1 | initial version |
You add below lines:
int distanceOfPoints(cv::Point point1, cv::Point point2) { int result = (int) sqrt(pow(point1.x - point2.x, 2.0) + pow(point1.y - point2.y, 2.0)); return result; } int* hw(cv::Point p1,cv::Point p2,cv::Point p3,cv::Point p4) { int a[2]; if(distanceOfPoints(p1,p2)<distanceofpoints(p3,p4)) a[0]="distanceOfPoints(p3,p4);" else="" a[0]="distanceOfPoints(p1,p2);" if(distanceofpoints(p2,p3)<distanceofpoints(p4,p1))="" a[1]="distanceOfPoints(p4,p1);" else="" a[1]="distanceOfPoints(p2,p3);</p">
return a;
}
int main(){ ...............
cv::Point P1 = contours_poly[0][0]; cv::Point P2 = contours_poly[0][1]; cv::Point P3 = contours_poly[0][2]; cv::Point P4 = contours_poly[0][3]; cv::Mat transformed = cv::Mat::zeros(hw(P1,P2,P3,P4)[1], hw(P1,P2,P3,P4)[0], CV_8UC3);
cv::Mat transmtx = getPerspectiveTransform(quad_pts, squre_pts); warpPerspective(src, transformed, transmtx, transformed.size()); ................ }
2 | No.2 Revision |
You add below lines:
int distanceOfPoints(cv::Point point1, cv::Point point2)
{
int result = (int) sqrt(pow(point1.x - point2.x, 2.0) + pow(point1.y - point2.y, 2.0));
return result;
}
}
int* hw(cv::Point p1,cv::Point p2,cv::Point p3,cv::Point p4)
{
int a[2];
a[2];
if(distanceOfPoints(p1,p2)<distanceOfPoints(p3,p4))
if(distanceOfPoints(p1,p2)<distanceofpoints(p3,p4)) a[0]="distanceOfPoints(p3,p4);" else="" a[0]="distanceOfPoints(p1,p2);" if(distanceofpoints(p2,p3)<distanceofpoints(p4,p1))="" a[1]="distanceOfPoints(p4,p1);" else="" a[1]="distanceOfPoints(p2,p3);</p">
a[0]=distanceOfPoints(p3,p4);
else
a[0]=distanceOfPoints(p1,p2);
if(distanceOfPoints(p2,p3)<distanceOfPoints(p4,p1))
a[1]=distanceOfPoints(p4,p1);
else
a[1]=distanceOfPoints(p2,p3);
return a;
}
int main(){ ...............
cv::Point P1 = contours_poly[0][0]; cv::Point P2 = contours_poly[0][1]; cv::Point P3 = contours_poly[0][2]; cv::Point P4 = contours_poly[0][3]; cv::Mat transformed = cv::Mat::zeros(hw(P1,P2,P3,P4)[1], hw(P1,P2,P3,P4)[0], CV_8UC3);
cv::Mat transmtx = getPerspectiveTransform(quad_pts, squre_pts); warpPerspective(src, transformed, transmtx, transformed.size()); ................ }
3 | No.3 Revision |
You add below lines:
int distanceOfPoints(cv::Point point1, cv::Point point2)
{
{
int result = (int) sqrt(pow(point1.x - point2.x, 2.0) + pow(point1.y - point2.y, 2.0));
2.0));
return result;
result;
}
int* hw(cv::Point p1,cv::Point p2,cv::Point p3,cv::Point p4)
p4)
{ int a[2];
if(distanceOfPoints(p1,p2)<distanceOfPoints(p3,p4))
a[0]=distanceOfPoints(p3,p4);
else
a[0]=distanceOfPoints(p1,p2);
if(distanceOfPoints(p2,p3)<distanceOfPoints(p4,p1))
a[1]=distanceOfPoints(p4,p1);
else
a[1]=distanceOfPoints(p2,p3);
return a;
}
int main(){ ...............
cv::Point P1 = contours_poly[0][0]; cv::Point P2 = contours_poly[0][1]; cv::Point P3 = contours_poly[0][2]; cv::Point P4 = contours_poly[0][3]; cv::Mat transformed = cv::Mat::zeros(hw(P1,P2,P3,P4)[1], hw(P1,P2,P3,P4)[0], CV_8UC3);
cv::Mat transmtx = getPerspectiveTransform(quad_pts, squre_pts); warpPerspective(src, transformed, transmtx, transformed.size()); ................ }
4 | No.4 Revision |
You add below lines:
int distanceOfPoints(cv::Point point1, cv::Point point2)
return result;
}
}