Merge branch 'master' into MergeBranch_resultImage

This commit is contained in:
Raphael Maenle 2018-01-20 22:01:53 +01:00
commit bc1a7eb6b5
12 changed files with 160 additions and 50 deletions

1
.gitignore vendored
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@ -46,3 +46,4 @@ cmake-build-debug
cmake-build-debug
.idea
.DS_Store
CMakeLists.txt

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@ -8,7 +8,6 @@ set(SOURCE_FILES
main.cpp
header.h
functions/solve/structure.cpp
functions/AbstractionLayers/AbstraktionLayer_Base.h
functions/AbstractionLayers/Layer1/AbstractionLayer_1.cpp
functions/AbstractionLayers/DestructionPower/DestructionPower.cpp

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@ -1,7 +1,3 @@
//
// Created by mpapa on 05.12.2017.
//
#include "DestructionPower.h"
//TODO! Add more layers here!
@ -9,10 +5,11 @@
//sets relations of speed for the different layers
map<int,float> DestructionPower_Properties::SpeedTable =
{
{0,0.99}
{0,0.99},
{1,0.7},
{2,0.7}
};
bool DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
{
cout << "DestructionPower Preprocessing... ";
@ -38,7 +35,10 @@ bool DestructionPower::RemoveConstraintOnPosition(const coor constraintCoordinat
//gets destruction power from left and from top if possible and normalizes
void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate) {
for(int i = 0; i < m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.size(); ++i)
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.pop_back();
for (int i = 0; i < DESTRUCTION_COUNT; ++i) {
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.push_back(0);
int divisor=0;
if(constraintCoordinate.row > 0)
@ -55,7 +55,10 @@ void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate)
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] /=divisor;
else
//create default destructionPower //TODO find some better solution for default
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] =1-m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].SpeedTable[i];
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] = m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].SpeedTable[i];
//aging
if(m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]<0.9)
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]=m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]*(float)1.001+(float)0.01;
}
}
@ -102,6 +105,6 @@ DestructionPower_Properties::DestructionPower_Properties() {
{
DestructionArray.emplace_back((DestructionPower_Properties::SpeedTable[i]*DESTRUCTION_INIT));
DestructionArray.back()<0.99 ? DestructionArray.back()*=aging:DestructionArray.back();
DestructionArray.back()<0.8 ? DestructionArray.back()=aging*DestructionArray.back()+(float)0.01:DestructionArray.back();
}
}

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@ -1,9 +1,5 @@
//
// Created by mpapa on 05.12.2017.
//
#pragma once
//TODO!! increase Destructioncount
#define DESTRUCTION_COUNT 1
#include "DestructionPower_Properties.h"

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@ -1,6 +1,3 @@
//
// Created by mpapa on 05.12.2017.
//
#pragma once
#define DESTRUCTION_INIT 0.5

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@ -1,10 +1,5 @@
//
// Created by mpapa on 05.12.2017.
//
#include "AbstractionLayer_1.h"
#include "../../../header.h"
#include <iostream>
#include <bitset>
@ -14,6 +9,7 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
const vector<Part*>& ref_partArray = *partArray;
analyseParts analyse(mySize.row*mySize.col);
Part buf;
int PSum=0;
int iterator=0;
if(!analyse.getImages())
{
@ -24,7 +20,8 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
//TODO rows and cols
for(int i = 0; i < mySize.row*mySize.col; i++)
{
unsigned char poempel = analyse.getTabs(i);;
unsigned char poempel = analyse.getTabs(i);
PSum+=PoempelSum(poempel); //preprocess correct check
for (int j=0;j<4;j++)
{
ref_partArray[iterator]->m_a1.m_connections=poempel;
@ -33,10 +30,12 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
}
}
if(PREPRO_CHECK && PSum)
return false;
//Zugriff auf den vector mit den einzelnen teilen: part[0].getConnenctions() entspricht pömpel von bild 0.jpg und liefert ein unsigned char, poempl Belegung wie ausgemacht
InitialiseConstraintMatrixSize(mySize.col+2, mySize.row+2); //col row switched in this function
setEdgeZero();
@ -44,9 +43,39 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
return true;
}
int AbstractionLayer_1::PoempelSum(uint8_t constraint)
{
int PoempelSum=0;
if((constraint & 0b11000000)==0b01000000)
PoempelSum--;
else if((constraint & 0b11000000)==0b10000000)
PoempelSum++;
if((constraint & 0b00110000)==0b00010000)
PoempelSum--;
else if((constraint & 0b00110000)==0b00100000)
PoempelSum++;
if((constraint & 0b00001100)==0b00000100)
PoempelSum--;
else if((constraint & 0b00001100)==0b00001000)
PoempelSum++;
if((constraint & 0b00000011)==0b00000001)
PoempelSum--;
else if((constraint & 0b00000011)==0b00000010)
PoempelSum++;
return PoempelSum;
}
//it through qualityVector and removes all that do not trigger PlaceOfPartGood
bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
{
if(constraintCoordinate.row==23 && constraintCoordinate.col==35)
cout << "in" << endl;
//evaluateQuality = evaluateProbabilaty
for(int i = 0;i<qVector.size();i++)
{
if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_a1.m_connections))
@ -69,6 +98,20 @@ bool AbstractionLayer_1::RemoveConstraintOnPosition(const coor constraintCoordin
m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row+1].m_connections=0b11111111;
}
int AbstractionLayer_1::RemoveSimilar(qualityVector& qVector,uint8_t& constraints)
{
//
for(int i=0;i<qVector.size();)
{
if(qVector[i].second->m_a1.m_connections==constraints)
qVector.erase(qVector.begin()+i);
else
i++;
}
}
void AbstractionLayer_1::CreateRandomPuzzle()
{
std::minstd_rand simple_rand;
@ -120,8 +163,6 @@ void AbstractionLayer_1::CreateRandomPuzzle()
}
//puts all pieces of the current constraint matrix into a puzzlebox
qualityVector AbstractionLayer_1::returnInBox(vector<Part>& PuzzleBox)
{
@ -184,7 +225,11 @@ bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
|| ((((negativePart & 0b00000011) == 0b00000011) || ((myPart & 0b00000011) == 0b00000011)) && (((myPart & 0b00000011) != 0b00000000) && (negativePart & 0b00000011) != 0b00000000))
|| (((negativePart & 0b00000011) == 0b00000000) && ((myPart & 0b00000011) == 0b00000000)) )
)
{
if(myCoor.row==18 && myCoor.col==35)
cout << "gud: " << std::bitset<8>(myPart) << endl;
return true;
}
return false;
}

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@ -49,10 +49,13 @@ public:
bool EvaluateQuality ( coor constraintCoordinate, qualityVector& qVector)override;
bool SetConstraintOnPosition( coor constraintCoordinate, AbstractionLayer_1_Properties constraint)override;
bool RemoveConstraintOnPosition( coor constraintCoordinate)override;
int RemoveSimilar(qualityVector&,uint8_t&);
bool PlaceOfPartGood(coor myCoor, uint8_t& myPart);
void shift(uint8_t& Part, int shifts);
void setEdgeZero();
int PoempelSum(uint8_t constraint);
void CreateRandomPuzzle();
qualityVector returnInBox(vector<Part>& PuzzleBox);

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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;

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@ -36,6 +36,7 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
else
setsolution(log,puzzleMat);
return true;
}
void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
@ -43,6 +44,7 @@ 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)
@ -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};
@ -73,18 +74,21 @@ 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);
//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
}
if(removePart)
{
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
}
}
// cqVector should have the same size now as newest qVector

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@ -7,6 +7,7 @@
#include <algorithm>
#include <random>
#define PREPRO_CHECK false
using namespace std;
#include "header/input.h"

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@ -44,8 +44,9 @@ public:
bool PreProcessing()
{
createBox(); createp_box();
dp.PreProcessing({cols,rows}, nullptr);
a1.PreProcessing({cols,rows}, &p_myBox);
if(!dp.PreProcessing({cols,rows}, nullptr)) return false;
if(!a1.PreProcessing({cols,rows}, &p_myBox)) return false;
return true;
}
@ -56,6 +57,8 @@ public:
void removeConstrains(coor removeCoordinates);
void setConstraints(coor setConstraints, Part *constraintPiece);
int removeSimilar(qualityVector&, Part&);
void printPuzzle();
void printBox();
Mat resultImage(vector<LogEntry>&);

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@ -15,14 +15,14 @@ int main()
return 0;
}
//puzzleMat.createRandomBox();
puzzleMat.createRandomBox();
cout << "Solving Puzzle now...";
while(next(log, puzzleMat));
cout << "Done!" << endl;
puzzleMat.resultImage(log);
//puzzleMat.resultImage(log);
puzzleMat.printPuzzle();