#ifndef __M_BBOX_H__
#define __M_BBOX_H__

#include <float.h>
#include "vectors.h"

enum
{
	BOXTOP,
	BOXBOTTOM,
	BOXLEFT,
	BOXRIGHT
};		// bbox coordinates


class FBoundingBox
{
public:
	FBoundingBox()
	{
		ClearBox();
	}

	FBoundingBox(double left, double bottom, double right, double top)
	{
		m_Box[BOXTOP] = top;
		m_Box[BOXLEFT] = left;
		m_Box[BOXRIGHT] = right;
		m_Box[BOXBOTTOM] = bottom;
	}

	FBoundingBox(double x, double y, double radius)
	{
		setBox(x, y, radius);
	}


	void setBox(double x, double y, double radius)
	{
		m_Box[BOXTOP] = y + radius;
		m_Box[BOXLEFT] = x - radius;
		m_Box[BOXRIGHT] = x + radius;
		m_Box[BOXBOTTOM] = y - radius;
	}

	void ClearBox ()
	{
		m_Box[BOXTOP] = m_Box[BOXRIGHT] = -FLT_MAX;
		m_Box[BOXBOTTOM] = m_Box[BOXLEFT] = FLT_MAX;
	}

	// Returns a bounding box that encloses both bounding boxes
	FBoundingBox operator | (const FBoundingBox &box2) const
	{
		return FBoundingBox(m_Box[BOXLEFT] < box2.m_Box[BOXLEFT] ? m_Box[BOXLEFT] : box2.m_Box[BOXLEFT],
							m_Box[BOXBOTTOM] < box2.m_Box[BOXBOTTOM] ? m_Box[BOXBOTTOM] : box2.m_Box[BOXBOTTOM],
							m_Box[BOXRIGHT] > box2.m_Box[BOXRIGHT] ? m_Box[BOXRIGHT] : box2.m_Box[BOXRIGHT],
							m_Box[BOXTOP] > box2.m_Box[BOXTOP] ? m_Box[BOXTOP] : box2.m_Box[BOXTOP]);
	}

	void AddToBox(const DVector2 &pos)
	{
		if (pos.X < m_Box[BOXLEFT])
			m_Box[BOXLEFT] = pos.X;
		if (pos.X > m_Box[BOXRIGHT])
			m_Box[BOXRIGHT] = pos.X;

		if (pos.Y < m_Box[BOXBOTTOM])
			m_Box[BOXBOTTOM] = pos.Y;
		if (pos.Y > m_Box[BOXTOP])
			m_Box[BOXTOP] = pos.Y;
	}

	inline double Top () const { return m_Box[BOXTOP]; }
	inline double Bottom () const { return m_Box[BOXBOTTOM]; }
	inline double Left () const { return m_Box[BOXLEFT]; }
	inline double Right () const { return m_Box[BOXRIGHT]; }

	void Set(int index, double value) {m_Box[index] = value;}

protected:
	double m_Box[4];
};


#endif //__M_BBOX_H__