import log from "loglevel"; import {ArgumentOutOfRangeException} from "../Exceptions"; import {PointF2D} from "../../Common/DataObjects/PointF2D"; import {SizeF2D} from "../../Common/DataObjects/SizeF2D"; import {RectangleF2D} from "../../Common/DataObjects/RectangleF2D"; import { StaffLineActivitySymbol } from "./StaffLineActivitySymbol"; import { EngravingRules } from "./EngravingRules"; /** * A bounding box delimits an area on the 2D plane. * @param dataObject Graphical object where the bounding box will be attached * @param parent Parent bounding box of an object in a higher hierarchy position * @param connectChildToParent Create a child to parent relationship too. Will be true by default */ export class BoundingBox { protected isSymbol: boolean = false; protected relativePositionHasBeenSet: boolean = false; protected xBordersHaveBeenSet: boolean = false; protected yBordersHaveBeenSet: boolean = false; protected absolutePosition: PointF2D = new PointF2D(); protected relativePosition: PointF2D = new PointF2D(); protected size: SizeF2D = new SizeF2D(); protected marginSize: SizeF2D = new SizeF2D(); protected upperLeftCorner: PointF2D = new PointF2D(); protected upperLeftMarginCorner: PointF2D = new PointF2D(); protected borderLeft: number = 0; protected borderRight: number = 0; protected borderTop: number = 0; protected borderBottom: number = 0; protected borderMarginLeft: number = 0; protected borderMarginRight: number = 0; protected borderMarginTop: number = 0; protected borderMarginBottom: number = 0; protected boundingRectangle: RectangleF2D; protected boundingMarginRectangle: RectangleF2D; protected childElements: BoundingBox[] = []; protected parent: BoundingBox; protected dataObject: Object; /** * Create a bounding box * @param dataObject Graphical object where the bounding box will be attached * @param parent Parent bounding box of an object in a higher hierarchy position * @param isSymbol Defines the bounding box to be symbol thus not calculating its boundaries by itself. NOTE: Borders need to be set! */ constructor(dataObject: Object = undefined, parent: BoundingBox = undefined, isSymbol: boolean = false) { this.parent = parent; this.dataObject = dataObject; this.isSymbol = isSymbol; this.xBordersHaveBeenSet = false; this.yBordersHaveBeenSet = false; if (parent !== undefined) { this.Parent = parent; } } public get RelativePositionHasBeenSet(): boolean { return this.relativePositionHasBeenSet; } public get XBordersHaveBeenSet(): boolean { return this.xBordersHaveBeenSet; } public set XBordersHaveBeenSet(value: boolean) { this.xBordersHaveBeenSet = value; } public get YBordersHaveBeenSet(): boolean { return this.yBordersHaveBeenSet; } public set YBordersHaveBeenSet(value: boolean) { this.yBordersHaveBeenSet = value; } public get AbsolutePosition(): PointF2D { return this.absolutePosition; } public set AbsolutePosition(value: PointF2D) { this.absolutePosition = value; } public get RelativePosition(): PointF2D { return this.relativePosition; } public set RelativePosition(value: PointF2D) { this.relativePosition = value; this.relativePositionHasBeenSet = true; } public get Size(): SizeF2D { return this.size; } public set Size(value: SizeF2D) { this.size = value; } public get MarginSize(): SizeF2D { return this.marginSize; } public get UpperLeftCorner(): PointF2D { return this.upperLeftCorner; } public get UpperLeftMarginCorner(): PointF2D { return this.upperLeftMarginCorner; } public get BorderLeft(): number { return this.borderLeft; } public set BorderLeft(value: number) { this.borderLeft = value; this.calculateRectangle(); } public get BorderRight(): number { return this.borderRight; } public set BorderRight(value: number) { this.borderRight = value; this.calculateRectangle(); } public get BorderTop(): number { return this.borderTop; } public set BorderTop(value: number) { this.borderTop = value; this.calculateRectangle(); } public get BorderBottom(): number { return this.borderBottom; } public set BorderBottom(value: number) { this.borderBottom = value; this.calculateRectangle(); } public get BorderMarginLeft(): number { return this.borderMarginLeft > this.borderLeft ? this.borderLeft : this.borderMarginLeft; } public set BorderMarginLeft(value: number) { this.borderMarginLeft = value; this.calculateMarginRectangle(); } public get BorderMarginRight(): number { return this.borderMarginRight < this.borderRight ? this.borderRight : this.borderMarginRight; } public set BorderMarginRight(value: number) { this.borderMarginRight = value; this.calculateMarginRectangle(); } public get BorderMarginTop(): number { return this.borderMarginTop > this.borderTop ? this.borderTop : this.borderMarginTop; } public set BorderMarginTop(value: number) { this.borderMarginTop = value; this.calculateMarginRectangle(); } public get BorderMarginBottom(): number { return this.borderMarginBottom < this.borderBottom ? this.borderBottom : this.borderMarginBottom; } public set BorderMarginBottom(value: number) { this.borderMarginBottom = value; this.calculateMarginRectangle(); } public get BoundingRectangle(): RectangleF2D { return this.boundingRectangle; } public get BoundingMarginRectangle(): RectangleF2D { return this.boundingMarginRectangle; } public get ChildElements(): BoundingBox[] { return this.childElements; } public set ChildElements(value: BoundingBox[]) { this.childElements = value; } public get Parent(): BoundingBox { return this.parent; } public set Parent(value: BoundingBox) { if (this.parent !== undefined) { // remove from old parent const index: number = this.parent.ChildElements.indexOf(this, 0); if (index > -1) { this.parent.ChildElements.splice(index, 1); } } this.parent = value; // add to new parent if (this.parent.ChildElements.indexOf(this) > -1) { log.error("BoundingBox of " + (this.dataObject.constructor as any).name + " already in children list of " + (this.parent.dataObject.constructor as any).name + "'s BoundingBox"); } else { this.parent.ChildElements.push(this); } } public get DataObject(): Object { return this.dataObject; } /** * Get the center of a bounding box * @param boundingBox Bounding box to check */ public get Center(): PointF2D { return new PointF2D(this.RelativePosition.x + (this.BorderMarginRight + this.BorderMarginLeft), this.RelativePosition.y + (this.BorderMarginBottom + this.BorderMarginTop)); } public setAbsolutePositionFromParent(): void { if (this.parent !== undefined) { this.absolutePosition.x = this.parent.AbsolutePosition.x + this.relativePosition.x; this.absolutePosition.y = this.parent.AbsolutePosition.y + this.relativePosition.y; } else { this.absolutePosition = this.relativePosition; } } /** * Calculate the the absolute position by adding up all relative positions of all parents (including the own rel. pos.) */ public calculateAbsolutePosition(): void { this.absolutePosition.x = this.relativePosition.x; this.absolutePosition.y = this.relativePosition.y; let parent: BoundingBox = this.parent; while (parent !== undefined) { this.absolutePosition.x += parent.relativePosition.x; this.absolutePosition.y += parent.relativePosition.y; parent = parent.parent; } } /** * This method calculates the Absolute Positions recursively */ public calculateAbsolutePositionsRecursiveWithoutTopelement(): void { this.absolutePosition.x = 0.0; this.absolutePosition.y = 0.0; for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const child: BoundingBox = this.ChildElements[idx]; child.calculateAbsolutePositionsRecursive(this.absolutePosition.x, this.absolutePosition.y); } } /** * This method calculates the Absolute Positions recursively * from the root element down to the leaf elements * @param x * @param y */ public calculateAbsolutePositionsRecursive(x: number, y: number): void { this.absolutePosition.x = this.relativePosition.x + x; this.absolutePosition.y = this.relativePosition.y + y; for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const child: BoundingBox = this.ChildElements[idx]; child.calculateAbsolutePositionsRecursive(this.absolutePosition.x, this.absolutePosition.y); } } /** * calculates the absolute positions of all children of this boundingBox */ public calculateAbsolutePositionsOfChildren(): void { for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const child: BoundingBox = this.ChildElements[idx]; child.calculateAbsolutePositionsRecursive(this.absolutePosition.x, this.absolutePosition.y); } } /** * This method calculates the BoundingBoxes */ public calculateBoundingBox(): void { if (this.childElements.length === 0) { return; } for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const childElement: BoundingBox = this.ChildElements[idx]; childElement.calculateBoundingBox(); } // initialize with max/min values let minLeft: number = Number.MAX_VALUE; let maxRight: number = Number.MIN_VALUE; let minTop: number = Number.MAX_VALUE; let maxBottom: number = Number.MIN_VALUE; let minMarginLeft: number = Number.MAX_VALUE; let maxMarginRight: number = Number.MIN_VALUE; let minMarginTop: number = Number.MAX_VALUE; let maxMarginBottom: number = Number.MIN_VALUE; // apart from symbol elements, where we initialize with the symbol's borders if (this.isSymbol) { minLeft = this.borderLeft; maxRight = this.borderRight; minTop = this.borderTop; maxBottom = this.borderBottom; minMarginLeft = this.borderMarginLeft; maxMarginRight = this.borderMarginRight; minMarginTop = this.borderMarginTop; maxMarginBottom = this.borderMarginBottom; } // ChildElements will have their borders calculated, so calculate current borders for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const childElement: BoundingBox = this.ChildElements[idx]; minLeft = Math.min(minLeft, childElement.relativePosition.x + childElement.borderLeft); maxRight = Math.max(maxRight, childElement.relativePosition.x + childElement.borderRight); minTop = Math.min(minTop, childElement.relativePosition.y + childElement.borderTop); maxBottom = Math.max(maxBottom, childElement.relativePosition.y + childElement.borderBottom); minMarginLeft = Math.min(minMarginLeft, childElement.relativePosition.x + childElement.borderMarginLeft); maxMarginRight = Math.max(maxMarginRight, childElement.relativePosition.x + childElement.borderMarginRight); minMarginTop = Math.min(minMarginTop, childElement.relativePosition.y + childElement.borderMarginTop); maxMarginBottom = Math.max(maxMarginBottom, childElement.relativePosition.y + childElement.borderMarginBottom); } // ChildElements will have their borders calculated, so calculate current borders this.borderLeft = minLeft; this.borderRight = maxRight; this.borderTop = minTop; this.borderBottom = maxBottom; this.borderMarginLeft = minMarginLeft; this.borderMarginRight = maxMarginRight; this.borderMarginTop = minMarginTop; this.borderMarginBottom = maxMarginBottom; this.calculateRectangle(); this.calculateMarginRectangle(); this.xBordersHaveBeenSet = true; this.yBordersHaveBeenSet = true; } public calculateTopBottomBorders(): void { if (this.childElements.length === 0) { return; } for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const childElement: BoundingBox = this.ChildElements[idx]; childElement.calculateTopBottomBorders(); } let minTop: number = Number.MAX_VALUE; let maxBottom: number = Number.MIN_VALUE; let minMarginTop: number = Number.MAX_VALUE; let maxMarginBottom: number = Number.MIN_VALUE; if (this.yBordersHaveBeenSet) { minTop = this.borderTop; maxBottom = this.borderBottom; minMarginTop = this.borderMarginTop; maxMarginBottom = this.borderMarginBottom; } for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const childElement: BoundingBox = this.ChildElements[idx]; minTop = Math.min(minTop, childElement.relativePosition.y + childElement.borderTop); if (!EngravingRules.FixStafflineBoundingBox || !(childElement.dataObject instanceof StaffLineActivitySymbol)) { maxBottom = Math.max(maxBottom, childElement.relativePosition.y + childElement.borderBottom); // TODO there's a problem with the bottom bounding box of many stafflines, often caused by StaffLineActivitySymbol, // often leading to the page SVG canvas being unnecessarily long in y-direction. This seems to be remedied by this workaround. // see #643 } minMarginTop = Math.min(minMarginTop, childElement.relativePosition.y + childElement.borderMarginTop); maxMarginBottom = Math.max(maxMarginBottom, childElement.relativePosition.y + childElement.borderMarginBottom); } this.borderTop = minTop; this.borderBottom = maxBottom; this.borderMarginTop = minMarginTop; this.borderMarginBottom = maxMarginBottom; this.calculateRectangle(); this.calculateMarginRectangle(); } /** * This method computes the first non-overlapping position in the placementPsi Element for the current (this) positionAndShapeInfo * @param placementPsi * @param direction * @param position */ public computeNonOverlappingPositionWithMargin(placementPsi: BoundingBox, direction: ColDirEnum, position: PointF2D): void { this.RelativePosition = new PointF2D(position.x, position.y); this.setAbsolutePositionFromParent(); let currentPosition: number = 0.0; let hasBeenMoved: boolean = false; do { switch (direction) { case ColDirEnum.Left: case ColDirEnum.Right: currentPosition = this.relativePosition.x; placementPsi.calculateMarginPositionAlongDirection(this, direction); hasBeenMoved = Math.abs(currentPosition - this.relativePosition.x) > 0.001; break; case ColDirEnum.Up: case ColDirEnum.Down: currentPosition = this.relativePosition.y; placementPsi.calculateMarginPositionAlongDirection(this, direction); hasBeenMoved = Math.abs(currentPosition - this.relativePosition.y) > 0.001; break; default: throw new ArgumentOutOfRangeException("direction"); } } while (hasBeenMoved); } /** * This method detects a collision (without margins) * @param psi * @returns {boolean} */ public collisionDetection(psi: BoundingBox): boolean { const overlapWidth: number = Math.min(this.AbsolutePosition.x + this.borderRight, psi.absolutePosition.x + psi.borderRight) - Math.max(this.AbsolutePosition.x + this.borderLeft, psi.absolutePosition.x + psi.borderLeft); const overlapHeight: number = Math.min(this.AbsolutePosition.y + this.borderBottom, psi.absolutePosition.y + psi.borderBottom) - Math.max(this.AbsolutePosition.y + this.borderTop, psi.absolutePosition.y + psi.borderTop); if (overlapWidth > 0 && overlapHeight > 0) { return true; } return false; } /** * This method checks if the given Psi's Margins lie inside the current Psi's Margins. * @param psi * @returns {boolean} */ public liesInsideBorders(psi: BoundingBox): boolean { const leftBorderInside: boolean = (this.AbsolutePosition.x + this.borderLeft) <= (psi.absolutePosition.x + psi.borderLeft) && (psi.absolutePosition.x + psi.borderLeft) <= (this.AbsolutePosition.x + this.borderRight); const rightBorderInside: boolean = (this.AbsolutePosition.x + this.borderLeft) <= (psi.absolutePosition.x + psi.borderRight) && (psi.absolutePosition.x + psi.borderRight) <= (this.AbsolutePosition.x + this.borderRight); if (leftBorderInside && rightBorderInside) { const topBorderInside: boolean = (this.AbsolutePosition.y + this.borderTop) <= (psi.absolutePosition.y + psi.borderTop) && (psi.absolutePosition.y + psi.borderTop) <= (this.AbsolutePosition.y + this.borderBottom); const bottomBorderInside: boolean = (this.AbsolutePosition.y + this.borderTop) <= (psi.absolutePosition.y + psi.borderBottom) && (psi.absolutePosition.y + psi.borderBottom) <= (this.AbsolutePosition.y + this.borderBottom); if (topBorderInside && bottomBorderInside) { return true; } } return false; } public pointLiesInsideBorders(position: PointF2D): boolean { const xInside: boolean = (this.AbsolutePosition.x + this.borderLeft) <= position.x && position.x <= (this.AbsolutePosition.x + this.borderRight); if (xInside) { const yInside: boolean = (this.AbsolutePosition.y + this.borderTop) <= position.y && position.y <= (this.AbsolutePosition.y + this.borderBottom); if (yInside) { return true; } } return false; } /** * This method detects a collision (margin-wide) * @param psi * @returns {boolean} */ public marginCollisionDetection(psi: BoundingBox): boolean { const overlapWidth: number = Math.min(this.AbsolutePosition.x + this.borderMarginRight, psi.absolutePosition.x + psi.borderMarginRight) - Math.max(this.AbsolutePosition.x + this.borderMarginLeft, psi.absolutePosition.x + psi.borderMarginLeft); const overlapHeight: number = Math.min(this.AbsolutePosition.y + this.borderMarginBottom, psi.absolutePosition.y + psi.borderMarginBottom) - Math.max(this.AbsolutePosition.y + this.borderMarginTop, psi.absolutePosition.y + psi.borderMarginTop); if (overlapWidth > 0 && overlapHeight > 0) { return true; } return false; } /** * This method checks if the given Psi's Margins lie inside the current Psi's Margins * @param psi * @returns {boolean} */ public liesInsideMargins(psi: BoundingBox): boolean { const leftMarginInside: boolean = (this.AbsolutePosition.x + this.borderMarginLeft) <= (psi.absolutePosition.x + psi.borderMarginLeft) && (psi.absolutePosition.x + psi.borderMarginLeft) <= (this.AbsolutePosition.x + this.borderMarginRight); const rightMarginInside: boolean = (this.AbsolutePosition.x + this.borderMarginLeft) <= (psi.absolutePosition.x + psi.borderMarginRight) && (psi.absolutePosition.x + psi.borderMarginRight) <= (this.AbsolutePosition.x + this.borderMarginRight); if (leftMarginInside && rightMarginInside) { const topMarginInside: boolean = (this.AbsolutePosition.y + this.borderMarginTop) <= (psi.absolutePosition.y + psi.borderMarginTop) && (psi.absolutePosition.y + psi.borderMarginTop) <= (this.AbsolutePosition.y + this.borderMarginBottom); const bottomMarginInside: boolean = (this.AbsolutePosition.y + this.borderMarginTop) <= (psi.absolutePosition.y + psi.borderMarginBottom) && (psi.absolutePosition.y + psi.borderMarginBottom) <= (this.AbsolutePosition.y + this.borderMarginBottom); if (topMarginInside && bottomMarginInside) { return true; } } return false; } public pointLiesInsideMargins(position: PointF2D): boolean { const xInside: boolean = (this.AbsolutePosition.x + this.borderMarginLeft) <= position.x && position.x <= (this.AbsolutePosition.x + this.borderMarginRight); if (xInside) { const yInside: boolean = (this.AbsolutePosition.y + this.borderMarginTop) <= position.y && position.y <= (this.AbsolutePosition.y + this.borderMarginBottom); if (yInside) { return true; } } return false; } /** * This method computes the first non-overlapping position in the placementPsi Element for the current (this) positionAndShapeInfo * @param placementPsi * @param direction * @param position */ public computeNonOverlappingPosition(placementPsi: BoundingBox, direction: ColDirEnum, position: PointF2D): void { this.RelativePosition = new PointF2D(position.x, position.y); this.setAbsolutePositionFromParent(); let currentPosition: number = 0.0; let hasBeenMoved: boolean = false; do { switch (direction) { case ColDirEnum.Left: case ColDirEnum.Right: currentPosition = this.relativePosition.x; placementPsi.calculatePositionAlongDirection(this, direction); hasBeenMoved = Math.abs(currentPosition - this.relativePosition.x) > 0.0001; break; case ColDirEnum.Up: case ColDirEnum.Down: currentPosition = this.relativePosition.y; placementPsi.calculatePositionAlongDirection(this, direction); hasBeenMoved = Math.abs(currentPosition - this.relativePosition.y) > 0.0001; break; default: throw new ArgumentOutOfRangeException("direction"); } } while (hasBeenMoved); // as long as the element is moved } public getClickedObjectOfType(clickPosition: PointF2D): T { const obj: Object = this.dataObject; if (this.pointLiesInsideBorders(clickPosition) && (obj !== undefined)) { return (obj as T); } for (let idx: number = 0, len: number = this.childElements.length; idx < len; ++idx) { const psi: BoundingBox = this.childElements[idx]; const innerObject: Object = psi.getClickedObjectOfType(clickPosition); if (innerObject !== undefined) { return (innerObject as T); } } return undefined; } public getObjectsInRegion(region: BoundingBox, liesInside: boolean = true): T[] { if (this.dataObject !== undefined) { if (liesInside) { if (region.liesInsideBorders(this)) { return [this.dataObject as T]; } } else { if (region.collisionDetection(this)) { return [this.dataObject as T]; } } // FIXME Andrea: add here "return []"? } const result: T[] = []; for (const child of this.childElements) { result.concat(child.getObjectsInRegion(region, liesInside)); } return result; //return this.childElements.SelectMany(psi => psi.getObjectsInRegion(region, liesInside)); } protected calculateRectangle(): void { this.upperLeftCorner = new PointF2D(this.BorderLeft, this.BorderTop); this.size = new SizeF2D(this.BorderRight - this.BorderLeft, this.BorderBottom - this.BorderTop); this.boundingRectangle = RectangleF2D.createFromLocationAndSize(this.upperLeftCorner, this.size); } protected calculateMarginRectangle(): void { this.upperLeftMarginCorner = new PointF2D(this.BorderMarginLeft, this.BorderMarginTop); this.marginSize = new SizeF2D(this.BorderMarginRight - this.BorderMarginLeft, this.BorderMarginBottom - this.BorderMarginTop); this.boundingMarginRectangle = RectangleF2D.createFromLocationAndSize(this.upperLeftMarginCorner, this.marginSize); } /** * This method calculates the margin border along the given direction so that no collision takes place along this direction * @param toBePlaced * @param direction */ private calculateMarginPositionAlongDirection(toBePlaced: BoundingBox, direction: ColDirEnum): void { // now this will be the "known" Element, about to get bigger with the toBePlaced // eg toBePlaced will always be in the PositionAndShape hierarchy a Child of this // example: this = StaffEntry, toBePlaced = Accidental // logical return if (this === toBePlaced) { return; } // check for collision only at symbols and return border if (this.isSymbol && this.marginCollisionDetection(toBePlaced)) { let shiftDistance: number = 0; switch (direction) { case ColDirEnum.Left: shiftDistance = (this.absolutePosition.x + this.borderMarginLeft) - (toBePlaced.absolutePosition.x + toBePlaced.borderMarginRight); toBePlaced.relativePosition.x += shiftDistance; toBePlaced.absolutePosition.x += shiftDistance; return; case ColDirEnum.Right: shiftDistance = (this.absolutePosition.x + this.borderMarginRight) - (toBePlaced.absolutePosition.x + toBePlaced.borderMarginLeft); toBePlaced.relativePosition.x += shiftDistance; toBePlaced.absolutePosition.x += shiftDistance; return; case ColDirEnum.Up: shiftDistance = (this.absolutePosition.y + this.borderMarginTop) - (toBePlaced.absolutePosition.y + toBePlaced.borderMarginBottom); toBePlaced.relativePosition.y += shiftDistance; toBePlaced.absolutePosition.y += shiftDistance; return; case ColDirEnum.Down: shiftDistance = (this.absolutePosition.y + this.borderMarginBottom) - (toBePlaced.absolutePosition.y + toBePlaced.borderMarginTop); toBePlaced.relativePosition.y += shiftDistance; toBePlaced.absolutePosition.y += shiftDistance; return; default: throw new ArgumentOutOfRangeException("direction"); } } // perform check for all children iteratively and return border from children symbols for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const childElement: BoundingBox = this.ChildElements[idx]; childElement.calculateMarginPositionAlongDirection(toBePlaced, direction); } } /** * This method calculates the border along the given direction so that no collision takes place along this direction * @param toBePlaced * @param direction */ private calculatePositionAlongDirection(toBePlaced: BoundingBox, direction: ColDirEnum): void { // now this will be the "known" Element, about to get bigger with the toBePlaced // eg toBePlaced will always be in the PositionAndShape hierarchy a Child of this // example: this = StaffEntry, toBePlaced = Accidental // logical return if (this === toBePlaced) { return; } // check for collision only at symbols and return border if (this.isSymbol && this.collisionDetection(toBePlaced)) { let shiftDistance: number; switch (direction) { case ColDirEnum.Left: shiftDistance = (this.absolutePosition.x + this.borderLeft) - (toBePlaced.absolutePosition.x + toBePlaced.borderRight); toBePlaced.relativePosition.x += shiftDistance; toBePlaced.absolutePosition.x += shiftDistance; return; case ColDirEnum.Right: shiftDistance = (this.absolutePosition.x + this.borderRight) - (toBePlaced.absolutePosition.x + toBePlaced.borderLeft); toBePlaced.relativePosition.x += shiftDistance; toBePlaced.absolutePosition.x += shiftDistance; return; case ColDirEnum.Up: shiftDistance = (this.absolutePosition.y + this.borderTop) - (toBePlaced.absolutePosition.y + toBePlaced.borderBottom); toBePlaced.relativePosition.y += shiftDistance; toBePlaced.absolutePosition.y += shiftDistance; return; case ColDirEnum.Down: shiftDistance = (this.absolutePosition.y + this.borderBottom) - (toBePlaced.absolutePosition.y + toBePlaced.borderTop); toBePlaced.relativePosition.y += shiftDistance; toBePlaced.absolutePosition.y += shiftDistance; return; default: throw new ArgumentOutOfRangeException("direction"); } } // perform check for all children iteratively and return border from children symbols for (let idx: number = 0, len: number = this.ChildElements.length; idx < len; ++idx) { const childElement: BoundingBox = this.ChildElements[idx]; childElement.calculatePositionAlongDirection(toBePlaced, direction); } } } export enum ColDirEnum { Left = 0, Right = 1, Up = 2, Down = 3 }