office-gobmx/offapi/com/sun/star/rendering/InterpolationMode.idl

97 lines
3.4 KiB
Text

/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* Copyright 2000, 2010 Oracle and/or its affiliates.
*
* OpenOffice.org - a multi-platform office productivity suite
*
* This file is part of OpenOffice.org.
*
* OpenOffice.org is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* only, as published by the Free Software Foundation.
*
* OpenOffice.org is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
* You should have received a copy of the GNU Lesser General Public License
* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
* for a copy of the LGPLv3 License.
*
************************************************************************/
#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 2.0.0
*/
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