RM: added into dispatcher strucure

This commit is contained in:
Raphael Maenle 2018-01-19 21:36:31 +01:00
parent ddd5d80750
commit d91dded858
6 changed files with 43 additions and 16 deletions

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@ -9,10 +9,11 @@
//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... ";
@ -55,7 +56,7 @@ 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];
}
}
@ -102,6 +103,6 @@ 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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@ -3,8 +3,8 @@
//
#pragma once
#define DESTRUCTION_COUNT 1
//TODO!! increase Destructioncount
#define DESTRUCTION_COUNT 2
#include "DestructionPower_Properties.h"
#include "../AbstraktionLayer_Base.h"

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@ -71,7 +71,7 @@ HistogramComparer localImage;
calcHist(&hsv_img1, 1, channels, Mat(), hist_img1, 2, histSize, ranges, true, false);
// normalize(hist_img1, hist_img1, 0, 1, NORM_MINMAX, -1, Mat());
ref_partArray[iterator]->m_aHistogram.image=hsv_img1;
ref_partArray[iterator]->m_Histogram.image=hsv_img1;
iterator++;
}
@ -89,7 +89,7 @@ bool AbstractionLayer_Histogram::EvaluateQuality (const coor constraintCoordinat
//evaluateQuality = evaluateProbabilaty
for(int i = 0;i < qVector.size();i++)
{
if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_aHistogram.image))
if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_Histogram.image))
{
qVector[i].first=1;
@ -147,7 +147,7 @@ bool HistogramComparer::CompareHistogram(Mat hist_img1,Mat hist_img2)
bool AbstractionLayer_Histogram::SetConstraintOnPosition(const coor constraintCoordinate, const AbstractionLayer_Histogram_Properties constraint)
{
m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row+1].image=constraint.image;
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].image=constraint.image;
//m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row+1].m_connections=constraint.m_connections;
}
@ -156,5 +156,5 @@ bool AbstractionLayer_Histogram::SetConstraintOnPosition(const coor constraintCo
bool AbstractionLayer_Histogram::RemoveConstraintOnPosition(const coor constraintCoordinate)
{
Mat dummy(1,1,0);
m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row+1].image = dummy;
m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].image = dummy;
}

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@ -46,7 +46,8 @@ 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 +66,8 @@ void Puzzle::shuffle()
void Puzzle::removeConstrains(coor removeCoordinates)
{
this->a1.RemoveConstraintOnPosition(removeCoordinates);
this->a3.RemoveConstraintOnPosition(removeCoordinates);
//TODO!! Add other layer remove here
}
void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
{
@ -75,6 +78,10 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
//a1
this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
//a3
this->a3.SetConstraintOnPosition(setConstraints,constraintPiece->m_Histogram);
//TODO!! Add other layer remove here
}
void Puzzle::createRandomPuzzle()

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@ -35,7 +35,10 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
setsolution(log,puzzleMat);
else
setsolution(log,puzzleMat);
if(log.back().myCoor.row==26)
cout << log.back().myCoor.row << ", " << log.back().myCoor.col << endl;
return true;
}
void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
@ -55,7 +58,6 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//level 1:
//go left to right, then increase current row
if (log.size() == 1)
return {0,0};
@ -73,11 +75,15 @@ 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://
puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
break;
case -1://random
setsolution(log,puzzleMat);
return;
@ -105,6 +111,8 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
puzzleMat.combinedQualityVector.clear(); //clear data from temp variable
//tell log entry that it is set
log.back().Set();
if(log.back().myCoor.row==27)
cout << "hello" << endl;
puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
//cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
}
@ -187,6 +195,9 @@ 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 +252,7 @@ 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 +281,7 @@ 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 +300,25 @@ 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

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@ -43,7 +43,7 @@ public:
bool set;
AbstractionLayer_1_Properties m_a1;
AbstractionLayer_Histogram_Properties m_aHistogram;
AbstractionLayer_Histogram_Properties m_Histogram;
private:
int32_t m_partID;
uint8_t m_numOfRotations;