/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /************************************************************************* * * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * Copyright 2000, 2010 Oracle and/or its affiliates. * * OpenOffice.org - a multi-platform office productivity suite * * This file is part of OpenOffice.org. * * OpenOffice.org is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License version 3 * only, as published by the Free Software Foundation. * * OpenOffice.org is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License version 3 for more details * (a copy is included in the LICENSE file that accompanied this code). * * You should have received a copy of the GNU Lesser General Public License * version 3 along with OpenOffice.org. If not, see * * for a copy of the LGPLv3 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 OOo 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 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */