added color check
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@ -68,6 +68,7 @@ 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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}
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void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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@ -85,6 +86,9 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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//a4
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this->a4.SetConstraintOnPosition(setConstraints,constraintPiece->m_a4);
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//a2
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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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@ -80,13 +80,17 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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puzzleMat.a1.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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//puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
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break;
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case 1://SURFFeature
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case 2://SURFFeature
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// return;
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puzzleMat.a4.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case 2://poempelposition
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case 3://poempelposition
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return;
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puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case 1://color
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puzzleMat.a4.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case -1://random
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setsolution(log,puzzleMat);
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return;
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@ -116,11 +120,6 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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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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if(log.back().myCoor.col==32 && log.back().myCoor.row==16)
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{
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puzzleMat.resultImage(log);
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waitKey(0);
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}
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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@ -141,9 +140,9 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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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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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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puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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//TODO reprogram similar removal to allow multilayer tracking
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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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@ -224,13 +223,11 @@ float capLogElements(vector<LogEntry>& log)
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newid = id;
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}
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}
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// if(log.back().abstractionLevel==0)
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if(log.back().abstractionLevel==0)
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cut(log,newid);
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vectorsizeAfter = log.back().PieceCollector.size();
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destroyed = ((double)vectorsizeBefore - (double)vectorsizeAfter) / (double)vectorsizeBefore;
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if(log.back().abstractionLevel==1 && destroyed)
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cerr << "destroyed something!" << endl;
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return (float)sqrt(destroyed*maxdiff);
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