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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
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 * 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>
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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 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