PuzzleSolver/Source/functions/solve/puzzleExtension.cpp

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#include "../../header/solve.h"
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#include "../../header/input.h"
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typedef std::vector<std::vector<Point>> Contour_t;
typedef std::vector<Vec4i> Hierarchy_t; //hierarchy object is needed for drawContours apparently
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Mat crop2ContourInv(const Mat & img);
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Contour_t getLongestContour(Mat bw);
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int getLongestContourIndex(Contour_t contours);
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void Puzzle::printPuzzle()
{
cout << "a1: " << endl;
a1.printConstraintMatrix();
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}
void Puzzle::printBox()
{
int i=0;
for(auto it:myBox)
{
cout << "Part " << i++ << ":" << endl;
it.print(); cout << endl;
}
}
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//puts a puzzlepiece back into its box
void Puzzle::putIntoBox()
{
Part tmpPart;
int id = 0;
for(int i=0;i<this->getSizeAsCoor().col;i++)
{
for(int j=0;j<this->getSizeAsCoor().row;j++)
{
tmpPart.m_a1=this->a1.m_constraintMatrix[i+1][j+1];
tmpPart.m_a3=this->a3.m_constraintMatrix[i][j];
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tmpPart.m_a4=this->a4.m_constraintMatrix[i][j];
//sets part id
tmpPart.SetPartID(id++);
// adds all 4 rotations to Box
for(int rotations=0;rotations<4;rotations++)
{
tmpPart.m_a1.shift(1);
tmpPart.m_a3.shift(1);
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//TODO! add all other layer with their rotaionvariance into "tmpPart"
//if it piece is roation invariant no need to do anything
myBox.emplace_back(tmpPart);
}
}
}
}
//shuffles the existing box in Puzzle
void Puzzle::shuffle()
{
random_shuffle(myBox.begin(),myBox.end());
}
//deletes all constraints from all abstractionlayers
void Puzzle::removeConstrains(coor removeCoordinates)
{
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this->a1.RemoveConstraintOnPosition(removeCoordinates);
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this->a3.RemoveConstraintOnPosition(removeCoordinates);
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this->a4.RemoveConstraintOnPosition(removeCoordinates);
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this->acm.RemoveConstraintOnPosition(removeCoordinates);
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//TODO!! Add other layer remove here
}
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void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
{
//dp
// this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.clear();
// for(auto it:this->tmp_destructionArray)
// this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.emplace_back(it);
//a1
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this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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//a3
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this->a3.SetConstraintOnPosition(setConstraints,constraintPiece->m_a3);
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//a4
this->a4.SetConstraintOnPosition(setConstraints,constraintPiece->m_a4);
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//a2
this->acm.SetConstraintOnPosition(setConstraints,constraintPiece->m_acm);
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//TODO!! Add other layer remove here
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}
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int Puzzle::removeSimilar(qualityVector& qVector, Part& myPart)
{
//a1
uint8_t tmpConnections=myPart.m_a1.getConnections();
a1.RemoveSimilar(qVector,tmpConnections);
}
void Puzzle::createRandomPuzzle()
{
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a1.CreateRandomPuzzle();
}
void Puzzle::createp_box()
{
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for(int i=0;i<cols*rows*4;i++)
p_myBox.push_back(&myBox[i]);
}
//creates a box of puzzlepieces with nothing other than puzzle piece id and correct nr of pieces
void Puzzle::createBox(){
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for(int i=0;i<cols*rows;i++)
{
Part temp;
temp.SetPartID(i);
for(uint8_t j=0;j<4;j++)
{
temp.SetNumOfRotations(j);
myBox.push_back(temp);
}
}
}
bool Puzzle::allSet() {
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for(auto it:myBox)
if(!it.set)
return false;
return true;
}
void Puzzle::clearMat()
{
for(unsigned int i=0;i<cols;i++)
{
for(unsigned int j=0;j<rows;j++)
{
this->removeConstrains({i,j});
}
}
}
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Mat Puzzle::readImage(int fileIndex, const char* inputDir){
char indexstr[12];
sprintf(indexstr,"%d.jpg",fileIndex);
char * inputstr = (char *) malloc(1 + strlen(inputDir)+ strlen(indexstr) );
strcpy(inputstr, inputDir);
strcat(inputstr,indexstr);
//cout<<inputstr<<endl;
Mat source = imread(inputstr,1);
return source;
}
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Mat Puzzle::resultImage( vector<LogEntry>& log){
int Y_size = 1200; // chose this to fit your monitor!
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int separator = 1;
int partHeight = 90;
int partWidth;
auto imageH = int(round(partHeight* cols));
if(imageH > Y_size){
imageH = Y_size;
}
partHeight = int(round(imageH / cols));
partWidth= partHeight;
int imageW = int(round( partWidth*rows));
int temp = imageW;
imageW = imageH;
imageH = temp;
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Mat result(imageH,imageW,CV_8UC3);
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char name[100];
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for (auto it:log)
{
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if (it.myCoor.col == 27 && it.myCoor.row == 5)
{
;
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// imshow("result",result);
// waitKey(0);
}
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//cout << it.PieceCollector[0].second->GetPartID() << endl;
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int imageNumber = it.PieceCollector[0].second->GetPartID();
//cout<<"imageIndex: "<< imageNumber << endl;
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sprintf(name, PATH, imageNumber);
Mat img = imread(name, 1);
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cout << name << endl;
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copyMakeBorder(img,img,200,200,200,200,BORDER_CONSTANT,Scalar(255,255,255));
Mat invert = Mat::ones(img.size(), CV_8UC3); // invert for rotation to work correctly
bitwise_not ( img, invert );
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int angle = ((int)it.PieceCollector[0].second->GetNumOfRotations())*-90;
Point2f center;
center.x = img.cols/2;
center.y = img.rows/2;
Mat RotMatrix = getRotationMatrix2D(center,angle,1);
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warpAffine(invert,invert,RotMatrix, invert.size());
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bitwise_not(invert,img);
Mat cropped = crop2ContourInv(img);
auto ROI_X = int(round(it.myCoor.col*partWidth));
auto ROI_Y = int(round(it.myCoor.row*partHeight));
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// cout<<"ROI X: "<< ROI_X<<endl;
// cout<<"ROI Y: "<< ROI_Y<<endl;
Rect ROI(ROI_X,ROI_Y , partWidth-separator, partHeight-separator); // j is the x coordinate not i!!
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Mat temp(Scalar(255,255,255));
resize(cropped,temp, Size(ROI.width, ROI.height));
temp.copyTo(result(ROI));
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}
imshow("result",result);
waitKey(0);
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return result;
}
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Mat crop2ContourInv(const Mat & img){ // for white background images
Mat grey;
cvtColor(img, grey,CV_BGR2GRAY);
Contour_t c; Hierarchy_t h;
threshold(grey,grey,200,255,THRESH_BINARY_INV);
findContours(grey,c,h,CV_RETR_EXTERNAL,CV_CHAIN_APPROX_SIMPLE);
int longest = getLongestContourIndex(c);
Rect croppingRect = boundingRect(c[longest]);
Mat cropped = img(croppingRect);
// imshow("cropped", cropped);
return cropped;
}
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int getLongestContourIndex(Contour_t contours){
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double area = 0;
double largestArea = 0;
size_t largestIndex = 0;
for (size_t i = 0; i < contours.size(); ++i)
{
area = contourArea(contours[i]);
if (area < 1e2 || 1e5 < area) continue; //
if (area > largestArea) {
largestArea = area;
largestIndex = i; // i is type size_t, should be converted to int.
}
}
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return(largestIndex);
}