| /************************************************************** |
| * |
| * 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 |
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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 OpenOffice 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 |