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loongoffice/offapi/com/sun/star/rendering/InterpolationMode.idl
Jan Holesovsky 4be7cca60b Merge commit 'ooo/DEV300_m103'
Conflicts:
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2011-03-23 16:59:59 +01:00

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/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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* GNU Lesser General Public License version 3 for more details
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*
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************************************************************************/
#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.<p>
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.<p>
That is, when interpolating between two values v0 and v1,
positioned at t0 and t1, take the one which has the closest t
coordinate.<p>
*/
const byte NEAREST_NEIGHBOR=1;
//-------------------------------------------------------------------------
/** Perform a linear interpolation.<p>
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).<p>
*/
const byte LINEAR=2;
//-------------------------------------------------------------------------
/** Perform a cubic interpolation.<p>
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.<p>
*/
const byte CUBIC=3;
//-------------------------------------------------------------------------
/** Perform a cubic Bezier spline interpolation.<p>
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.<p>
*/
const byte BEZIERSPLINE3=4;
//-------------------------------------------------------------------------
/** Perform a quadric Bezier spline interpolation.<p>
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.<p>
*/
const byte BEZIERSPLINE4=5;
};
}; }; }; };
#endif