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