97 lines
3.4 KiB
Text
97 lines
3.4 KiB
Text
/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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#ifndef __com_sun_star_rendering_InterpolationMode_idl__
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#define __com_sun_star_rendering_InterpolationMode_idl__
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module com { module sun { module star { module rendering {
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/** These constants specify the interpolation type for animation
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frames.<p>
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With this constants, one specifies the way of interpolation that
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takes place between two consecutive frames of a discrete animation
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sequence.
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@since OOo 2.0.0
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*/
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constants InterpolationMode
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{
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/** Perform a nearest neighbor interpolation.<p>
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That is, when interpolating between two values v0 and v1,
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positioned at t0 and t1, take the one which has the closest t
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coordinate.<p>
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*/
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const byte NEAREST_NEIGHBOR=1;
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//-------------------------------------------------------------------------
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/** Perform a linear interpolation.<p>
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That is, when interpolating at position t between two values
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v0 and v1, positioned at t0 and t1, take the sum of v0
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weighted with (t-t0) and v1 weighted with (t1-t).<p>
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*/
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const byte LINEAR=2;
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//-------------------------------------------------------------------------
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/** Perform a cubic interpolation.<p>
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That is, when interpolating at position t, take the four
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closest data points v0, v1, v2, and v3, fit a cubic curve
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through them, and take the interpolated value from this cubic
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curve.<p>
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*/
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const byte CUBIC=3;
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//-------------------------------------------------------------------------
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/** Perform a cubic bezier spline interpolation.<p>
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That is, when interpolating at position t, take the three
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closest data points v0, v1, and v2, fit a cubic bezier spline
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through them, and take the interpolated value from this cubic
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curve.<p>
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*/
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const byte BEZIERSPLINE3=4;
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//-------------------------------------------------------------------------
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/** Perform a quadric bezier spline interpolation.<p>
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That is, when interpolating at position t, take the four
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closest data points v0, v1, v2, and v3, fit a quadric bezier
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spline through them, and take the interpolated value from this
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quadric curve.<p>
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*/
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const byte BEZIERSPLINE4=5;
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};
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}; }; }; };
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#endif
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