i have also found this
// Poygon getBounds extension - google-maps-extensions
// 
http://code.google.com/p/google-maps-extensions/source/browse/google.maps.Polygon.getBounds.js
if (!google.maps.Circle.prototype.getBounds) {
  google.maps.Circle.prototype.getBounds = function(latLng) {
    var bounds = new google.maps.LatLngBounds();
    var paths = this.getPaths();
    var path;

    for (var p = 0; p < paths.getLength(); p++) {
      path = paths.getAt(p);
      for (var i = 0; i < path.getLength(); i++) {
        bounds.extend(path.getAt(i));
      }
    }

    return bounds;
  }
}

// Polygon containsLatLng - method to determine if a latLng is within
a polygon
google.maps.Circle.prototype.containsLatLng = function(latLng) {
  // Exclude points outside of bounds as there is no way they are in
the poly
  var bounds = this.getBounds();

  if(bounds != null && !bounds.contains(latLng)) {
    return false;
  }

  // Raycast point in polygon method
  var inPoly = false;

  var numPaths = this.getPaths().getLength();
  for(var p = 0; p < numPaths; p++) {
    var path = this.getPaths().getAt(p);
    var numPoints = path.getLength();
    var j = numPoints-1;

    for(var i=0; i < numPoints; i++) {
      var vertex1 = path.getAt(i);
      var vertex2 = path.getAt(j);

      if (vertex1.lng() < latLng.lng() && vertex2.lng() >=
latLng.lng() || vertex2.lng() < latLng.lng() && vertex1.lng() >=
latLng.lng())  {
        if (vertex1.lat() + (latLng.lng() - vertex1.lng()) /
(vertex2.lng() - vertex1.lng()) * (vertex2.lat() - vertex1.lat()) <
latLng.lat()) {
          inPoly = !inPoly;
        }
      }

      j = i;
    }
  }

  return inPoly;
}

is there something like this for the .Circle?
On May 1, 5:58 pm, fireofhellx <[email protected]> wrote:
> this is my scripthttp://dannyw.instantfreesite.net/game.html
>
> ive been trying the method u have suggested and its not working for me
> im not sure why. any suggestions?
>
> it doesnt even seem to like computeDistanceBetween;
>
> On May 1, 2:17 pm, fireofhellx <[email protected]> wrote:
>
>
>
> > thanks for the information its many markers because like i said its a
> > prototype game could you explain how i would use a quad-tree structure

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