I've not explored Velocity Engine programming under the PowerPC or its equivalent under the Intel processor family, but your needs seem like they might be solved by using that as a solution to further improve the performance.

Graham Cox wrote:

On 25 May 2008, at 5:13 pm, Jens Alfke wrote:

There are geometric techniques for doing this, that wouldn't require working with pixels. Computing the bounding box of a Bézier curve is very easy, so you can usually trivially reject most of them by checking the rects for intersection. For the rest, you have to flatten them into polygons and test each segment. (Doesn't Quartz 2D have functions to do this?)

I already do basic geometric testing to weed out obvious non-hits, but beyond that I have to test pixels because I'm not just dealing with a simple stroke and/or fill of the path (for example distributing arbitrary images with varying scales and angles along a path).


Is there any faster way of doing this than just iterating over the pixels like this? I can't think of anything but someone might have a bright idea.

If you do test against pixels, work with the raw pixmap instead of making an Obj-C call to get every pixel. Get the pointer to its pixel data, and use the rowbytes and the pixel size to iterate over pixels. If the pixmap is always in a known format, it's pretty easy. (Sounds like it's 8-bit grayscale, which is as easy as it gets, with one byte per pixel.)

Yep, this is a good idea (and also thanks to Ken who suggested the same thing). I see a ~10x speed-up doing this:

            NSBitmapImageRep* bits = [self pathBitmapInRect:ir];
// if any pixels in this bitmap are set, we have a hit.
            // fast method tests 4 pixels at a time in the raw data:
unsigned dataLength = ([bits bytesPerRow] * [bits pixelsHigh]) >> 2;
            unsigned*       data = (unsigned*)[bits bitmapData];
            unsigned    k = 0;
// scan until we hit a non-white value or reach the end while(( k < dataLength ) && ( data[k++] == 0xFFFFFFFF )); hit = ( k < dataLength );


a good improvement for now - thanks. If it needs more the vImage stuff looks like a good option.

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