1 | initial version |
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
2 | No.2 Revision |
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
3 | No.3 Revision |
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
4 | No.4 Revision |
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