From 5568455d63a2c04c468e4c67358ecf9679e70749 Mon Sep 17 00:00:00 2001 From: Hans Goudey Date: Tue, 7 Dec 2021 15:17:10 -0500 Subject: Cleanup: Extend a few comments in BKE_spline.hh --- source/blender/blenkernel/BKE_spline.hh | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'source/blender') diff --git a/source/blender/blenkernel/BKE_spline.hh b/source/blender/blenkernel/BKE_spline.hh index d487bf15e25..4d3009a4cc6 100644 --- a/source/blender/blenkernel/BKE_spline.hh +++ b/source/blender/blenkernel/BKE_spline.hh @@ -40,7 +40,8 @@ using SplinePtr = std::unique_ptr; /** * A spline is an abstraction of a single branch-less curve section, its evaluation methods, * and data. The spline data itself is just control points and a set of attributes by the set - * of "evaluated" data is often used instead. + * of "evaluated" data is often used instead. Conceptually, the derived vs. original data is + * an essential distinction. Derived data is usually calculated lazily and cached on the spline. * * Any derived class of Spline has to manage two things: * 1. Interpolating arbitrary attribute data from the control points to evaluated points. @@ -600,9 +601,12 @@ class NURBSpline final : public Spline { }; /** - * A Poly spline is like a bezier spline with a resolution of one. The main reason to distinguish + * A Poly spline is like a Bézier spline with a resolution of one. The main reason to distinguish * the two is for reduced complexity and increased performance, since interpolating data to control * points does not change it. + * + * Poly spline code is very simple, since it doesn't do anything that the base #Spline doesn't + * handle. Mostly it just worries about storing the data used by the base class. */ class PolySpline final : public Spline { blender::Vector positions_; -- cgit v1.2.3