Included the Layer_SURFFeature in code
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@ -38,6 +38,7 @@ void Puzzle::putIntoBox()
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tmpPart.m_a1=this->a1.m_constraintMatrix[i+1][j+1];
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tmpPart.m_a3=this->a3.m_constraintMatrix[i][j];
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tmpPart.m_a4=this->a4.m_constraintMatrix[i][j];
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//sets part id
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tmpPart.SetPartID(id++);
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// adds all 4 rotations to Box
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@ -66,6 +67,7 @@ void Puzzle::removeConstrains(coor removeCoordinates)
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{
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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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//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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@ -80,6 +82,9 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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//a3
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this->a3.SetConstraintOnPosition(setConstraints,constraintPiece->m_a3);
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//a4
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this->a4.SetConstraintOnPosition(setConstraints,constraintPiece->m_a4);
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//TODO!! Add other layer remove here
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}
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@ -83,6 +83,9 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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case 1://poempelposition
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puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case 4://SURFFeature
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puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case -1://random
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cout << endl;
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setsolution(log,puzzleMat);
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