Refactor `BKE_armature_min_max()` so that it calls `BKE_pose_minmax(ob,
use_hidden=false)`. The former took neither bone visibility nor custom
bone shapes into account when computing the bounding box. Now these two
are unified, fixing the regression.
`BKE_armature_min_max()` is now basically a thin wrapper that uses more
modern C++ types in its signature. This will be cleaned up in a
follow-up refactor commit.
Another difference is that these functions return the AABB in different
coordinate spaces (object vs. world). This isn't done entirely correctly
(just transforming the two extreme points), but in a way that is
symmetrical with `BKE_object_minmax()`.
Pull Request: https://projects.blender.org/blender/blender/pulls/121739