Merge branch 'master' into MergeBranch_resultImage
This commit is contained in:
@ -1,6 +1,3 @@
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//
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// Created by Raphael Maenle on 21/12/2017.
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//
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#include "../../header/solve.h"
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#include "../../header/input.h"
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@ -46,7 +43,8 @@ void Puzzle::putIntoBox()
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for(int rotations=0;rotations<4;rotations++)
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{
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tmpPart.m_a1.shift(1);
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//TODO! add all other layers with their rotaionvariance here
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//TODO! add all other layer with their rotaionvariance into "tmpPart"
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//if it piece is roation invariant no need to do anything
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myBox.emplace_back(tmpPart);
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}
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@ -65,6 +63,7 @@ void Puzzle::shuffle()
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void Puzzle::removeConstrains(coor removeCoordinates)
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{
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this->a1.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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{
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@ -75,6 +74,15 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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//a1
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this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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//TODO!! Add other layer remove here
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}
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int Puzzle::removeSimilar(qualityVector& qVector, Part& myPart)
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{
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//a1
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uint8_t tmpConnections=myPart.m_a1.getConnections();
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a1.RemoveSimilar(qVector,tmpConnections);
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}
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void Puzzle::createRandomPuzzle()
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@ -149,8 +157,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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imageW = imageH;
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imageH = temp;
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cout<<"imageW "<<imageW <<endl<<"imageH " <<imageH<<endl<<endl;
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cout<<"partW "<<partWidth <<endl<<"partH " <<partHeight<<endl<<endl;
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Mat result(imageH,imageW,CV_8UC3);
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char name[100];
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@ -162,8 +168,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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// imshow("result",result);
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// waitKey(0);
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}
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cout << log.size() << endl;
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cout << log[0].PieceCollector.size() << endl;
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cout << it.PieceCollector[0].second->GetPartID() << endl;
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@ -36,6 +36,7 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
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else
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setsolution(log,puzzleMat);
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return true;
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}
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void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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@ -43,11 +44,12 @@ 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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//get all not set pieces
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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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log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
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solve(log,puzzleMat);
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solve(log,puzzleMat);
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}
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@ -55,7 +57,6 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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//level 1:
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//go left to right, then increase current row
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if (log.size() == 1)
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return {0,0};
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@ -72,19 +73,22 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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{
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log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
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//status(log,p_Box,puzzleMat);
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//status(log,p_Box,puzzleMat);
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//TODO!! Add more layers here
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switch(log.back().abstractionLevel)
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{
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case 0://pömpel
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puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
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break;
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case 1://histogram
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return;
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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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default:
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break;
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}
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float worth = capLogElements(log);
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calculateTrueDestructionPower(log,puzzleMat, worth);
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CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
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@ -106,11 +110,27 @@ 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 << "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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int ist=0;
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for(auto it:puzzleMat.myBox)
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if(!it.set)
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ist++;
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int soll = (puzzleMat.getSizeAsCoor().row*puzzleMat.getSizeAsCoor().col*4)-4*((log.back().myCoor.col)*puzzleMat.getSizeAsCoor().row+log.back().myCoor.row+1);
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if(soll != ist)
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cerr << "soll not ist!!!" << endl;
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cout << "ist: " << ist << endl;
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cout << "soll: " << soll << 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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}
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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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@ -120,10 +140,24 @@ 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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int count =0;
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for(int i=0;i<puzzleMat.p_myBox.size();i++)
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{
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if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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{
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puzzleMat.p_myBox[i]->set=false;
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
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count++;
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}
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}
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if (count !=4)
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cerr << "incorrect set set" << endl;
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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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@ -135,11 +169,24 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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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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puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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int count =0;
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if((log.back().PieceCollector.size()))
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{
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for(int i=0;i<puzzleMat.p_myBox.size();i++)
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{
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if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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{
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puzzleMat.p_myBox[i]->set=false;
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count++;
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}
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}
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if (count !=4)
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cerr << "incorrect set set" << endl;
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}
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cout << " no more pieces" << endl;
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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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@ -149,7 +196,6 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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//this is addon stuff that should later all be extracted into a sererate cpp as it is not core dispatcher functionality
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
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float destructionPower = sqrt(
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Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel]);
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@ -166,6 +212,7 @@ void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, flo
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// PART RAUER_WEIDINGER
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float capLogElements(vector<LogEntry>& log)
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{
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// Till Now only ground structure -> incorrect variable ans vector names
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double limit = 0.6;
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double diff = 0;
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@ -187,6 +234,9 @@ float capLogElements(vector<LogEntry>& log)
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break;
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}
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int newid=0;
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//check if all over
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if(id==log.back().PieceCollector.size())
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return 0;
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if(id>0)
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newid = --id; //set to the one just over limit
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@ -241,6 +291,7 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVec
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case 4: threshold = 0.60; break;
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default: threshold = 0.5; break;
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}
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//TODO!! add more layers here!
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// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
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for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
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@ -269,6 +320,7 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
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{
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bool summarizedVectors = false;
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int countSummarizedVectors = 0;
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bool removePart=true;
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// check if both qualityVectors are not empty
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if(qVector.empty())
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@ -287,19 +339,25 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
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for (unsigned int i = 0; i < cqVector.size(); i++) {
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for (unsigned int j = 0; j < qVector.size(); j++) {
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// search same PuzzlePart of qualityVector and combinedQualityVector
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if (&cqVector.at(i).second == &qVector.at(j).second) {
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if (cqVector.at(i).second->GetPartID() == qVector.at(j).second->GetPartID() && cqVector.at(i).second->GetNumOfRotations() == qVector.at(j).second->GetNumOfRotations()) {
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// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
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cqVector.at(j).first += qVector.at(i).first;
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countSummarizedVectors++;
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removePart=false;
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break; // skip remaining for loop => save time!
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}
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// remove element at poisition X in combinedQualityVector, because it was not summarized
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// inefficient way to delete element X
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//cqVector->erase(cqVector->begin()+i);
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// efficient way, but no sorted cqVector => wayne //echt? lol
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swap(cqVector.at(i), cqVector.back());
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cqVector.pop_back();
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}
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if(removePart)
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{
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swap(cqVector.at(i), cqVector.back());
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cqVector.pop_back();
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}
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}
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// cqVector should have the same size now as newest qVector
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