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Home/ Questions/Q 6348433
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Editorial Team
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Editorial Team
Asked: May 24, 20262026-05-24T21:25:03+00:00 2026-05-24T21:25:03+00:00

I’m trying to set up a collision type hit test for a defined of

  • 0

I’m trying to set up a collision type hit test for a defined of pixels within a UIImageView. I’m only wish to cycle through pixels in a defined area.

Here’s what I have so far:

- (BOOL)cgHitTestForArea:(CGRect)area {
    BOOL hit = FALSE;

    CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();

    float areaFloat = ((area.size.width * 4) * area.size.height);
    unsigned char *bitmapData = malloc(areaFloat);    

    CGContextRef context = CGBitmapContextCreate(bitmapData,
                                                 area.size.width,
                                                 area.size.height,
                                                 8,
                                                 4*area.size.width,
                                                 colorspace,
                                                 kCGImageAlphaPremultipliedLast);
    CGContextTranslateCTM(context, -area.origin.x, -area.origin.y);
    [self.layer renderInContext:context];

    //Seek through all pixels.    
    float transparentPixels = 0;
    for (int i = 0; i < (int)areaFloat ; i += 4) {
        //Count each transparent pixel.
        if (((bitmapData[i + 3] * 1.0) / 255.0) == 0) {
            transparentPixels += 1;
        }
    }
    free(bitmapData);

    //Calculate the percentage of transparent pixels. 
    float hitTolerance = [[self.layer valueForKey:@"hitTolerance"]floatValue];

    NSLog(@"Apixels: %f hitPercent: %f",transparentPixels,(transparentPixels/areaFloat));

    if ((transparentPixels/(areaFloat/4)) < hitTolerance) {
        hit = TRUE;
    }    

    CGColorSpaceRelease(colorspace);
    CGContextRelease(context);

    return hit;    
}

Is someone able to offer any reason why it isn’t working?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-24T21:25:03+00:00Added an answer on May 24, 2026 at 9:25 pm

    I would suggest using ANImageBitmapRep. It allows for easy pixel-level manipulation of images without the hassle of context, linking against other libraries, or raw memory allocation. To create an ANImgaeBitmapRep with the contents of a view, you could do something like this:

    BMPoint sizePt = BMPointMake((int)self.frame.size.width, 
                                 (int)self.frame.size.height);
    ANImageBitmapRep * irep = [[ANImageBitmapRep alloc] initWithSize:sizePt];
    CGContextRef ctx = [irep context];
    [self.layer renderInContext:context];
    [irep setNeedsUpdate:YES];
    

    Then, you can crop out your desired rectangle. Note that coordinates are relative to the bottom left corner of the view:

    // assuming aFrame is our frame
    CGRect cFrame = CGRectMake(aFrame.origin.x,
                               self.frame.size.height - (aFrame.origin.y + aFrame.size.height),
                               aFrame.size.width, aFrame.size.height);
    
    [irep cropFrame:];
    

    Finally, you can find the percentage of alpha in the image using the following:

    double totalAlpha;
    double totalPixels;
    for (int x = 0; x < [irep bitmapSize].x; x++) {
        for (int y = 0; y < [irep bitmapSize].y; y++) {
            totalAlpha += [irep getPixelAtPoint:BMPointMake(x, y)].alpha;
            totalPixels += 1;
        }
    }
    double alphaPct = totalAlpha / totalPixels;
    

    You can then use the alphaPct variable as a percentage from 0 to 1. Note that, to prevent leaks, you must release the ANImageBitmapRep object using release: [irep release].

    Hope that I helped. Image data is a fun and interesting field when it comes to iOS development.

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