Merge branch 'master' into Layer_PoempelPosition

This commit is contained in:
Raphael Maenle
2018-01-20 22:53:05 +01:00
7 changed files with 522 additions and 91 deletions

View File

@ -168,14 +168,14 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
char name[100];
for (auto it:log)
{
if (it.myCoor.col == 12 && it.myCoor.row == 0)
if (it.myCoor.col == 27 && it.myCoor.row == 5)
{
;
// imshow("result",result);
// waitKey(0);
}
cout << it.PieceCollector[0].second->GetPartID() << endl;
//cout << it.PieceCollector[0].second->GetPartID() << endl;
int imageNumber = it.PieceCollector[0].second->GetPartID();
//cout<<"imageIndex: "<< imageNumber << endl;
@ -186,7 +186,8 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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 );
if (it.myCoor.col == 12 && it.myCoor.row == 0)
if (it.myCoor.col == 35 && it.myCoor.row == 5)
{
//imshow("img",img);
//waitKey(0);

View File

@ -44,7 +44,6 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
log.emplace_back(LogEntry(coor(0, 0)));
log.back().myCoor = calculateNextCoor(log, puzzleMat);
puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
cout << "-----------------------" << endl;
//get all not set pieces
for(auto it:puzzleMat.p_myBox)
if(!it->set)
@ -110,16 +109,13 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
//tell log entry that it is set
log.back().Set();
puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
cout << "log:" << endl;
for(auto it:log.back().PieceCollector)
cout << std::bitset<8>(it.second->m_a1.getConnections()) << "|" << it.second->GetPartID() << endl;
//cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
//cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
}
bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
{
cout << "backtracking" ;
if(log.empty())
{
cout << "Puzzle not solveable!" << endl;
@ -129,38 +125,35 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//if more pieces possible, tset piece as not logged
if((log.back().PieceCollector.size())>1)
{
cout << " next piece" << endl;
for(int i=0;i<puzzleMat.p_myBox.size();i++)
for(int i=0;i<puzzleMat.p_myBox.size();i++)//unset puzzlepieces
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
puzzleMat.p_myBox[i]->set=false;
//remove similar in log
Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
//TODO remove this when further layers are added!!!
if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed();
setsolution(log,puzzleMat);
return true;
if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
{
if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed();
setsolution(log,puzzleMat);
return true;
}
}
//else remove log element and backtrack once more
else
{
cout << " no more pieces" << endl;
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
if((log.back().PieceCollector.size()))
for(int i=0;i<puzzleMat.p_myBox.size();i++)
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
puzzleMat.p_myBox[i]->set=false;
log.pop_back();
if(!backtrack(log,puzzleMat))
return false;
return true;
}
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
if((log.back().PieceCollector.size())) //unset all
for(int i=0;i<puzzleMat.p_myBox.size();i++)
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
puzzleMat.p_myBox[i]->set=false;
log.pop_back();
if(!backtrack(log,puzzleMat))
return false;
return true;
}