/************************************************************** * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ #ifndef __com_sun_star_rendering_InterpolationMode_idl__ #define __com_sun_star_rendering_InterpolationMode_idl__ module com { module sun { module star { module rendering { /** These constants specify the interpolation type for animation frames.

With this constants, one specifies the way of interpolation that takes place between two consecutive frames of a discrete animation sequence. @since OpenOffice 2.0 */ constants InterpolationMode { /** Perform a nearest neighbor interpolation.

That is, when interpolating between two values v0 and v1, positioned at t0 and t1, take the one which has the closest t coordinate.

*/ const byte NEAREST_NEIGHBOR=1; //------------------------------------------------------------------------- /** Perform a linear interpolation.

That is, when interpolating at position t between two values v0 and v1, positioned at t0 and t1, take the sum of v0 weighted with (t-t0) and v1 weighted with (t1-t).

*/ const byte LINEAR=2; //------------------------------------------------------------------------- /** Perform a cubic interpolation.

That is, when interpolating at position t, take the four closest data points v0, v1, v2, and v3, fit a cubic curve through them, and take the interpolated value from this cubic curve.

*/ const byte CUBIC=3; //------------------------------------------------------------------------- /** Perform a cubic bezier spline interpolation.

That is, when interpolating at position t, take the three closest data points v0, v1, and v2, fit a cubic bezier spline through them, and take the interpolated value from this cubic curve.

*/ const byte BEZIERSPLINE3=4; //------------------------------------------------------------------------- /** Perform a quadric bezier spline interpolation.

That is, when interpolating at position t, take the four closest data points v0, v1, v2, and v3, fit a quadric bezier spline through them, and take the interpolated value from this quadric curve.

*/ const byte BEZIERSPLINE4=5; }; }; }; }; }; #endif