown_Method m_pulldown; // The pull-down technique
// Internal methods used by init
void AddField(int frame);
void AddField(Field field);
// Use the original and target frame rates and a pull-down technique to create
// a mapping between the original fields and frames or a video to a new frame rate.
// This might repeat or skip fields and frames of the original video, depending on
// whether the frame rate is increasing or decreasing.
void Init();
public:
/// Default constructor for FrameMapper class
FrameMapper(int Length, Framerate original, Framerate target, Pulldown_Method pulldown);
/// Get a frame based on the target frame rate and the new frame number of a frame
MappedFrame GetFrame(int TargetFrameNumber) throw(OutOfBoundsFrame);
/**
* \brief Re-map time to slow down, speed up, or reverse a clip based on a Keyframe.
*
* This method re-maps the time of a clip, or in other words, changes the sequence and/or
* duration of frames in a clip. Because this method accepts a Keyframe, the time, sequence,
* and direction of frames can be based on LINEAR, BEZIER, or CONSTANT values.
*
* The X axis of the Keyframe represents the time (in frames) of this clip. If you make the
* X axis longer than the number of frames in the clip, if will slow down your clip. If the
* X axis is shorter than your clip, it will speed up your clip. The Y axis determines which
* original frame from the media file will be played. For example, if you clip has 100 frames,
* and your Keyframe goes from (1,1) to (100,100), the clip will playback in the original sequence,
* and at the original speed. If your Keyframe goes from (1,100) to (100,1), it will playback in the
* reverse direction, and at normal speed. If your Keyframe goes from (1,100) to (500,1),
* it will play in reverse at 1/5 the original speed.
*
* Please see the following <b>Example Code</b>:
* \code
* // Create a mapping between 24 fps and 24 fps (a mapping is required for time-remapping)
* FrameMapper mapping(100, Framerate(24, 1), Framerate(24, 1), PULLDOWN_NONE);
*
* // Print the mapping (before it's been time-mapped)
* mapping.PrintMapping();
* cout << "-----------------------" << endl;
*
* // Create a Keyframe to re-map time (forward, reverse, and then forward again)
* Keyframe kf;
* kf.AddPoint(Point(Coordinate(1, 1), LINEAR));
* kf.AddPoint(Point(Coordinate(40, 40), LINEAR));
* kf.AddPoint(Point(Coordinate(60, 20), LINEAR)); // Reverse for 20 frames
* kf.AddPoint(Point(Coordinate(100, 100), LINEAR)); // Play to end (in fast forward)
*
* // Use the Keyframe to remap the time of this clip
* mapping.MapTime(kf);
*
* // Print the mapping again (to see the time remapping)
* mapping.PrintMapping();
* \endcode
*/
void MapTime(Keyframe new_time) throw(OutOfBoundsFrame);
/// Print all of the original frames and which new frames they map to
void PrintMapping();
};
}
#endif