public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }
public KeyPoint[] toArray() { int num = (int) total(); KeyPoint[] a = new KeyPoint[num]; if(num == 0) return a; float buff[] = new float[num * _channels]; get(0, 0, buff); //TODO: check ret val! for(int i=0; i<num; i++) a[i] = new KeyPoint( buff[_channels*i+0], buff[_channels*i+1], buff[_channels*i+2], buff[_channels*i+3], buff[_channels*i+4], (int) buff[_channels*i+5], (int) buff[_channels*i+6] ); return a; }