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+/*************************************************************************
+ *
+ * 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