Cleanup: Extend a few comments in BKE_spline.hh
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@ -40,7 +40,8 @@ using SplinePtr = std::unique_ptr<Spline>;
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/**
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* A spline is an abstraction of a single branch-less curve section, its evaluation methods,
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* and data. The spline data itself is just control points and a set of attributes by the set
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* of "evaluated" data is often used instead.
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* of "evaluated" data is often used instead. Conceptually, the derived vs. original data is
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* an essential distinction. Derived data is usually calculated lazily and cached on the spline.
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*
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* Any derived class of Spline has to manage two things:
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* 1. Interpolating arbitrary attribute data from the control points to evaluated points.
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@ -600,9 +601,12 @@ class NURBSpline final : public Spline {
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};
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/**
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* A Poly spline is like a bezier spline with a resolution of one. The main reason to distinguish
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* A Poly spline is like a Bézier spline with a resolution of one. The main reason to distinguish
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* the two is for reduced complexity and increased performance, since interpolating data to control
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* points does not change it.
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*
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* Poly spline code is very simple, since it doesn't do anything that the base #Spline doesn't
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* handle. Mostly it just worries about storing the data used by the base class.
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*/
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class PolySpline final : public Spline {
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blender::Vector<blender::float3> positions_;
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