xref: /AOO41X/main/offapi/com/sun/star/rendering/InterpolationMode.idl (revision d1766043198e81d0bcfc626e12893e7b4d7e31ca)
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23cdf0e10cSrcweir#ifndef __com_sun_star_rendering_InterpolationMode_idl__
24cdf0e10cSrcweir#define __com_sun_star_rendering_InterpolationMode_idl__
25cdf0e10cSrcweir
26cdf0e10cSrcweirmodule com { module sun { module star { module rendering {
27cdf0e10cSrcweir
28cdf0e10cSrcweir/** These constants specify the interpolation type for animation
29cdf0e10cSrcweir    frames.<p>
30cdf0e10cSrcweir
31cdf0e10cSrcweir    With this constants, one specifies the way of interpolation that
32cdf0e10cSrcweir    takes place between two consecutive frames of a discrete animation
33cdf0e10cSrcweir    sequence.
34cdf0e10cSrcweir
35cdf0e10cSrcweir    @since OOo 2.0
36cdf0e10cSrcweir */
37cdf0e10cSrcweirconstants InterpolationMode
38cdf0e10cSrcweir{
39cdf0e10cSrcweir    /** Perform a nearest neighbor interpolation.<p>
40cdf0e10cSrcweir
41cdf0e10cSrcweir    	That is, when interpolating between two values v0 and v1,
42cdf0e10cSrcweir    	positioned at t0 and t1, take the one which has the closest t
43cdf0e10cSrcweir    	coordinate.<p>
44cdf0e10cSrcweir     */
45cdf0e10cSrcweir	const byte NEAREST_NEIGHBOR=1;
46cdf0e10cSrcweir
47cdf0e10cSrcweir	//-------------------------------------------------------------------------
48cdf0e10cSrcweir
49cdf0e10cSrcweir    /** Perform a linear interpolation.<p>
50cdf0e10cSrcweir
51cdf0e10cSrcweir    	That is, when interpolating at position t between two values
52cdf0e10cSrcweir    	v0 and v1, positioned at t0 and t1, take the sum of v0
53cdf0e10cSrcweir    	weighted with (t-t0) and v1 weighted with (t1-t).<p>
54cdf0e10cSrcweir     */
55cdf0e10cSrcweir	const byte LINEAR=2;
56cdf0e10cSrcweir
57cdf0e10cSrcweir	//-------------------------------------------------------------------------
58cdf0e10cSrcweir
59cdf0e10cSrcweir    /** Perform a cubic interpolation.<p>
60cdf0e10cSrcweir
61cdf0e10cSrcweir    	That is, when interpolating at position t, take the four
62cdf0e10cSrcweir    	closest data points v0, v1, v2, and v3, fit a cubic curve
63cdf0e10cSrcweir    	through them, and take the interpolated value from this cubic
64cdf0e10cSrcweir    	curve.<p>
65cdf0e10cSrcweir     */
66cdf0e10cSrcweir	const byte CUBIC=3;
67cdf0e10cSrcweir
68cdf0e10cSrcweir	//-------------------------------------------------------------------------
69cdf0e10cSrcweir
70cdf0e10cSrcweir    /** Perform a cubic bezier spline interpolation.<p>
71cdf0e10cSrcweir
72cdf0e10cSrcweir    	That is, when interpolating at position t, take the three
73cdf0e10cSrcweir    	closest data points v0, v1, and v2, fit a cubic bezier spline
74cdf0e10cSrcweir    	through them, and take the interpolated value from this cubic
75cdf0e10cSrcweir    	curve.<p>
76cdf0e10cSrcweir     */
77cdf0e10cSrcweir	const byte BEZIERSPLINE3=4;
78cdf0e10cSrcweir
79cdf0e10cSrcweir	//-------------------------------------------------------------------------
80cdf0e10cSrcweir
81cdf0e10cSrcweir    /** Perform a quadric bezier spline interpolation.<p>
82cdf0e10cSrcweir
83cdf0e10cSrcweir    	That is, when interpolating at position t, take the four
84cdf0e10cSrcweir    	closest data points v0, v1, v2, and v3, fit a quadric bezier
85cdf0e10cSrcweir    	spline through them, and take the interpolated value from this
86cdf0e10cSrcweir    	quadric curve.<p>
87cdf0e10cSrcweir     */
88cdf0e10cSrcweir	const byte BEZIERSPLINE4=5;
89cdf0e10cSrcweir};
90cdf0e10cSrcweir
91cdf0e10cSrcweir}; }; }; };
92cdf0e10cSrcweir
93cdf0e10cSrcweir#endif
94