1/************************************************************** 2 * 3 * Licensed to the Apache Software Foundation (ASF) under one 4 * or more contributor license agreements. See the NOTICE file 5 * distributed with this work for additional information 6 * regarding copyright ownership. The ASF licenses this file 7 * to you under the Apache License, Version 2.0 (the 8 * "License"); you may not use this file except in compliance 9 * with the License. You may obtain a copy of the License at 10 * 11 * http://www.apache.org/licenses/LICENSE-2.0 12 * 13 * Unless required by applicable law or agreed to in writing, 14 * software distributed under the License is distributed on an 15 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 16 * KIND, either express or implied. See the License for the 17 * specific language governing permissions and limitations 18 * under the License. 19 * 20 *************************************************************/ 21 22 23#ifndef __com_sun_star_rendering_InterpolationMode_idl__ 24#define __com_sun_star_rendering_InterpolationMode_idl__ 25 26module com { module sun { module star { module rendering { 27 28/** These constants specify the interpolation type for animation 29 frames.<p> 30 31 With this constants, one specifies the way of interpolation that 32 takes place between two consecutive frames of a discrete animation 33 sequence. 34 35 @since OpenOffice 2.0 36 */ 37constants InterpolationMode 38{ 39 /** Perform a nearest neighbor interpolation.<p> 40 41 That is, when interpolating between two values v0 and v1, 42 positioned at t0 and t1, take the one which has the closest t 43 coordinate.<p> 44 */ 45 const byte NEAREST_NEIGHBOR=1; 46 47 //------------------------------------------------------------------------- 48 49 /** Perform a linear interpolation.<p> 50 51 That is, when interpolating at position t between two values 52 v0 and v1, positioned at t0 and t1, take the sum of v0 53 weighted with (t-t0) and v1 weighted with (t1-t).<p> 54 */ 55 const byte LINEAR=2; 56 57 //------------------------------------------------------------------------- 58 59 /** Perform a cubic interpolation.<p> 60 61 That is, when interpolating at position t, take the four 62 closest data points v0, v1, v2, and v3, fit a cubic curve 63 through them, and take the interpolated value from this cubic 64 curve.<p> 65 */ 66 const byte CUBIC=3; 67 68 //------------------------------------------------------------------------- 69 70 /** Perform a cubic bezier spline interpolation.<p> 71 72 That is, when interpolating at position t, take the three 73 closest data points v0, v1, and v2, fit a cubic bezier spline 74 through them, and take the interpolated value from this cubic 75 curve.<p> 76 */ 77 const byte BEZIERSPLINE3=4; 78 79 //------------------------------------------------------------------------- 80 81 /** Perform a quadric bezier spline interpolation.<p> 82 83 That is, when interpolating at position t, take the four 84 closest data points v0, v1, v2, and v3, fit a quadric bezier 85 spline through them, and take the interpolated value from this 86 quadric curve.<p> 87 */ 88 const byte BEZIERSPLINE4=5; 89}; 90 91}; }; }; }; 92 93#endif 94