/* -*- 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 . */ #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: */