Merge branch 'master' into MergeBranch_resultImage

This commit is contained in:
Raphael Maenle
2018-01-20 22:01:53 +01:00
12 changed files with 160 additions and 50 deletions

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@ -1,6 +1,3 @@
//
// Created by Raphael Maenle on 21/12/2017.
//
#include "../../header/solve.h"
#include "../../header/input.h"
@ -46,7 +43,8 @@ void Puzzle::putIntoBox()
for(int rotations=0;rotations<4;rotations++)
{
tmpPart.m_a1.shift(1);
//TODO! add all other layers with their rotaionvariance here
//TODO! add all other layer with their rotaionvariance into "tmpPart"
//if it piece is roation invariant no need to do anything
myBox.emplace_back(tmpPart);
}
@ -65,6 +63,7 @@ void Puzzle::shuffle()
void Puzzle::removeConstrains(coor removeCoordinates)
{
this->a1.RemoveConstraintOnPosition(removeCoordinates);
//TODO!! Add other layer remove here
}
void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
{
@ -75,6 +74,15 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
//a1
this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
//TODO!! Add other layer remove here
}
int Puzzle::removeSimilar(qualityVector& qVector, Part& myPart)
{
//a1
uint8_t tmpConnections=myPart.m_a1.getConnections();
a1.RemoveSimilar(qVector,tmpConnections);
}
void Puzzle::createRandomPuzzle()
@ -149,8 +157,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
imageW = imageH;
imageH = temp;
cout<<"imageW "<<imageW <<endl<<"imageH " <<imageH<<endl<<endl;
cout<<"partW "<<partWidth <<endl<<"partH " <<partHeight<<endl<<endl;
Mat result(imageH,imageW,CV_8UC3);
char name[100];
@ -162,8 +168,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
// imshow("result",result);
// waitKey(0);
}
cout << log.size() << endl;
cout << log[0].PieceCollector.size() << endl;
cout << it.PieceCollector[0].second->GetPartID() << endl;

View File

@ -36,6 +36,7 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
else
setsolution(log,puzzleMat);
return true;
}
void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
@ -43,11 +44,12 @@ 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
//get all not set pieces
cout << "-----------------------" << endl;
//get all not set pieces
for(auto it:puzzleMat.p_myBox)
if(!it->set)
log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
solve(log,puzzleMat);
solve(log,puzzleMat);
}
@ -55,7 +57,6 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//level 1:
//go left to right, then increase current row
if (log.size() == 1)
return {0,0};
@ -72,19 +73,22 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
{
log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
//status(log,p_Box,puzzleMat);
//status(log,p_Box,puzzleMat);
//TODO!! Add more layers here
switch(log.back().abstractionLevel)
{
case 0://pömpel
puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
break;
case 1://histogram
return;
break;
case -1://random
setsolution(log,puzzleMat);
return;
default:
break;
}
float worth = capLogElements(log);
calculateTrueDestructionPower(log,puzzleMat, worth);
CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
@ -106,11 +110,27 @@ 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 << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
//cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
int ist=0;
for(auto it:puzzleMat.myBox)
if(!it.set)
ist++;
int soll = (puzzleMat.getSizeAsCoor().row*puzzleMat.getSizeAsCoor().col*4)-4*((log.back().myCoor.col)*puzzleMat.getSizeAsCoor().row+log.back().myCoor.row+1);
if(soll != ist)
cerr << "soll not ist!!!" << endl;
cout << "ist: " << ist << endl;
cout << "soll: " << soll << endl;
//cout << "log:" << endl;
//for(auto it:log.back().PieceCollector)
// cout << std::bitset<8>(it.second->m_a1.getConnections()) << "|" << it.second->GetPartID() << endl;
}
bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
{
cout << "backtracking" ;
if(log.empty())
{
cout << "Puzzle not solveable!" << endl;
@ -120,10 +140,24 @@ 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;
int count =0;
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.back().PieceCollector.erase(log.back().PieceCollector.begin());
count++;
}
}
if (count !=4)
cerr << "incorrect set set" << endl;
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();
@ -135,11 +169,24 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//else remove log element and backtrack once more
else
{
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
int count =0;
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;
count++;
}
}
if (count !=4)
cerr << "incorrect set set" << endl;
}
cout << " no more pieces" << endl;
log.pop_back();
if(!backtrack(log,puzzleMat))
return false;
@ -149,7 +196,6 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//this is addon stuff that should later all be extracted into a sererate cpp as it is not core dispatcher functionality
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
float destructionPower = sqrt(
Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel]);
@ -166,6 +212,7 @@ void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, flo
// PART RAUER_WEIDINGER
float capLogElements(vector<LogEntry>& log)
{
// Till Now only ground structure -> incorrect variable ans vector names
double limit = 0.6;
double diff = 0;
@ -187,6 +234,9 @@ float capLogElements(vector<LogEntry>& log)
break;
}
int newid=0;
//check if all over
if(id==log.back().PieceCollector.size())
return 0;
if(id>0)
newid = --id; //set to the one just over limit
@ -241,6 +291,7 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVec
case 4: threshold = 0.60; break;
default: threshold = 0.5; break;
}
//TODO!! add more layers here!
// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
@ -269,6 +320,7 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
{
bool summarizedVectors = false;
int countSummarizedVectors = 0;
bool removePart=true;
// check if both qualityVectors are not empty
if(qVector.empty())
@ -287,19 +339,25 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
for (unsigned int i = 0; i < cqVector.size(); i++) {
for (unsigned int j = 0; j < qVector.size(); j++) {
// search same PuzzlePart of qualityVector and combinedQualityVector
if (&cqVector.at(i).second == &qVector.at(j).second) {
if (cqVector.at(i).second->GetPartID() == qVector.at(j).second->GetPartID() && cqVector.at(i).second->GetNumOfRotations() == qVector.at(j).second->GetNumOfRotations()) {
// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
cqVector.at(j).first += qVector.at(i).first;
countSummarizedVectors++;
removePart=false;
break; // skip remaining for loop => save time!
}
// remove element at poisition X in combinedQualityVector, because it was not summarized
// inefficient way to delete element X
//cqVector->erase(cqVector->begin()+i);
// efficient way, but no sorted cqVector => wayne //echt? lol
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
}
if(removePart)
{
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
}
}
// cqVector should have the same size now as newest qVector