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const eps = 0.0000000000001; // accepted error
const inf = 1000000; // a very high value, used to initialize some variables, useful for calculating the intersections of straight lines
// function that checks the order of the polygon peaks
function checkOrder(poligon, n) {
    var i;
    var order = 0;
    for (i = 0; i < n; i++) // the sides of the polygon are summed
        order += poligon[i].lat * poligon[i + 1].lng - poligon[i].lng * poligon[i + 1].lat;
    if (order > 0) return 1; // anti-thronometric order (meaning clockwise)
    else return -1; // trigonometric order
}


// the function receives three points as arguments and verifies its position c with respect to the oriented side ab
// return -1 => interior point
// return 1 => interior point
function sign(a, b, c) {
    var det = a.lat * b.lng + b.lat * c.lng + c.lat * a.lng - c.lat * b.lng - a.lat * c.lng - b.lat * a.lng;
    if (Math.abs(det) <= eps) return 1;
    if (det > eps) return 1;
    if (det < eps) return -1;
}



//determines the point of intersection of the rights determined by the points received as parameters

function intersect(a, b, c, d) {
    var a1, b1, c1, a2, b2, c2, X = -inf,
        Y = -inf;
    //verificare perpendicularitate
    if (a.lat === b.lat) X = a.lat;
    if (c.lat === d.lat) X = c.lat;
    if (a.lng === b.lng) Y = a.lng;
    if (c.lng === d.lng) Y = c.lng;

    // the coefficients of the general equations of the two straight lines are calculated

    a1 = b.lng - a.lng;
    b1 = a.lat - b.lat;
    c1 = a.lng * (a.lat - b.lat) + a.lat * (b.lng - a.lng);
    a2 = d.lng - c.lng;
    b2 = c.lat - d.lat;
    c2 = c.lng * (c.lat - d.lat) + c.lat * (d.lng - c.lng);

    // the coordinates of the intersection point are calculated

    if (Y === -inf)
        Y = (c1 - a1 * c2 / a2) / (b1 - a1 * b2 / a2);
    if (X === -inf)
        X = (c1 - Y * b1) / a1;
    return { lat: X, lng: Y };
}


// main function, called from main.js, which will calculate the coordinates of the ends of the drawn polygon core and save them in the 'kernel' list
// polygon = polygon tip list, n = number of peaks, kernel = nucleus tip list
function getKernel(poligon, n, kernel) {

    var count = -1; // will count the tips of the nucleus
    var temp = []; // temporary solution
    var box = []; // "bounding box", the current solution
    var m; // temp. meter
    var order; // identifies the order of the polygon peaks
    var a, b; // a = indice vf. curent; b = indice vf. urmator
    var signa, signb; // var folosite pt aflarea pozitionarii unui punct fata de o latura
    var i, j;

    poligon[n] = poligon[0]; // pentru a putea parcurge ultima latura
    order = checkOrder(poligon, n); // determina ordinea in care vor fi parcurse laturile

    // initializare dreptunghi care include poligonul dat
    var minlat = poligon[0].lat;
    var maxlat = poligon[0].lat;
    var minlng = poligon[0].lng;
    var maxlng = poligon[0].lng;

    for (i = 1; i < n; i++) {
        if (poligon[i].lat < minlat) minlat = poligon[i].lat;
        if (poligon[i].lat > maxlat) maxlat = poligon[i].lat;
        if (poligon[i].lng < minlng) minlng = poligon[i].lng;
        if (poligon[i].lng > maxlng) maxlng = poligon[i].lng;
    }
    count = 3;
    box[0] = { lat: minlat, lng: minlng };
    box[1] = { lat: maxlat, lng: minlng };
    box[2] = { lat: maxlat, lng: maxlng };
    box[3] = { lat: minlat, lng: maxlng };
    //terminat initializare dreptunghi

    for (i = 0; i < n; i++) // se parcurge fiecare latură a poligonului
    {
        a = 0;
        b = 1;
        m = -1;
        if (count >= 2)
            do {
                signa = sign(poligon[i], poligon[i + 1], box[a]); // verificare pozitionare varf curent fata de latura parcursa
                signb = sign(poligon[i], poligon[i + 1], box[b]); // verificare pozitionare varf urmator fata de latura parcursa
                if (signa !== -order && signb !== -order) // ambele in interior
                    temp[++m] = box[b]; // adaugam solutiei punctul urmator
                if (signa !== -order && signb === -order) // a interior, b exterior
                    temp[++m] = intersect(poligon[i], poligon[i + 1], box[a], box[b]); // adaugam solutiei punctul de intersectie
                if (signa === -order && signb !== -order) // a exterior, b interior
                {
                    temp[++m] = intersect(poligon[i], poligon[i + 1], box[a], box[b]); // adaugam punctul de intersectie
                    temp[++m] = box[b]; // adaugam punctul urmator
                }
                ++a;
                if (a > count) a = 0;
                ++b;
                if (b > count) b = 0;
            }
            while (a !== 0);

        for (j = 0; j <= m; j++) // se salveaza solutia temporara in cea curenta
            box[j] = temp[j];
        count = m;
    }

    var k = 0;
    for (i = 0; i <= count; i++) { //salvez solutia in lista kernel
        for (j = 0; j < k; j++)
            if ((Math.abs(box[i].lat - kernel[j].lat) < eps * 1000) && (Math.abs(box[i].lng - kernel[j].lng) < eps * 1000)) // pentru a evita duplicatele
                break;
        if (j === k) {
            kernel[k] = box[i];
            k++;
        }
    }
}