namespace zxing {
using namespace std;
-PerspectiveTransform::PerspectiveTransform(float a11, float a21, float a31, float a12, float a22, float a32, float a13,
- float a23, float a33) {
- this->a11 = a11;
- this->a12 = a12;
- this->a13 = a13;
- this->a21 = a21;
- this->a22 = a22;
- this->a23 = a23;
- this->a31 = a31;
- this->a32 = a32;
- this->a33 = a33;
-}
+PerspectiveTransform::PerspectiveTransform(float inA11, float inA21,
+ float inA31, float inA12,
+ float inA22, float inA32,
+ float inA13, float inA23,
+ float inA33) :
+ a11(inA11), a12(inA12), a13(inA13), a21(inA21), a22(inA22), a23(inA23),
+ a31(inA31), a32(inA32), a33(inA33) {}
Ref<PerspectiveTransform> PerspectiveTransform::quadrilateralToQuadrilateral(float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3, float x0p, float y0p, float x1p, float y1p, float x2p, float y2p,
return result;
}
-void PerspectiveTransform::transformPoints(valarray<float> &points) {
+void PerspectiveTransform::transformPoints(vector<float> &points) {
int max = points.size();
- float a11 = this->a11;
- float a12 = this->a12;
- float a13 = this->a13;
- float a21 = this->a21;
- float a22 = this->a22;
- float a23 = this->a23;
- float a31 = this->a31;
- float a32 = this->a32;
- float a33 = this->a33;
for (int i = 0; i < max; i += 2) {
float x = points[i];
float y = points[i + 1];
}
}
-ostream& operator<<(ostream& out, PerspectiveTransform &pt) {
+ostream& operator<<(ostream& out, const PerspectiveTransform &pt) {
out << pt.a11 << ", " << pt.a12 << ", " << pt.a13 << ", \n";
out << pt.a21 << ", " << pt.a22 << ", " << pt.a23 << ", \n";
out << pt.a31 << ", " << pt.a32 << ", " << pt.a33 << "\n";