1*cdf0e10cSrcweir/************************************************************************* 2*cdf0e10cSrcweir * 3*cdf0e10cSrcweir * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. 4*cdf0e10cSrcweir * 5*cdf0e10cSrcweir * Copyright 2000, 2010 Oracle and/or its affiliates. 6*cdf0e10cSrcweir * 7*cdf0e10cSrcweir * OpenOffice.org - a multi-platform office productivity suite 8*cdf0e10cSrcweir * 9*cdf0e10cSrcweir * This file is part of OpenOffice.org. 10*cdf0e10cSrcweir * 11*cdf0e10cSrcweir * OpenOffice.org is free software: you can redistribute it and/or modify 12*cdf0e10cSrcweir * it under the terms of the GNU Lesser General Public License version 3 13*cdf0e10cSrcweir * only, as published by the Free Software Foundation. 14*cdf0e10cSrcweir * 15*cdf0e10cSrcweir * OpenOffice.org is distributed in the hope that it will be useful, 16*cdf0e10cSrcweir * but WITHOUT ANY WARRANTY; without even the implied warranty of 17*cdf0e10cSrcweir * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18*cdf0e10cSrcweir * GNU Lesser General Public License version 3 for more details 19*cdf0e10cSrcweir * (a copy is included in the LICENSE file that accompanied this code). 20*cdf0e10cSrcweir * 21*cdf0e10cSrcweir * You should have received a copy of the GNU Lesser General Public License 22*cdf0e10cSrcweir * version 3 along with OpenOffice.org. If not, see 23*cdf0e10cSrcweir * <http://www.openoffice.org/license.html> 24*cdf0e10cSrcweir * for a copy of the LGPLv3 License. 25*cdf0e10cSrcweir * 26*cdf0e10cSrcweir ************************************************************************/ 27*cdf0e10cSrcweir#ifndef __com_sun_star_rendering_InterpolationMode_idl__ 28*cdf0e10cSrcweir#define __com_sun_star_rendering_InterpolationMode_idl__ 29*cdf0e10cSrcweir 30*cdf0e10cSrcweirmodule com { module sun { module star { module rendering { 31*cdf0e10cSrcweir 32*cdf0e10cSrcweir/** These constants specify the interpolation type for animation 33*cdf0e10cSrcweir frames.<p> 34*cdf0e10cSrcweir 35*cdf0e10cSrcweir With this constants, one specifies the way of interpolation that 36*cdf0e10cSrcweir takes place between two consecutive frames of a discrete animation 37*cdf0e10cSrcweir sequence. 38*cdf0e10cSrcweir 39*cdf0e10cSrcweir @since OOo 2.0 40*cdf0e10cSrcweir */ 41*cdf0e10cSrcweirconstants InterpolationMode 42*cdf0e10cSrcweir{ 43*cdf0e10cSrcweir /** Perform a nearest neighbor interpolation.<p> 44*cdf0e10cSrcweir 45*cdf0e10cSrcweir That is, when interpolating between two values v0 and v1, 46*cdf0e10cSrcweir positioned at t0 and t1, take the one which has the closest t 47*cdf0e10cSrcweir coordinate.<p> 48*cdf0e10cSrcweir */ 49*cdf0e10cSrcweir const byte NEAREST_NEIGHBOR=1; 50*cdf0e10cSrcweir 51*cdf0e10cSrcweir //------------------------------------------------------------------------- 52*cdf0e10cSrcweir 53*cdf0e10cSrcweir /** Perform a linear interpolation.<p> 54*cdf0e10cSrcweir 55*cdf0e10cSrcweir That is, when interpolating at position t between two values 56*cdf0e10cSrcweir v0 and v1, positioned at t0 and t1, take the sum of v0 57*cdf0e10cSrcweir weighted with (t-t0) and v1 weighted with (t1-t).<p> 58*cdf0e10cSrcweir */ 59*cdf0e10cSrcweir const byte LINEAR=2; 60*cdf0e10cSrcweir 61*cdf0e10cSrcweir //------------------------------------------------------------------------- 62*cdf0e10cSrcweir 63*cdf0e10cSrcweir /** Perform a cubic interpolation.<p> 64*cdf0e10cSrcweir 65*cdf0e10cSrcweir That is, when interpolating at position t, take the four 66*cdf0e10cSrcweir closest data points v0, v1, v2, and v3, fit a cubic curve 67*cdf0e10cSrcweir through them, and take the interpolated value from this cubic 68*cdf0e10cSrcweir curve.<p> 69*cdf0e10cSrcweir */ 70*cdf0e10cSrcweir const byte CUBIC=3; 71*cdf0e10cSrcweir 72*cdf0e10cSrcweir //------------------------------------------------------------------------- 73*cdf0e10cSrcweir 74*cdf0e10cSrcweir /** Perform a cubic bezier spline interpolation.<p> 75*cdf0e10cSrcweir 76*cdf0e10cSrcweir That is, when interpolating at position t, take the three 77*cdf0e10cSrcweir closest data points v0, v1, and v2, fit a cubic bezier spline 78*cdf0e10cSrcweir through them, and take the interpolated value from this cubic 79*cdf0e10cSrcweir curve.<p> 80*cdf0e10cSrcweir */ 81*cdf0e10cSrcweir const byte BEZIERSPLINE3=4; 82*cdf0e10cSrcweir 83*cdf0e10cSrcweir //------------------------------------------------------------------------- 84*cdf0e10cSrcweir 85*cdf0e10cSrcweir /** Perform a quadric bezier spline interpolation.<p> 86*cdf0e10cSrcweir 87*cdf0e10cSrcweir That is, when interpolating at position t, take the four 88*cdf0e10cSrcweir closest data points v0, v1, v2, and v3, fit a quadric bezier 89*cdf0e10cSrcweir spline through them, and take the interpolated value from this 90*cdf0e10cSrcweir quadric curve.<p> 91*cdf0e10cSrcweir */ 92*cdf0e10cSrcweir const byte BEZIERSPLINE4=5; 93*cdf0e10cSrcweir}; 94*cdf0e10cSrcweir 95*cdf0e10cSrcweir}; }; }; }; 96*cdf0e10cSrcweir 97*cdf0e10cSrcweir#endif 98