fully added color implementation
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5029044157
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@ -71,10 +71,10 @@ float DestructionPower::defaultDestructionPower(int i)
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//gets next highest valued abstraction layer down from current one (if first, get highest)
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int DestructionPower::getNextAbstractionLayer(coor newCoordinate, int currentAbstractionLayer)
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{
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if(++currentAbstractionLayer>=DESTRUCTION_COUNT)
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return -1;
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else
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return currentAbstractionLayer;
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//hardcode advance
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if(currentAbstractionLayer<DESTRUCTION_COUNT)
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return ++currentAbstractionLayer;
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return -1;
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float currentPower = 1;
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int nextLayer=-1;
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@ -1,6 +1,6 @@
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#pragma once
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//TODO!! increase Destructioncount
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#define DESTRUCTION_COUNT 3
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#define DESTRUCTION_COUNT 4
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#include "DestructionPower_Properties.h"
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#include "../AbstraktionLayer_Base.h"
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@ -50,85 +50,158 @@ bool AbstractionLayer_ColorMatching::PreProcessing(coor mySize, const vector<Par
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m_constraintMatrix[c][r].m_centerColor.h = tempHue_ext.val[0];
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m_constraintMatrix[c][r].m_centerColor.s = tempSaturation_ext.val[0];
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m_constraintMatrix[c][r].m_centerColor.v = tempSaturation_ext.val[0];
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m_constraintMatrix[c][r].m_centerColor.v = tempValue_ext.val[0];
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//**********************************************************//
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}
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}
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//**Get color of all parts**//
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//**Get color of all parts**//
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const vector<Part *> &ref_partArray = *partArray;
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int iterator = 0;
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for(int count =0;count< mySize.row*mySize.col*4;count++)// multiplied by 4 for all rotations
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for(int count =0;count< mySize.row*mySize.col;count++)// multiplied by 4 for all rotations
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{
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Scalar tempHue, tempSaturation, tempValue;
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if(count%4) {
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char name[100];
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sprintf(name, PATH, count);
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Mat Part = imread(name, 1);
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if (!Part.data) {
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cerr << "Could not open or find the image" << endl;
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return -1;
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}
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char name[100];
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Mat PartCropped = Part(Rect(Part.size().width / 3, Part.size().height / 3, Part.size().width / 3,
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Part.size().height / 3));
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//namedWindow("PartCropped", WINDOW_AUTOSIZE); // Create a window for display.
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//imshow("PartCropped", PartCropped);
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//waitKey(0); // Wait for a keystroke in the window
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// Create a new matrix to hold the HSV image
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Mat HSVPart;
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// convert RGB image to HSV
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cvtColor(PartCropped, HSVPart, CV_BGR2HSV);
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vector<Mat> hsv_planes;
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split(HSVPart, hsv_planes);
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tempHue = mean(hsv_planes[0]);
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tempSaturation = mean(hsv_planes[1]);
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tempValue = mean(hsv_planes[2]);
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//cout << "Hue: " << tempHue.val[0] << endl;
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//cout << "Saturation: " << tempSaturation.val[0] << endl;
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//cout << "Value: " << tempValue.val[0] << endl;
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sprintf(name, PATH, count);
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Mat Part = imread(name, 1);
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if (!Part.data) {
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cerr << "Could not open or find the image" << endl;
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return -1;
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}
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Scalar value(255, 255, 255 );
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copyMakeBorder( Part, Part, 3, 3, 3, 3, BORDER_CONSTANT, value );
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ref_partArray[iterator]->m_acm.m_centerColor.h = tempHue.val[0];
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ref_partArray[iterator]->m_acm.m_centerColor.s = tempSaturation.val[1];
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ref_partArray[iterator]->m_acm.m_centerColor.v = tempValue.val[2];
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Mat PartCropped = Part;//(Rect(Part.size().width / 2, Part.size().height / 2, Part.size().width / 2, Part.size().height / 2));
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Mat gray;
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iterator ++;
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//Prepare the image for findContours
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cvtColor(PartCropped, gray, CV_BGR2GRAY);
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threshold(gray, gray, 250, 255, CV_THRESH_BINARY_INV);
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//namedWindow("PartCropped", WINDOW_AUTOSIZE); // Create a window for display.
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//imshow("PartCropped", gray);
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//waitKey(0); // Wait for a keystroke in the window
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//Find the contours. Use the contourOutput Mat so the original image doesn't get overwritten
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std::vector<std::vector<cv::Point> > contours;
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//cv::Mat contourOutput = gray.clone();
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cv::findContours( gray.clone(), contours, CV_RETR_LIST , CV_CHAIN_APPROX_SIMPLE );
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//Draw the contours
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Scalar colors[3];
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colors[0] = cv::Scalar(255, 0, 0);
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colors[1] = cv::Scalar(0, 255, 0);
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colors[2] = cv::Scalar(0, 0, 255);
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double length;
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int max=0;
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int maxidx=0;
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for (size_t idx = 0; idx < contours.size(); idx++) {
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length=arcLength(contours[idx], true);
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if(length>max && (contours[idx].max_size()>10)) {
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max = length;
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maxidx = idx;
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}
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}
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//cv::drawContours(PartCropped, contours, maxidx, colors[maxidx % 3],3);
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//namedWindow("PartCropped", WINDOW_AUTOSIZE); // Create a window for display.
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//imshow("PartCropped", PartCropped);
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//waitKey(0); // Wait for a keystroke in the window
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// Create a new matrix to hold the HSV image
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Mat HSVPart;
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// convert RGB image to HSV
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cvtColor(PartCropped, HSVPart, CV_BGR2HSV);
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vector<Mat> hsv_planes;
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split(HSVPart, hsv_planes);
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Rect roi = boundingRect(contours[maxidx]);
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Mat resImageMeanRGB = PartCropped.clone();
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Scalar mean_RGB = mean(PartCropped(roi), gray(roi));
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//drawContours( resImageMeanRGB, contours, maxidx, mean_RGB, FILLED );
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//imshow( "MeanRGB", resImageMeanRGB );
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tempHue = mean(hsv_planes[0](roi), gray(roi));
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tempSaturation = mean(hsv_planes[1](roi), gray(roi));
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tempValue = mean(hsv_planes[2](roi), gray(roi));
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/*Mat restempHue = PartCropped.clone();
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drawContours( restempHue, contours, maxidx, tempHue, FILLED );
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imshow( "MeanHue", restempHue );
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Mat restempSaturation = PartCropped.clone();
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drawContours( restempSaturation, contours, maxidx, tempSaturation, FILLED );
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imshow( "MeanSat", restempSaturation );
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Mat restempValue = PartCropped.clone();
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drawContours( restempValue, contours, maxidx, tempValue, FILLED );
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imshow( "MeanValue", restempValue );
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cout << "RGB: " << mean_RGB << endl;
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cout << "Hue: " << tempHue.val[0] << endl;
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cout << "Saturation: " << tempSaturation.val[0] << endl;
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cout << "Value: " << tempValue.val[0] << endl;
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imshow("Input Image", PartCropped);
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cvMoveWindow("Input Image", 0, 0);
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waitKey(0);*/
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for(int rotate=0;rotate<4;rotate++)
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{
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ref_partArray[count*4+rotate]->m_acm.m_centerColor.h = tempHue.val[0];
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ref_partArray[count*4+rotate]->m_acm.m_centerColor.s = tempSaturation.val[0];
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ref_partArray[count*4+rotate]->m_acm.m_centerColor.v = tempValue.val[0];
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}
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}
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return true;
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}
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bool AbstractionLayer_ColorMatching::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
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{
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for(int i = 0;i<qVector.size();i++)
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{
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float value = PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_acm.m_partColor);
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qVector[i].first = value;
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float value1 = PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_acm.m_centerColor);
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float value2 = (float)(1-(abs(m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].m_centerColor.s-qVector[i].second->m_acm.m_centerColor.s))/255);
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float value3 = (float)(1-(abs(m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].m_centerColor.v-qVector[i].second->m_acm.m_centerColor.v))/255);
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qVector[i].first = (value1+value2+value3)/3;
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}
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}
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float AbstractionLayer_ColorMatching::PlaceOfPartGood(coor myCoor, HSV myPart)
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{
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//Hue max 360°
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if(m_constraintMatrix[myCoor.col][myCoor.row].m_partColor.h >= 180)
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//Hue max 180°
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if(m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h >= myPart.h)
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{
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return 1-abs((m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h-myPart.h)
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/m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h);
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if((m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h-myPart.h) > 90)
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{
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return 1-((myPart.h+180-m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h)
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/90);
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} else
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{
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return 1-((m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h-myPart.h)
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/90);
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}
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}
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else if(m_constraintMatrix[myCoor.col][myCoor.row].m_partColor.h < 180)
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else if(m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h < myPart.h)
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{
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return 1-((myPart.h-m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h)
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/(360-m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h));
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if((myPart.h-m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h) > 90)
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{
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return 1-abs((myPart.h-180-m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h)
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/90);
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} else
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{
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return 1-((myPart.h-m_constraintMatrix[myCoor.col][myCoor.row].m_centerColor.h)
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/90);
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}
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}
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}
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@ -177,12 +177,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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char name[100];
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for (auto it:log)
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{
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if (it.myCoor.col == 27 && it.myCoor.row == 5)
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{
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;
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// imshow("result",result);
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// waitKey(0);
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}
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//cout << it.PieceCollector[0].second->GetPartID() << endl;
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@ -43,7 +43,7 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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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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puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
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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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@ -80,17 +80,15 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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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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//puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
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break;
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case 1://SURFFeature
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// return;
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puzzleMat.a4.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case 3://poempelposition
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return;
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case 2://poempelposition
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puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case 2://color
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case 3://color
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puzzleMat.acm.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case -1://random
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@ -101,7 +99,7 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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}
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float worth = capLogElements(log);
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cout << "remaining: " << log.back().PieceCollector.size() << endl;
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// calculateTrueDestructionPower(log,puzzleMat, worth);
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calculateTrueDestructionPower(log,puzzleMat, worth);
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CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
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}
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@ -123,12 +121,14 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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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 << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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if(log.back().myCoor.col>=31 && log.back().myCoor.row==5)
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puzzleMat.resultImage(log);
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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puzzleMat.resultImage(log);
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cout << "backtrack" << endl;
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cout << "backtrack" << endl;
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if(log.empty())
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{
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cout << "Puzzle not solveable!" << endl;
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@ -164,8 +164,11 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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puzzleMat.p_myBox[i]->set=false;
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log.pop_back();
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if(!backtrack(log,puzzleMat))
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if(!backtrack(log,puzzleMat))
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{
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return false;
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}
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return true;
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}
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@ -189,7 +192,7 @@ 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 = 0.9;
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double limit = 0.6;
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double diff = 0;
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int id=0;
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