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@ -72,8 +72,7 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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{
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log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
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cout << "abs: " << log.back().abstractionLevel;
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//status(log,p_Box,puzzleMat);
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//status(log,p_Box,puzzleMat);
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//TODO!! Add more layers here
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switch(log.back().abstractionLevel)
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{
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@ -81,14 +80,14 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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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://poempelposition
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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 4://SURFFeature
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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 -1://random
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cout << endl;
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setsolution(log,puzzleMat);
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return;
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default:
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@ -117,12 +116,11 @@ 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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cout << "Size of Log: " << log.back().PieceCollector.size() << endl;
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//if(log.back().myCoor.col==32 && log.back().myCoor.row==16)
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//{
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// puzzleMat.resultImage(log);
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// waitKey(0);
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// }
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if(log.back().myCoor.col==32 && log.back().myCoor.row==16)
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{
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puzzleMat.resultImage(log);
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waitKey(0);
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}
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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@ -133,7 +131,6 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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cout << "Puzzle not solveable!" << endl;
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return false;
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}
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cout << "Size of Log: " << log.back().PieceCollector.size() << endl;
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puzzleMat.combinedQualityVector.clear(); //remove all data from temp quality save
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//if more pieces possible, tset piece as not logged
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if((log.back().PieceCollector.size())>1)
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@ -144,20 +141,18 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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//remove similar in log
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Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
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//Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
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puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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//puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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//TODO reprogram similar removal to allow multilayer tracking
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if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
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{
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cout << "next Piece" << endl;
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if(log.back().PieceCollector.size()==1)
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log.back().decreaseRandomed();
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setsolution(log,puzzleMat);
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return true;
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}
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}
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cout << "more backtrack" << endl;
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//else remove log element and backtrack once more
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puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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if((log.back().PieceCollector.size())) //unset all
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@ -229,7 +224,8 @@ float capLogElements(vector<LogEntry>& log)
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newid = id;
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}
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}
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cut(log,newid);
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// if(log.back().abstractionLevel==0)
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cut(log,newid);
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vectorsizeAfter = log.back().PieceCollector.size();
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destroyed = ((double)vectorsizeBefore - (double)vectorsizeAfter) / (double)vectorsizeBefore;
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@ -243,10 +239,7 @@ float capLogElements(vector<LogEntry>& log)
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void cut(vector<LogEntry>& log, int& cutID)
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{
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while(cutID<log.back().PieceCollector.size())
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{
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log.back().PieceCollector.erase(log.back().PieceCollector.begin()+cutID);
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}
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cerr << endl;
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}
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// -------------------- Part David: SetBest and CalculateCombinedQuality --------------------
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