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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* 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 .
*/
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;
};
}; }; }; };
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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