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    <p>The most easy (and most inefficient) approach would be a brute force. You have a preferred point inside an area. to find the closest point to it: hold two variables, one for minimal distance and one for current closest point. now simply step over every other point in your two dimensional space: if that point is not inside the forbidden area (or any forbidden area if there are many), then calculate the distance between it and the preferred point. If that distance is less than the current minimal distance, then make it become the current minimal distance and make the point become the current closest point. when you finish, you will have the closest point outside the area and if none was found, you stay on your original point.</p> <p>I am not specialist in geometry algorithms, but if the two dimensional space is very big and the calculation is not finishing fast enough, maybe you can try to improve it with the following: the Area class has a contains method that "tests if the interior of the Shape entirely contains the specified rectangular area". therefore, start creating rectangles(or squares) around the preferred point. you start with the minimal rectangle surrounding the point and on every loop you increase it by one point in each direction. for every rectangle that you create, check if it is contained in the area. you stop calculating rectangles when you hit the first rectangle that is not entirely contained in the area. then, you use the above algorithm (the brute force) but only on points contained in this rectangle and that are not inside the area. </p>
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