Files
test2/source/blender/blenlib/BLI_bounds.hh
Hans Goudey c16ee2c939 Refactor: Use C++ bounds corners function
Remove the last uses of `BKE_boundbox_init_from_minmax` in
favor of the newer `bounds::corners`. Besides clearer naming
and better ergonomics, it's also inline-able which seems to be a
good thing for such a simple function.

In order to get the same behavior as before I changed the
C++ bounds function to give the same vertex order as the
older function.

Pull Request: https://projects.blender.org/blender/blender/pulls/140401
2025-06-16 15:49:14 +02:00

315 lines
8.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bli
*
* Generic algorithms for finding the largest and smallest elements in a span.
*/
#include <optional>
#include "BLI_bounds_types.hh"
#include "BLI_index_mask.hh"
#include "BLI_math_matrix.hh"
#include "BLI_math_vector.hh"
#include "BLI_task.hh"
#include "BLI_virtual_array.hh"
namespace blender {
namespace bounds {
template<typename T> [[nodiscard]] inline Bounds<T> merge(const Bounds<T> &a, const Bounds<T> &b)
{
return {math::min(a.min, b.min), math::max(a.max, b.max)};
}
template<typename T>
[[nodiscard]] inline std::optional<Bounds<T>> merge(const std::optional<Bounds<T>> &a,
const std::optional<Bounds<T>> &b)
{
if (a.has_value() && b.has_value()) {
return merge(*a, *b);
}
if (a.has_value()) {
return a;
}
if (b.has_value()) {
return b;
}
return std::nullopt;
}
template<typename T>
[[nodiscard]] inline std::optional<Bounds<T>> merge(const std::optional<Bounds<T>> &a,
const Bounds<T> &b)
{
return merge(a, std::optional<Bounds<T>>(b));
}
template<typename T>
[[nodiscard]] inline std::optional<Bounds<T>> min_max(const std::optional<Bounds<T>> &a,
const T &b)
{
if (a.has_value()) {
return merge(*a, {b, b});
}
return Bounds<T>{b, b};
}
/**
* Find the smallest and largest values element-wise in the span.
*/
template<typename T> [[nodiscard]] inline std::optional<Bounds<T>> min_max(const Span<T> values)
{
if (values.is_empty()) {
return std::nullopt;
}
const Bounds<T> init{values.first(), values.first()};
return threading::parallel_reduce(
values.index_range(),
1024,
init,
[&](const IndexRange range, const Bounds<T> &init) {
Bounds<T> result = init;
for (const int i : range) {
math::min_max(values[i], result.min, result.max);
}
return result;
},
[](const Bounds<T> &a, const Bounds<T> &b) { return merge(a, b); });
}
template<typename T>
[[nodiscard]] inline std::optional<Bounds<T>> min_max(const IndexMask &mask, const Span<T> values)
{
if (values.is_empty() || mask.is_empty()) {
return std::nullopt;
}
if (mask.size() == values.size()) {
/* To avoid mask slice/lookup. */
return min_max(values);
}
const Bounds<T> init{values.first(), values.first()};
return threading::parallel_reduce(
mask.index_range(),
1024,
init,
[&](const IndexRange range, const Bounds<T> &init) {
Bounds<T> result = init;
mask.slice(range).foreach_index_optimized<int64_t>(
[&](const int i) { math::min_max(values[i], result.min, result.max); });
return result;
},
[](const Bounds<T> &a, const Bounds<T> &b) { return merge(a, b); });
}
/**
* Find the smallest and largest values element-wise in the span, adding the radius to each element
* first. The template type T is expected to have an addition operator implemented with RadiusT.
*/
template<typename T, typename RadiusT>
[[nodiscard]] inline std::optional<Bounds<T>> min_max_with_radii(const Span<T> values,
const Span<RadiusT> radii)
{
BLI_assert(values.size() == radii.size());
if (values.is_empty()) {
return std::nullopt;
}
const Bounds<T> init{values.first(), values.first()};
return threading::parallel_reduce(
values.index_range(),
1024,
init,
[&](const IndexRange range, const Bounds<T> &init) {
Bounds<T> result = init;
for (const int i : range) {
result.min = math::min(values[i] - radii[i], result.min);
result.max = math::max(values[i] + radii[i], result.max);
}
return result;
},
[](const Bounds<T> &a, const Bounds<T> &b) { return merge(a, b); });
}
/**
* Returns a new bound that contains the intersection of the two given bound.
* Returns no box if there are no overlap.
*/
template<typename T>
[[nodiscard]] inline std::optional<Bounds<T>> intersect(const Bounds<T> &a, const Bounds<T> &b)
{
const Bounds<T> result{math::max(a.min, b.min), math::min(a.max, b.max)};
if (result.is_empty()) {
return std::nullopt;
}
return result;
}
template<typename T>
[[nodiscard]] inline std::optional<Bounds<T>> intersect(const std::optional<Bounds<T>> &a,
const std::optional<Bounds<T>> &b)
{
if (!a.has_value() || !b.has_value()) {
return std::nullopt;
}
return intersect(*a, *b);
}
/**
* Finds the maximum value for elements in the array.
*/
template<typename T> inline std::optional<T> max(const VArray<T> &values)
{
if (values.is_empty()) {
return std::nullopt;
}
if (const std::optional<T> value = values.get_if_single()) {
return value;
}
const VArraySpan<int> values_span = values;
return threading::parallel_reduce(
values_span.index_range(),
2048,
std::numeric_limits<T>::min(),
[&](const IndexRange range, int current_max) {
for (const int value : values_span.slice(range)) {
current_max = std::max(current_max, value);
}
return current_max;
},
[](const int a, const int b) { return std::max(a, b); });
}
/**
* Return the eight corners of a 3D bounding box.
* <pre>
*
* Z Y
* | /
* |/
* .-----X
* 2----------6
* /| /|
* / | / |
* 1----------5 |
* | | | |
* | 3-------|--7
* | / | /
* |/ |/
* 0----------4
* </pre>
*/
template<typename T>
inline std::array<VecBase<T, 3>, 8> corners(const Bounds<VecBase<T, 3>> &bounds)
{
return {
VecBase<T, 3>{bounds.min[0], bounds.min[1], bounds.min[2]},
VecBase<T, 3>{bounds.min[0], bounds.min[1], bounds.max[2]},
VecBase<T, 3>{bounds.min[0], bounds.max[1], bounds.max[2]},
VecBase<T, 3>{bounds.min[0], bounds.max[1], bounds.min[2]},
VecBase<T, 3>{bounds.max[0], bounds.min[1], bounds.min[2]},
VecBase<T, 3>{bounds.max[0], bounds.min[1], bounds.max[2]},
VecBase<T, 3>{bounds.max[0], bounds.max[1], bounds.max[2]},
VecBase<T, 3>{bounds.max[0], bounds.max[1], bounds.min[2]},
};
}
/**
* Transform a 3D bounding box.
*
* Note: this necessarily grows the bounding box, to ensure that the transformed
* bounding box fully contains the original. Therefore, calling this iteratively
* to transform from space A to space B, and then from space B to space C, etc.,
* will also iteratively grow the bounding box on each call. Try to avoid doing
* that, and instead first compose the transform matrices and then use that to
* transform the bounding box.
*/
template<typename T, int D>
inline Bounds<VecBase<T, 3>> transform_bounds(const MatBase<T, D, D> &matrix,
const Bounds<VecBase<T, 3>> &bounds)
{
std::array<VecBase<T, 3>, 8> points = corners(bounds);
for (VecBase<T, 3> &p : points) {
p = math::transform_point(matrix, p);
}
return {math::min(Span(points)), math::max(Span(points))};
}
} // namespace bounds
namespace detail {
template<typename T, int Size>
[[nodiscard]] inline bool any_less_or_equal_than(const VecBase<T, Size> &a,
const VecBase<T, Size> &b)
{
for (int i = 0; i < Size; i++) {
if (a[i] <= b[i]) {
return true;
}
}
return false;
}
} // namespace detail
template<typename T> inline bool Bounds<T>::is_empty() const
{
if constexpr (std::is_integral_v<T> || std::is_floating_point_v<T>) {
return this->max <= this->min;
}
else {
return detail::any_less_or_equal_than(this->max, this->min);
}
}
template<typename T> inline T Bounds<T>::center() const
{
return math::midpoint(this->min, this->max);
}
template<typename T> inline T Bounds<T>::size() const
{
return math::abs(max - min);
}
template<typename T> inline void Bounds<T>::translate(const T &offset)
{
this->min += offset;
this->max += offset;
}
template<typename T> inline void Bounds<T>::scale_from_center(const T &scale)
{
const T center = this->center();
const T new_half_size = this->size() / T(2) * scale;
this->min = center - new_half_size;
this->max = center + new_half_size;
}
template<typename T> inline void Bounds<T>::resize(const T &new_size)
{
this->min = this->center() - (new_size / T(2));
this->max = this->min + new_size;
}
template<typename T> inline void Bounds<T>::recenter(const T &new_center)
{
const T offset = new_center - this->center();
this->translate(offset);
}
template<typename T>
template<typename PaddingT>
inline void Bounds<T>::pad(const PaddingT &padding)
{
this->min = this->min - padding;
this->max = this->max + padding;
}
} // namespace blender