Hi Simon,

yes, spatial subdivision and then a bounding box test before actually 
testing the bounding box really helps to speed up things. Kevin 
Lindsey has a number of useful geometry libraries on his website 
www.kevlindev.com - amongst them a polygon inside/outside and 
intersection tests. Depending on the element types you use his 
scripts might work fine for you. I am also using his <path/> element 
geometry parser.

But really, the implementors should implement 
SVGSVGElement.getIntersectionList()

Andreas

> Hi David,
> 
> Before I wrote my original post I considered both approaches you 
> describe.  With your response I started to develop solutions to 
both 
> in parallel.  I had some success with the approach of artificially 
> bringing all elements at a point to the front by setting the 
pointer-
> events attribute of the front-most element to null (and tracking 
each 
> element with a temporary id attribute so I could later remove this 
> and the pointer-events attributes).  However, I ran into some 
event 
> conflicts and reverted to the brute force approach of identifying 
> each element by its coordinates.  In my specific case, what makes 
the 
> peformance acceptable and not cumbersome is that my 'canvas' is 
> spatially divided into nested chunks so I can quite quickly locate 
> elements instead of iterating over hundreds of them.
> 
> Thank you again for your input - it was very helpful.  Let's hope 
the 
> developers of SVG implementations add this to their feature lists.
> 
> Simon
>




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