Merge branch 'master' into Layer_PoempelPosition
This commit is contained in:
		@@ -168,14 +168,14 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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    char name[100];
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    for (auto it:log)
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    {
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        if (it.myCoor.col == 12 && it.myCoor.row == 0)
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        if (it.myCoor.col == 27 && it.myCoor.row == 5)
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        {
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            ;
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            // imshow("result",result);
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            // waitKey(0);
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        }
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        cout << it.PieceCollector[0].second->GetPartID() << endl;
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        //cout << it.PieceCollector[0].second->GetPartID() << endl;
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        int imageNumber = it.PieceCollector[0].second->GetPartID();
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        //cout<<"imageIndex: "<< imageNumber << endl;
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@@ -186,7 +186,8 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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        copyMakeBorder(img,img,200,200,200,200,BORDER_CONSTANT,Scalar(255,255,255));
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        Mat invert = Mat::ones(img.size(), CV_8UC3); // invert for rotation to work correctly
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        bitwise_not ( img, invert );
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        if (it.myCoor.col == 12 && it.myCoor.row == 0)
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        if (it.myCoor.col == 35 && it.myCoor.row == 5)
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        {
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            //imshow("img",img);
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            //waitKey(0);
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@@ -44,7 +44,6 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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	log.emplace_back(LogEntry(coor(0, 0)));
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   	log.back().myCoor = calculateNextCoor(log, puzzleMat);
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    puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
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    cout << "-----------------------" << endl;
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     //get all not set pieces
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    for(auto it:puzzleMat.p_myBox)
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        if(!it->set)
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@@ -110,16 +109,13 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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	//tell log entry that it is set
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	log.back().Set();
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    puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
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    cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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    cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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    cout << "log:" << endl;
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    for(auto it:log.back().PieceCollector)
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        cout << std::bitset<8>(it.second->m_a1.getConnections()) << "|" << it.second->GetPartID() << endl;
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    //cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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    //cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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    cout << "backtracking" ;
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    if(log.empty())
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    {
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        cout << "Puzzle not solveable!" << endl;
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@@ -129,38 +125,35 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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    //if more pieces possible, tset piece as not logged
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    if((log.back().PieceCollector.size())>1)
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    {
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        cout << " next piece" << endl;
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        for(int i=0;i<puzzleMat.p_myBox.size();i++)
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        for(int i=0;i<puzzleMat.p_myBox.size();i++)//unset puzzlepieces
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            if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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                puzzleMat.p_myBox[i]->set=false;
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        //remove similar in log
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        Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
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        log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
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        puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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        //TODO remove this when further layers are added!!!
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        if(log.back().PieceCollector.size()==1)
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            log.back().decreaseRandomed();
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        setsolution(log,puzzleMat);
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        return true;
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        if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
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        {
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            if(log.back().PieceCollector.size()==1)
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                log.back().decreaseRandomed();
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            setsolution(log,puzzleMat);
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            return true;
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        }
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    }
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    //else remove log element and backtrack once more
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    else
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    {
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        cout << " no more pieces" << endl;
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        puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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        if((log.back().PieceCollector.size()))
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            for(int i=0;i<puzzleMat.p_myBox.size();i++)
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                if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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                    puzzleMat.p_myBox[i]->set=false;
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        log.pop_back();
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        if(!backtrack(log,puzzleMat))
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            return false;
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        return true;
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    }
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    puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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    if((log.back().PieceCollector.size())) //unset all
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        for(int i=0;i<puzzleMat.p_myBox.size();i++)
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            if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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                puzzleMat.p_myBox[i]->set=false;
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    log.pop_back();
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    if(!backtrack(log,puzzleMat))
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        return false;
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    return true;
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}
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