So you're wanting to work out the centroid of the object.
That's easily doable, and shredder hinted at it. It's first year statics so not exactly my everyday dealings-with but I have covered it a few years ago and can hopefully do it with a bit of help from lecture notes. Give me a minute to look stuff up and I'll edit it in after this.
Edit:
H'ok, so...
Bascially, the way I was taught to find centroids of objects was to break them down to a bunch of basic, easy objects and then sum the centroids of those respective elementary objects together to find the overall centroid. With this one, it can be done using right-angle triangles quite nicely, as the centroid for a right angle triangle is located both 1/3 of the side length inwards from the right-angle corner on both the x and y directions (imagine, baiscally, that those arrows go for 1/3 of the length they run along, starting where they form T shaped ends).
Observe how I've broken it down:
http://i7.photobucket.com/albums/y26...e/centroid.jpg
Now, the formula states that you can either add bits on (like I have) and then subtract them in the formula, or break the overall complex object up internally and sum the parts. I've chosen to add bits on then subtract them.
From this, we need some data:
Ai : The area of object i, where in this example you can see i will be 1, 2, 3 and 4 according to the diagram. Note that 1 is the overall thing including the areas I've added, so as to make 1 a simple triangle, rather than some ugly shape that sucks to calculate.
xi : The x-location of the centre of object i, RELATIVE TO A GLOBAL COORDINATE AXIS. I suggest you take the bottom-left corner (though it doesn't matter) as your global point, and measure the centre relative to that.
yi : The y-location of the centre of object i, again relative to a global axis.
We also then need to compute, from that. Ai*xi for each, as well as Ai*yi for each.
Once you have doen that, the formula that calculates it all is:
http://i7.photobucket.com/albums/y26.../centroid2.png
Basically, sum together all the Ai*xi that you calculated, then divide that by the sum of the areas (in this case, you'll need to subtract the areas, as you've added parts on, so go A1-A2-A3-A4, as A2, A3 and A4 are effectively 'negative areas' of A1 if you want to get your original object). Just remember that in this example, you will be doing (A1*x1)-(A2*x2)-(A3*x3)-(A4*x4) as I've made 1 the overall object, including the parts i've 'added on', and then i'm subtracting them afterwards. Because Ai is an area and thus in m^2, and xi is a distance, in m, that gives m^3. the overall area is m^2, so m^3/m^2 gives you a distance, m. This will then give you the overall x and y points for the overall object, as distances from your global axis.
I've made your example use right-angle triangles, because it makes everything nice and easy. You could use other shapes and, given you do everything right, it should come out the same, but this is the easiest, most logical way.
If you give me the measurements (or even fake ones that are easy) I'll punch them in, but I'm out of time for now (I have a family lunch at the pub in 10 mins) so I'll disappear to that and if you leave me fake measurements that are nice and neat and easy, I'll run through an example if you feel you need the extra help. Hopefully I've explained how the entire thing works, though. It's not an overly hard or complex idea.