// // C++: static Ptr_BRISK cv::BRISK::create(int thresh, int octaves, vector_float radiusList, vector_int numberList, float dMax = 5.85f, float dMin = 8.2f, vector_int indexChange = std::vector<int>()) // //javadoc: BRISK::create(thresh, octaves, radiusList, numberList, dMax, dMin, indexChange) public static BRISK create(int thresh, int octaves, MatOfFloat radiusList, MatOfInt numberList, float dMax, float dMin, MatOfInt indexChange) { if (radiusList != null) { radiusList.ThrowIfDisposed(); } if (numberList != null) { numberList.ThrowIfDisposed(); } if (indexChange != null) { indexChange.ThrowIfDisposed(); } #if UNITY_PRO_LICENSE || ((UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL) && !UNITY_EDITOR) || UNITY_5 || UNITY_5_3_OR_NEWER Mat radiusList_mat = radiusList; Mat numberList_mat = numberList; Mat indexChange_mat = indexChange; BRISK retVal = BRISK.__fromPtr__(features2d_BRISK_create_10(thresh, octaves, radiusList_mat.nativeObj, numberList_mat.nativeObj, dMax, dMin, indexChange_mat.nativeObj)); return(retVal); #else return(null); #endif }
//javadoc: BRISK::create() public static BRISK create() { #if UNITY_PRO_LICENSE || ((UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL) && !UNITY_EDITOR) || UNITY_5 || UNITY_5_3_OR_NEWER BRISK retVal = BRISK.__fromPtr__(features2d_BRISK_create_17()); return(retVal); #else return(null); #endif }
// // C++: static Ptr_BRISK cv::BRISK::create(int thresh = 30, int octaves = 3, float patternScale = 1.0f) // //javadoc: BRISK::create(thresh, octaves, patternScale) public static BRISK create(int thresh, int octaves, float patternScale) { #if UNITY_PRO_LICENSE || ((UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL) && !UNITY_EDITOR) || UNITY_5 || UNITY_5_3_OR_NEWER BRISK retVal = BRISK.__fromPtr__(features2d_BRISK_create_14(thresh, octaves, patternScale)); return(retVal); #else return(null); #endif }
//javadoc: BRISK::create(radiusList, numberList) public static BRISK create(MatOfFloat radiusList, MatOfInt numberList) { if (radiusList != null) { radiusList.ThrowIfDisposed(); } if (numberList != null) { numberList.ThrowIfDisposed(); } #if UNITY_PRO_LICENSE || ((UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL) && !UNITY_EDITOR) || UNITY_5 || UNITY_5_3_OR_NEWER Mat radiusList_mat = radiusList; Mat numberList_mat = numberList; BRISK retVal = BRISK.__fromPtr__(features2d_BRISK_create_111(radiusList_mat.nativeObj, numberList_mat.nativeObj)); return(retVal); #else return(null); #endif }