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Re: cocoa-dev digest, Vol 1 #651 - 14 msgs
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Re: cocoa-dev digest, Vol 1 #651 - 14 msgs


  • Subject: Re: cocoa-dev digest, Vol 1 #651 - 14 msgs
  • From: Simon Stapleton <email@hidden>
  • Date: Mon, 01 Oct 2001 10:02:41 +0100 (BST)

> Subject: Re: Does cocoa just leak?
> Cc: email@hidden
> To: j o a r <email@hidden>
>
> On Sunday, September 30, 2001, at 10:07 PM, j o a r wrote:
>
> > On Sunday, September 30, 2001, at 08:34 , John Hvrnkvist wrote:
> >
> >> It's quite possible that NSBezierPath calls
> >> "bezierPathByFlatteningPath" in that code and solves each
generated
>
> >> line segment for the point. Flattening will eat lots of memory
for
> >> complex paths.
> >
> > This is what ObjectAlloc tells me about one of the allocations. It
> does
> > seem like it uses "bezierPathByFlatteningPath" - it seemed to me
like
> a
> > class method to return a new path - that 's why I said it copied
the
>
> > path. Perhaps it isn't so?
>
> It flattens the path, and that means replacing any curve segment by
a
> lot of short lines.

That sounds like a rather suboptimal way of carrying on, although
testing if a point is on a line segment is rather easier than
detecting if one's on a bezier. I would have thought the extra
allocs and deallocs involved would remove the benefit, myself, but if
anyone on the apple team responsible cares to tell me otherwise...

>
> > You are absolutely right about it requiring a lot of resources
though
>
> > John - is there an alternative way to obtain the x position on a
path
>
> > given a known y-position? It takes way to long time as it is now.
I
> was
> > never very good at math in school, mind you... ;)
> >
> Here is the fundamental formula:
>
<http://www.bergen.org/AAST/Projects/3DSMaxTutorial/bezier_formula.gif
>
> and this picture illustrates the meaning:
>
<http://www.bergen.org/AAST/Projects/3DSMaxTutorial/bezier_diagram1.gi
f>
>
> You can iterate over the function until you find a point that
matches
> yours, or you can try to solve the equation for each line segment.
You
>
> should be able to make Newton-Raphson solve it, or you could solve
the
>
> cubic equation. Solving cubics is a bit messy; pick up a good math
> reference book. (I like "Beta, Mathematics Handbook" by Lennart
Rede and
>
> Bertil Westergren. For those that happen to be in Sweden, it should
be
>
> available from your nearest university bookstore, eg Cremona at
> Chalmers.)

Or simply rip the code from the Graphics Gems repository. It's in
Graphics Gems 1 if I recall correctly, although there's lots of
bezier stuff in GG5 and some in GG2 as well. a google search
for 'graphics gems' will pull up the central repository, and it's
pretty much all straight 'C' (not necessarily comprehensible 'C', but
there you go - it's certainly readable enough that you don't need the
books unless you want to really understand 'why')

Simon

--
PGP Key ID : 0x50D0698D
--
If the answer isn't obvious, the question is a distraction. Go find
an easier question.


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