Given an x and y value, return a polygon (octagon) that approximates a spike at the tile given by that x, y location. Points in CW order.
184679
function getSpikeShape(coord) {
  var x = coord.x + 20, y = coord.y + 20;
  var spike_radius = 14;
  // almost = spike_radius * tan(pi/8) for the vertices of a regular octagon.
  var point_offset = 5.8;
  return [
    {x: x - spike_radius, y: y - point_offset},
    {x: x - spike_radius, y: y + point_offset},
    {x: x - point_offset, y: y + spike_radius},
    {x: x + point_offset, y: y + spike_radius},
    {x: x + spike_radius, y: y + point_offset},
    {x: x + spike_radius, y: y - point_offset},
    {x: x + point_offset, y: y - spike_radius},
    {x: x - point_offset, y: y - spike_radius}
  ];
}
728634
public boolean computeEdge(Polygon2D_F64 polygon , boolean ccw ) {
		averageInside = 0;
		averageOutside = 0;

		double tangentSign = ccw ? 1 : -1;

		int totalSides = 0;
		for (int i = polygon.size()-1,j=0; j < polygon.size(); i=j,j++) {

			Point2D_F64 a = polygon.get(i);
			Point2D_F64 b = polygon.get(j);

			double dx = b.x-a.x;
			double dy = b.y-a.y;
			double t = Math.sqrt(dx*dx + dy*dy);
			dx /= t;
			dy /= t;

			// see if the side is too small
			if( t < 3*cornerOffset ) {
				offsetA.set(a);
				offsetB.set(b);
			} else {
				offsetA.x = a.x + cornerOffset * dx;
				offsetA.y = a.y + cornerOffset * dy;

				offsetB.x = b.x - cornerOffset * dx;
				offsetB.y = b.y - cornerOffset * dy;
			}

			double tanX = -dy*tangentDistance*tangentSign;
			double tanY =  dx*tangentDistance*tangentSign;

			scorer.computeAverageDerivative(offsetA, offsetB, tanX,tanY);

			if( scorer.getSamplesInside() > 0 ) {
				totalSides++;
				averageInside += scorer.getAverageUp() / tangentDistance;
				averageOutside += scorer.getAverageDown() / tangentDistance;
			}
		}

		if( totalSides > 0 ) {
			averageInside /= totalSides;
			averageOutside /= totalSides;
		} else {
			averageInside = averageOutside = 0;
			return false;
		}

		return true;
	}
210029
function(x, y, z, w) {
		//Noise contributions from five corners, we may use as few as 3 of them (depending on arguments)
		var numArgs = arguments.length,
			n0 = 0,
			n1 = 0,
			n2 = 0,
			n3 = 0,
			n4 = 0;
			//skew the input space to determin which simplex cell we're in
		var	s = (function(){
				switch(numArgs){
					case 2:
					return (x + y) * _F2; //Hairy factor for 2d
					case 3:
					return (x + y + z) * _F3; //Very nice and simple skew factor for 3d
					case 4:
					return (x + y + z + w) * _F4; //factor for 4d skewing
					default:
					throw new Error("Wrong arguments supplied to SimplexNoise.noise()");
				}
			})(),
			i = _fastfloor(x + s),
			j = _fastfloor(y + s),
			k = (z !== undefined) ? _fastfloor(z + s) : undefined,
			l = (w !== undefined) ? _fastfloor(w + s) : undefined;
			//unskew
		var	t = (function(){
				switch(numArgs){
					case 2:
					return (i + j) * _G2;
					case 3:
					return (i + j + k) * _G3;
					case 4:
					return (i + j + k + l) * _G4;
				}
			})(),
			x0 = x - (i - t), //the x,y,z,w distance from the cell origin
			y0 = y - (j - t),
			z0 = (z !== undefined) ? z - (k - t) : undefined,
			w0 = (w !== undefined) ? w - (l - t) : undefined;

			//Determine which simplex we are in
			if(numArgs == 2){
				//for the 2d case, the simplex shape is an equilateral triangle.
				return (function(){
					var i1, j1, //offsets for scond (middle) corner of simplex (i,j)
						x1, y1,
						x2, y2,
						ii,
						jj,
						t0,
						gi0,
						gi1,
						gi2,
						t2;
					if(x0 > y0){ // lower triangle, XY order
						i1 = 1;
						j1 = 0;
					} else { //upper triangle, YX order
						i1 = 0;
						j1 = 1;
					}

					// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
					// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
					// c = (3-sqrt(3))/6
					x1 = x0 - i1 + _G2; // Offsets for middle corner in (x,y) unskewed
					y1 = y0 - j1 + _G2;
					x2 = x0 + _G22; // Offsets for last corner in (x,y) unskewed
					y2 = y0 + _G22;
					// Work out the hashed gradient indices of the three simplex corners
					ii = i & 0xff;
					jj = j & 0xff;
					// Calculate the contribution from the three corners
					t0 = 0.5 - x0 * x0 - y0 * y0;

					if (t0 > 0) {
						t0 *= t0;
						gi0 = _perm[ii + _perm[jj]] % 12;
						n0 = t0 * t0 * _dot(_grad3[gi0], x0, y0); // (x,y) of grad3 used for
						// 2D gradient
					}
					var t1 = 0.5 - x1 * x1 - y1 * y1;
					if (t1 > 0) {
						t1 *= t1;
						gi1 = _perm[ii + i1 + _perm[jj + j1]] % 12;
						n1 = t1 * t1 * _dot(_grad3[gi1], x1, y1);
					}
					t2 = 0.5 - x2 * x2 - y2 * y2;
					if (t2 > 0) {
						t2 *= t2;
						gi2 = _perm[ii + 1 + _perm[jj + 1]] % 12;
						n2 = t2 * t2 * _dot(_grad3[gi2], x2, y2);
					}
					// Add contributions from each corner to get the final noise value.
					// The result is scaled to return values in the interval [-1,1].
					return 70.0 * (n0 + n1 + n2);
				})();
			} else if(numArgs == 3){
				//for the 3d case, the simplex shape is a slightly irregular tetrahedron
				return (function(){
					var i1, j1, k1, // Offsets for second corner of simplex in (i,j,k)
						// coords
						i2, j2, k2, // Offsets for third corner of simplex in (i,j,k) coords
						x1,y1,z1,
						x2,y2,z2,
						x3,y3,z3,
						ii,jj,kk,
						t0,
						gi0,
						t1,
						gi1,
						t2,
						gi2,
						t3,
						gi3;
					if (x0 >= y0) {
						if (y0 >= z0) {
							i1 = 1;
							j1 = 0;
							k1 = 0;
							i2 = 1;
							j2 = 1;
							k2 = 0;
						} // X Y Z order
						else if (x0 >= z0) {
							i1 = 1;
							j1 = 0;
							k1 = 0;
							i2 = 1;
							j2 = 0;
							k2 = 1;
						} // X Z Y order
						else {
							i1 = 0;
							j1 = 0;
							k1 = 1;
							i2 = 1;
							j2 = 0;
							k2 = 1;
						} // Z X Y order
					} else { // x0<y0
						if (y0 < z0) {
							i1 = 0;
							j1 = 0;
							k1 = 1;
							i2 = 0;
							j2 = 1;
							k2 = 1;
						} // Z Y X order
						else if (x0 < z0) {
							i1 = 0;
							j1 = 1;
							k1 = 0;
							i2 = 0;
							j2 = 1;
							k2 = 1;
						} // Y Z X order
						else {
							i1 = 0;
							j1 = 1;
							k1 = 0;
							i2 = 1;
							j2 = 1;
							k2 = 0;
						} // Y X Z order
					}
					// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
					// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z),
					// and
					// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z),
					// where
					// c = 1/6.
					x1 = x0 - i1 + _G3; // Offsets for second corner in (x,y,z) coords
					y1 = y0 - j1 + _G3;
					z1 = z0 - k1 + _G3;

					x2 = x0 - i2 + _F3; // Offsets for third corner in (x,y,z)
					y2 = y0 - j2 + _F3;
					z2 = z0 - k2 + _F3;

					x3 = x0 - 0.5; // Offsets for last corner in (x,y,z)
					y3 = y0 - 0.5;
					z3 = z0 - 0.5;
					// Work out the hashed gradient indices of the four simplex corners
					ii = i & 0xff;
					jj = j & 0xff;
					kk = k & 0xff;

					// Calculate the contribution from the four corners
					t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
					if (t0 > 0) {
						t0 *= t0;
						gi0 = _perm[ii + _perm[jj + _perm[kk]]] % 12;
						n0 = t0 * t0 * _dot(_grad3[gi0], x0, y0, z0);
					}
					t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
					if (t1 > 0) {
						t1 *= t1;
						gi1 = _perm[ii + i1 + _perm[jj + j1 + _perm[kk + k1]]] % 12;
						n1 = t1 * t1 * _dot(_grad3[gi1], x1, y1, z1);
					}
					t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
					if (t2 > 0) {
						t2 *= t2;
						gi2 = _perm[ii + i2 + _perm[jj + j2 + _perm[kk + k2]]] % 12;
						n2 = t2 * t2 * _dot(_grad3[gi2], x2, y2, z2);
					}
					t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
					if (t3 > 0) {
						t3 *= t3;
						gi3 = _perm[ii + 1 + _perm[jj + 1 + _perm[kk + 1]]] % 12;
						n3 = t3 * t3 * _dot(_grad3[gi3], x3, y3, z3);
					}
					// Add contributions from each corner to get the final noise value.
					// The result is scaled to stay just inside [-1,1]
					return 32.0 * (n0 + n1 + n2 + n3);
				})();
			} else {
				// For the 4D case, the simplex is a 4D shape I won't even try to
				// describe.
				// To find out which of the 24 possible simplices we're in, we need to
				// determine the magnitude ordering of x0, y0, z0 and w0.
				// The method below is a good way of finding the ordering of x,y,z,w and
				// then find the correct traversal order for the simplex were in.
				// First, six pair-wise comparisons are performed between each possible
				// pair of the four coordinates, and the results are used to add up
				// binary bits for an integer index.
				return (function(){
					var i1,j1,k1,l1, // The integer offsets for the second simplex corner
						i2,j2,k2,l2, // The integer offsets for the third simplex corner
						i3,j3,k3,l3, // The integer offsets for the fourth simplex corner
						// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some
						// order. Many values of c will never occur, since e.g. x>y>z>w makes
						// x<z, y<w and x<w impossible. Only the 24 indices which have non-zero
						// entries make any sense. We use a thresholding to set the coordinates
						// in turn from the largest magnitude. The number 3 in the "simplex"
						// array is at the position of the largest coordinate.
						sc = _simplex[
							(function(){
								var c = 0;
								if (x0 > y0) {
									c = 0x20;
								}
								if (x0 > z0) {
									c |= 0x10;
								}
								if (y0 > z0) {
									c |= 0x08;
								}
								if (x0 > w0) {
									c |= 0x04;
								}
								if (y0 > w0) {
									c |= 0x02;
								}
								if (z0 > w0) {
									c |= 0x01;
								}
								return c;
							})()
						],
						x1, y1, z1, w1,
						x2, y2, z2, w2,
						x3, y3, z3, w3,
						x4, y4, z4, w4,
						ii, jj, kk, ll,
						t0,
						gi0,
						t1,
						gi1,
						t2,
						gi2,
						t3,
						gi3,
						t4,
						gi4;


						i1 = sc[0] >= 3 ? 1 : 0;
						j1 = sc[1] >= 3 ? 1 : 0;
						k1 = sc[2] >= 3 ? 1 : 0;
						l1 = sc[3] >= 3 ? 1 : 0;
						// The number 2 in the "simplex" array is at the second largest
						// coordinate.
						i2 = sc[0] >= 2 ? 1 : 0;
						j2 = sc[1] >= 2 ? 1 : 0;
						k2 = sc[2] >= 2 ? 1 : 0;
						l2 = sc[3] >= 2 ? 1 : 0;
						// The number 1 in the "simplex" array is at the second smallest
						// coordinate.
						i3 = sc[0] >= 1 ? 1 : 0;
						j3 = sc[1] >= 1 ? 1 : 0;
						k3 = sc[2] >= 1 ? 1 : 0;
						l3 = sc[3] >= 1 ? 1 : 0;

						// The fifth corner has all coordinate offsets = 1, so no need to look
						// that up.
						x1 = x0 - i1 + _G4; // Offsets for second corner in (x,y,z,w)
						y1 = y0 - j1 + _G4;
						z1 = z0 - k1 + _G4;
						w1 = w0 - l1 + _G4;

						x2 = x0 - i2 + _G42; // Offsets for third corner in (x,y,z,w)
						y2 = y0 - j2 + _G42;
						z2 = z0 - k2 + _G42;
						w2 = w0 - l2 + _G42;

						x3 = x0 - i3 + _G43; // Offsets for fourth corner in (x,y,z,w)
						y3 = y0 - j3 + _G43;
						z3 = z0 - k3 + _G43;
						w3 = w0 - l3 + _G43;

						x4 = x0 + _G44; // Offsets for last corner in (x,y,z,w)
						y4 = y0 + _G44;
						z4 = z0 + _G44;
						w4 = w0 + _G44;

						// Work out the hashed gradient indices of the five simplex corners
						ii = i & 0xff;
						jj = j & 0xff;
						kk = k & 0xff;
						ll = l & 0xff;

						// Calculate the contribution from the five corners
						t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
						if (t0 > 0) {
							t0 *= t0;
							gi0 = _perm[ii + _perm[jj + _perm[kk + _perm[ll]]]] % 32;
							n0 = t0 * t0 * _dot(_grad4[gi0], x0, y0, z0, w0);
						}
						t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
						if (t1 > 0) {
							t1 *= t1;
							gi1 = _perm[ii + i1 + _perm[jj + j1 + _perm[kk + k1 + _perm[ll + l1]]]] % 32;
							n1 = t1 * t1 * _dot(_grad4[gi1], x1, y1, z1, w1);
						}
						t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
						if (t2 > 0) {
							t2 *= t2;
							gi2 = _perm[ii + i2 + _perm[jj + j2 + _perm[kk + k2 + _perm[ll + l2]]]] % 32;
							n2 = t2 * t2 * _dot(_grad4[gi2], x2, y2, z2, w2);
						}
						t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
						if (t3 > 0) {
							t3 *= t3;
							gi3 = _perm[ii + i3 + _perm[jj + j3 + _perm[kk + k3 + _perm[ll + l3]]]] % 32;
							n3 = t3 * t3 * _dot(_grad4[gi3], x3, y3, z3, w3);
						}
						t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
						if (t4 > 0) {
							t4 *= t4;
							gi4 = _perm[ii + 1 + _perm[jj + 1 + _perm[kk + 1 + _perm[ll + 1]]]] % 32;
							n4 = t4 * t4 * _dot(_grad4[gi4], x4, y4, z4, w4);
						}

						// Sum up and scale the result to cover the range [-1,1]
						return 27.0 * (n0 + n1 + n2 + n3 + n4);
				})();

			}

	}
916802
public Point getTileCoords (int x, int y)
    {
        return MisoUtil.screenToTile(_metrics, x, y, new Point());
    }
943744
def wkt_polygon(value):
    
    points = ['%s %s' % (lon, lat) for lon, lat, dep in coordinates(value)]
    # close the linear polygon ring by appending the first coord to the end
    points.append(points[0])
    return 'POLYGON((%s))' % ', '.join(points)
1006019
function(x, y){
            var tile = this.game.map.get(x, y);

            if(!tile){
                return 0;
            }

            if(tile.lightingReflectivity){
                return tile.lightingReflectivity;
            }

            if(tile.blocksLos){
                return this.defaultWallReflectivity;
            } else {
                return this.defaultFloorReflectivity;
            }
        }
97246
function polygonGetCutEdges(polygon) {
    var min=[], tmp1=[], tmp2=[], tmpPoly = [];
    var nDiags = Number.MAX_VALUE;

    for (var i = 0; i < polygon.length; ++i) {
        if (polygonIsReflex(polygon, i)) {
            for (var j = 0; j < polygon.length; ++j) {
                if (polygonCanSee(polygon, i, j)) {
                    tmp1 = polygonGetCutEdges(polygonCopy(polygon, i, j, tmpPoly));
                    tmp2 = polygonGetCutEdges(polygonCopy(polygon, j, i, tmpPoly));

                    for(var k=0; k<tmp2.length; k++){
                        tmp1.push(tmp2[k]);
                    }

                    if (tmp1.length < nDiags) {
                        min = tmp1;
                        nDiags = tmp1.length;
                        min.push([polygonAt(polygon, i), polygonAt(polygon, j)]);
                    }
                }
            }
        }
    }

    return min;
}
198331
def polygon(self, done=None):
        ''''''
        indexes = self.view_indexes(done)
        points = []
        for idx in indexes:
            w = self.wp(idx)
            points.append((w.x, w.y))
        return points
54821
private static Point2D computePolygonCentroid(Polygon polygon)
    {
        int pathCount = polygon.getPathCount();

        if (pathCount == 1) {
            return getPolygonSansHolesCentroid(polygon);
        }

        double xSum = 0;
        double ySum = 0;
        double areaSum = 0;

        for (int i = 0; i < pathCount; i++) {
            int startIndex = polygon.getPathStart(i);
            int endIndex = polygon.getPathEnd(i);

            Polygon sansHoles = getSubPolygon(polygon, startIndex, endIndex);

            Point2D centroid = getPolygonSansHolesCentroid(sansHoles);
            double area = sansHoles.calculateArea2D();

            xSum += centroid.x * area;
            ySum += centroid.y * area;
            areaSum += area;
        }

        return new Point2D(xSum / areaSum, ySum / areaSum);
    }
797976
def coords_on_grid(self, x, y):
        

        if isinstance(x, float):
            x = int(self._round(x))
        if isinstance(y, float):
            y = int(self._round(y))
        if not self._y_coord_down:
            y = self._extents - y
        return x, y
1366565
def coord(self, offset=(0,0)):
		''''''
		(tilex, tiley) = self.tile
		(offsetx, offsety) = offset
		world_tiles = 1<<self.zoom
		x = ( tilex + 1.0*offsetx/TILES_WIDTH ) / (world_tiles/2.) - 1
		y = ( tiley + 1.0*offsety/TILES_HEIGHT) / (world_tiles/2.) - 1
		lon = x * 180.0
		y = math.exp(-y*2*math.pi)
		e = (y-1)/(y+1)
		lat = 180.0/math.pi * math.asin(e)
		return (lat, lon)
454449
def polygon(surf, points, color):
    """"""

    gfxdraw.aapolygon(surf, points, color)
    gfxdraw.filled_polygon(surf, points, color)

    x = min([x for (x, y) in points])
    y = min([y for (x, y) in points])
    xm = max([x for (x, y) in points])
    ym = max([y for (x, y) in points])

    return pygame.Rect(x, y, xm - x, ym - y)
540658
private static Point2D getPolygonSansHolesCentroid(Polygon polygon)
    {
        int pointCount = polygon.getPointCount();
        double xSum = 0;
        double ySum = 0;
        double signedArea = 0;

        Point2D current = new Point2D();
        Point2D next = new Point2D();
        for (int i = 0; i < pointCount; i++) {
            polygon.getXY(i, current);
            polygon.getXY((i + 1) % pointCount, next);
            double ladder = current.x * next.y - next.x * current.y;
            xSum += (current.x + next.x) * ladder;
            ySum += (current.y + next.y) * ladder;
            signedArea += ladder / 2;
        }
        return new Point2D(xSum / (signedArea * 6), ySum / (signedArea * 6));
    }
759598
private int getOffset(int x, int y) {
    return (y < x) ? (triangleSize(x) + y) : (triangleSize(y) + x);
  }
4466
def get_tile_gid(self, x, y, layer):
        
        try:
            assert (x >= 0 and y >= 0 and layer >= 0)
        except AssertionError:
            raise ValueError

        try:
            return self.layers[int(layer)].data[int(y)][int(x)]
        except (IndexError, ValueError):
            msg = "Coords: ({0},{1}) in layer {2} is invalid"
            logger.debug(msg, (x, y, layer))
            raise ValueError
695171
static boolean pointInPolygon(float[] pt, float[] verts, int nverts) {
        // TODO: Replace pnpoly with triArea2D tests?
        int i, j;
        boolean c = false;
        for (i = 0, j = nverts - 1; i < nverts; j = i++) {
            int vi = i * 3;
            int vj = j * 3;
            if (((verts[vi + 2] > pt[2]) != (verts[vj + 2] > pt[2])) && (pt[0] < (verts[vj + 0] - verts[vi + 0])
                    * (pt[2] - verts[vi + 2]) / (verts[vj + 2] - verts[vi + 2]) + verts[vi + 0])) {
                c = !c;
            }
        }
        return c;
    }
558645
function (polygon, x1, y1, x2, y2) {
		var nn = polygon.length;
		var width12 = x1 - x2, height12 = y1 - y2;
		var det1 = x1 * y2 - y1 * x2;
		var x3 = polygon[nn - 2], y3 = polygon[nn - 1];
		for (var ii = 0; ii < nn; ii += 2) {
			var x4 = polygon[ii], y4 = polygon[ii + 1];
			var det2 = x3 * y4 - y3 * x4;
			var width34 = x3 - x4, height34 = y3 - y4;
			var det3 = width12 * height34 - height12 * width34;
			var x = (det1 * width34 - width12 * det2) / det3;
			if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
				var y = (det1 * height34 - height12 * det2) / det3;
				if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
			}
			x3 = x4;
			y3 = y4;
		}
		return false;
	}