added dp calcualtion

This commit is contained in:
Raphael Maenle
2018-01-29 20:05:37 +01:00
parent a6da2298c8
commit cf576db19d
5 changed files with 73 additions and 38 deletions

View File

@ -16,6 +16,11 @@ bool DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
cout << "DestructionPower Preprocessing... ";
InitialiseConstraintMatrixSize(mySize.col,mySize.row);
for(auto& it:m_constraintMatrix)
for(auto& ti:it)
for(int i=0;i<DESTRUCTION_COUNT;i++)
ti.DestructionArray.push_back(0);
cout << "Done!" << endl;
return true;
}
@ -31,27 +36,36 @@ bool DestructionPower::SetConstraintOnPosition(const coor constraintCoordinate,
bool DestructionPower::RemoveConstraintOnPosition(const coor constraintCoordinate)
{
for(int i=0;i<m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.size();i++)
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]=0;
}
//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);
for (int i = 0; i < DESTRUCTION_COUNT; ++i) {
int divisor=0;
if(constraintCoordinate.row > 0)
//check if not at edge and if information is valid
if(constraintCoordinate.row > 0 && m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row-1].DestructionArray[i] > 0)
{
divisor++;
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] += m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row-1].DestructionArray[i];
}
if(constraintCoordinate.col > 0)
if(constraintCoordinate.col > 0 && m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].DestructionArray[i] > 0)
{
divisor++;
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] += m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].DestructionArray[i];
}
if(constraintCoordinate.col < m_constraintMatrix.size()-1 && m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row].DestructionArray[i] > 0)
{
divisor++;
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] += m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row].DestructionArray[i];
}
if(constraintCoordinate.row < m_constraintMatrix[i].size()-1 && m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row+1].DestructionArray[i] > 0)
{
divisor++;
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] += m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].DestructionArray[i];
}
if(divisor)
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] /=divisor;
else
@ -63,19 +77,16 @@ void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate)
}
}
float DestructionPower::defaultDestructionPower(int i)
{
}
//gets next highest valued abstraction layer down from current one (if first, get highest)
int DestructionPower::getNextAbstractionLayer(coor newCoordinate, int currentAbstractionLayer)
{
//hardcode advance
if(currentAbstractionLayer<DESTRUCTION_COUNT)
return ++currentAbstractionLayer;
return -1;
// if(currentAbstractionLayer<DESTRUCTION_COUNT-1)
// return ++currentAbstractionLayer;
// return -1;
if(currentAbstractionLayer==-1)
return 0;//poempel in out
float currentPower = 1;
int nextLayer=-1;
float nextLayerPower=0;

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@ -1,6 +1,6 @@
#pragma once
//TODO!! increase Destructioncount
#define DESTRUCTION_COUNT 2
#define DESTRUCTION_COUNT 3
#include "DestructionPower_Properties.h"
#include "../AbstraktionLayer_Base.h"