多边形轮廓

		/// 多边形逼近轮廓 + 获取矩形边界框
		vector<Point> contours_poly;
		Rect boundRect;
		//approxPolyDP( Mat(contours[max_channel_Id][max_channel_contour_Id]), contours_poly, 3, true );
		boundRect = boundingRect( Mat(contours[max_channel_Id][max_channel_contour_Id]));


		vector<Point> boundRectPoint;
		boundRectPoint.push_back(Point2f((float)boundRect.x , (float)boundRect.y));
		boundRectPoint.push_back(Point2f((float)(boundRect.x + boundRect.width) , (float)boundRect.y));
		boundRectPoint.push_back(Point2f((float)boundRect.x , (float)(boundRect.y+boundRect.height)));
		boundRectPoint.push_back(Point2f((float)(boundRect.x+boundRect.width) , (float)(boundRect.y+boundRect.height)));
		//轮廓长度
		double boundcontoursLength=arcLength(contours[max_channel_Id][max_channel_contour_Id],true );
		double boundRectLength=arcLength(boundRectPoint,true );
		double boundlengthRatio=boundcontoursLength/boundRectLength;
		cout<<"boundlengthRatio: "<<boundlengthRatio<<endl;


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