added destructionPower as abstractionLayer
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//
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// Created by mpapa on 05.12.2017.
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//
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#include "DestructionPower.h"
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#include <iostream>
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void DestructionPower::PreProcessing(const vector<Part*>* partArray)
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{
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InitialiseConstraintMatrixSize(32,28);
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}
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//it through qualityVector and removes all that do not trigger PlaceOfPartGood
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bool DestructionPower::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
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{
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}
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bool DestructionPower::SetConstraintOnPosition(const coor constraintCoordinate, const AbstractionLayer_1_Properties constraint)
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{
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}
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bool DestructionPower::RemoveConstraintOnPosition(const coor constraintCoordinate)
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{
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}
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//gets destruction power from left and from top if possibe and normalizes
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void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate) {
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float newDestructionArray[DESTRUCTION_COUNT];
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for (int i = 0; i < DESTRUCTION_COUNT; ++i) {
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int divisor=0;
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if(constraintCoordinate.row > 0)
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{
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divisor++;
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newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row-1].m_destruction.DestructionArray[i];
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}
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if(constraintCoordinate.col > 0)
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{
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divisor++;
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newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].m_destruction.DestructionArray[i];
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}
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if(divisor)
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newDestructionArray[i] /=divisor;
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}
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}
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