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It's just as simple as this:

class Circle
{
public:
     Circle(cv::Point center_, float radius_){center=center_;radius=radius_;}

     cv::Point2d center;
     double radius;
}

Circle maxEnclosingCircle(std::vector<Point> pts)
{
     return Circle(cv::Point(0,0), Inf);
}

It's been tested to work for any corner case, and it can be proven mathematically correct

It's just as simple as Have a look at this:

class Circle
{
public:
     Circle(cv::Point center_, float radius_){center=center_;radius=radius_;}

     cv::Point2d center;
     double radius;
}

Circle maxEnclosingCircle(std::vector<Point> pts)
{
     return Circle(cv::Point(0,0), Inf);
}

It's been tested to work for any corner case, and it can be proven mathematically correct

Have a look at this:

class Circle
{
public:
     Circle(cv::Point center_, float radius_){center=center_;radius=radius_;}

     cv::Point2d center;
     double radius;
}

Circle maxEnclosingCircle(std::vector<Point> maxEnclosingCircle(const std::vector<Point>& pts)
{
     return Circle(cv::Point(0,0), Inf);
}

It's been tested to work for any corner case, and it can be proven mathematically correct

Have a look at this:

class Circle
{
public:
     Circle(cv::Point center_, float radius_){center=center_;radius=radius_;}
radius_) : center(center_), radius(radius_){}

     cv::Point2d center;
     double radius;
}

Circle maxEnclosingCircle(const std::vector<Point>& pts)
{
     return Circle(cv::Point(0,0), Inf);
}

It's been tested to work for any corner case, and it can be proven mathematically correct