Merge branch 'master' into MergeBranch_resultImage
This commit is contained in:
commit
bc1a7eb6b5
1
.gitignore
vendored
1
.gitignore
vendored
@ -46,3 +46,4 @@ cmake-build-debug
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cmake-build-debug
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.idea
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.DS_Store
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CMakeLists.txt
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|
@ -8,7 +8,6 @@ set(SOURCE_FILES
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main.cpp
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header.h
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functions/solve/structure.cpp
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functions/AbstractionLayers/AbstraktionLayer_Base.h
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functions/AbstractionLayers/Layer1/AbstractionLayer_1.cpp
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functions/AbstractionLayers/DestructionPower/DestructionPower.cpp
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@ -1,7 +1,3 @@
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//
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// Created by mpapa on 05.12.2017.
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//
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#include "DestructionPower.h"
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//TODO! Add more layers here!
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@ -9,10 +5,11 @@
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//sets relations of speed for the different layers
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map<int,float> DestructionPower_Properties::SpeedTable =
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{
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{0,0.99}
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{0,0.99},
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{1,0.7},
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{2,0.7}
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};
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bool DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
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{
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cout << "DestructionPower Preprocessing... ";
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@ -38,7 +35,10 @@ bool DestructionPower::RemoveConstraintOnPosition(const coor constraintCoordinat
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//gets destruction power from left and from top if possible and normalizes
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void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate) {
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for(int i = 0; i < m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.size(); ++i)
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.pop_back();
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for (int i = 0; i < DESTRUCTION_COUNT; ++i) {
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.push_back(0);
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int divisor=0;
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if(constraintCoordinate.row > 0)
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@ -55,7 +55,10 @@ void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate)
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] /=divisor;
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else
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//create default destructionPower //TODO find some better solution for default
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] =1-m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].SpeedTable[i];
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] = m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].SpeedTable[i];
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//aging
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if(m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]<0.9)
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]=m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]*(float)1.001+(float)0.01;
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}
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}
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@ -102,6 +105,6 @@ DestructionPower_Properties::DestructionPower_Properties() {
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{
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DestructionArray.emplace_back((DestructionPower_Properties::SpeedTable[i]*DESTRUCTION_INIT));
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DestructionArray.back()<0.99 ? DestructionArray.back()*=aging:DestructionArray.back();
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DestructionArray.back()<0.8 ? DestructionArray.back()=aging*DestructionArray.back()+(float)0.01:DestructionArray.back();
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}
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}
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|
@ -1,9 +1,5 @@
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//
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// Created by mpapa on 05.12.2017.
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//
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#pragma once
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//TODO!! increase Destructioncount
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#define DESTRUCTION_COUNT 1
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#include "DestructionPower_Properties.h"
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|
@ -1,6 +1,3 @@
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//
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// Created by mpapa on 05.12.2017.
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//
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#pragma once
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#define DESTRUCTION_INIT 0.5
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|
@ -1,10 +1,5 @@
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//
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// Created by mpapa on 05.12.2017.
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//
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#include "AbstractionLayer_1.h"
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#include "../../../header.h"
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#include <iostream>
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#include <bitset>
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@ -14,6 +9,7 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
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const vector<Part*>& ref_partArray = *partArray;
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analyseParts analyse(mySize.row*mySize.col);
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Part buf;
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int PSum=0;
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int iterator=0;
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if(!analyse.getImages())
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{
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@ -24,7 +20,8 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
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//TODO rows and cols
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for(int i = 0; i < mySize.row*mySize.col; i++)
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{
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unsigned char poempel = analyse.getTabs(i);;
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unsigned char poempel = analyse.getTabs(i);
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PSum+=PoempelSum(poempel); //preprocess correct check
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for (int j=0;j<4;j++)
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{
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ref_partArray[iterator]->m_a1.m_connections=poempel;
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@ -33,10 +30,12 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
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}
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}
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if(PREPRO_CHECK && PSum)
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return false;
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//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
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InitialiseConstraintMatrixSize(mySize.col+2, mySize.row+2); //col row switched in this function
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setEdgeZero();
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@ -44,9 +43,39 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
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return true;
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}
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int AbstractionLayer_1::PoempelSum(uint8_t constraint)
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{
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int PoempelSum=0;
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if((constraint & 0b11000000)==0b01000000)
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PoempelSum--;
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else if((constraint & 0b11000000)==0b10000000)
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PoempelSum++;
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if((constraint & 0b00110000)==0b00010000)
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PoempelSum--;
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else if((constraint & 0b00110000)==0b00100000)
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PoempelSum++;
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if((constraint & 0b00001100)==0b00000100)
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PoempelSum--;
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else if((constraint & 0b00001100)==0b00001000)
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PoempelSum++;
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if((constraint & 0b00000011)==0b00000001)
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PoempelSum--;
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else if((constraint & 0b00000011)==0b00000010)
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PoempelSum++;
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return PoempelSum;
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}
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//it through qualityVector and removes all that do not trigger PlaceOfPartGood
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bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
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{
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if(constraintCoordinate.row==23 && constraintCoordinate.col==35)
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cout << "in" << endl;
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//evaluateQuality = evaluateProbabilaty
|
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for(int i = 0;i<qVector.size();i++)
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{
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if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_a1.m_connections))
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@ -69,6 +98,20 @@ bool AbstractionLayer_1::RemoveConstraintOnPosition(const coor constraintCoordin
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m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row+1].m_connections=0b11111111;
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}
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int AbstractionLayer_1::RemoveSimilar(qualityVector& qVector,uint8_t& constraints)
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{
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//
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for(int i=0;i<qVector.size();)
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{
|
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if(qVector[i].second->m_a1.m_connections==constraints)
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qVector.erase(qVector.begin()+i);
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else
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i++;
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}
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||||
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||||
}
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void AbstractionLayer_1::CreateRandomPuzzle()
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{
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std::minstd_rand simple_rand;
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@ -120,8 +163,6 @@ void AbstractionLayer_1::CreateRandomPuzzle()
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|
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}
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//puts all pieces of the current constraint matrix into a puzzlebox
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qualityVector AbstractionLayer_1::returnInBox(vector<Part>& PuzzleBox)
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{
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@ -184,7 +225,11 @@ bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
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|| ((((negativePart & 0b00000011) == 0b00000011) || ((myPart & 0b00000011) == 0b00000011)) && (((myPart & 0b00000011) != 0b00000000) && (negativePart & 0b00000011) != 0b00000000))
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|| (((negativePart & 0b00000011) == 0b00000000) && ((myPart & 0b00000011) == 0b00000000)) )
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)
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{
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if(myCoor.row==18 && myCoor.col==35)
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cout << "gud: " << std::bitset<8>(myPart) << endl;
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return true;
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}
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return false;
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}
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|
@ -49,10 +49,13 @@ public:
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bool EvaluateQuality ( coor constraintCoordinate, qualityVector& qVector)override;
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bool SetConstraintOnPosition( coor constraintCoordinate, AbstractionLayer_1_Properties constraint)override;
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bool RemoveConstraintOnPosition( coor constraintCoordinate)override;
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int RemoveSimilar(qualityVector&,uint8_t&);
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bool PlaceOfPartGood(coor myCoor, uint8_t& myPart);
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void shift(uint8_t& Part, int shifts);
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void setEdgeZero();
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int PoempelSum(uint8_t constraint);
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void CreateRandomPuzzle();
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qualityVector returnInBox(vector<Part>& PuzzleBox);
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|
@ -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();
|
||||
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;
|
||||
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;
|
||||
|
||||
|
@ -36,6 +36,7 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
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||||
else
|
||||
setsolution(log,puzzleMat);
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
|
||||
@ -43,6 +44,7 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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||||
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;
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||||
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
|
||||
|
@ -7,6 +7,7 @@
|
||||
#include <algorithm>
|
||||
#include <random>
|
||||
|
||||
#define PREPRO_CHECK false
|
||||
using namespace std;
|
||||
|
||||
#include "header/input.h"
|
||||
|
@ -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>&);
|
||||
|
@ -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();
|
||||
|
Loading…
Reference in New Issue
Block a user