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#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 OpenOffice 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;
}; 

}; }; }; };

#endif
