compiles, header file empty
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@ -1,23 +1,34 @@
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#include "Distribution.h"
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#include "Distribution.h"
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#include "glm.hpp"
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#include <string>
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#include <math.h>
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#include <math.h>
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namespace Plant
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{
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float humMean; float humSD; float tempMean; float tempSD; std::string name; std::string fileName; Core::RenderContext modelContext; glm::mat4 modelMatrix;
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class Plant {
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Plant::Plant::Plant(float humMean, float humSD, float tempMean, float tempSD, std::string name, std::string fileName) {
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public:
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humMean = humMean;
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float humMean; float humSD; float tempMean; float tempSD; std::string name; std::string fileName; glm::mat4 modelMatrix;
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humSD = humSD;
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Plant(float humMean, float humSD, float tempMean, float tempSD, std::string name, std::string fileName) {
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tempMean = tempMean;
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this->humMean = humMean;
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tempSD = tempSD;
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this->humSD = humSD;
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name = name;
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this->tempMean = tempMean;
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fileName = fileName;
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this->tempSD = tempSD;
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modelContext = Core::RenderContext{};
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this->name = name;
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modelMatrix = glm::mat4();
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this->fileName = fileName;
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//this->modelContext = Core::RenderContext{};
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this->modelMatrix = glm::mat4();
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}
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}
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float Plant::Plant::calcProbability(float xValue, float mean, float sd)
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float calcProbability(float xValue, float mean, float sd)
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{
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{
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float temp = (xValue - mean) / sd * sqrt(2);
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float temp = (xValue - mean) / sd * sqrt(2);
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return (1+erf(temp))/2;
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return (1 + erf(temp)) / 2;
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}
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}
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}
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;
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}
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@ -1,16 +1,20 @@
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#pragma once
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//#pragma once
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#include <string>
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//#include <string>
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#include "Render_Utils.h"
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////#include "Render_Utils.h"
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#include "Render_Utils.cpp"
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////#include "Render_Utils.cpp"
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#include "glm.hpp"
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//#include "glm.hpp"
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//
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namespace Plant
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//namespace Plant
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{
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//{
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class Plant {
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// class Plant {
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public:
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// public:
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float humMean; float humSD; float tempMean; float tempSD; std::string name; std::string fileName; glm::mat4 modelMatrix;
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//
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Plant(float humMean, float humSD, float tempMean, float tempSD, std::string name, std::string fileName);
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// float humMean; float humSD; float tempMean; float tempSD; std::string name; std::string fileName;
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static float calcProbability(float xValue, float mean, float sd);
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// //Core::RenderContext modelContext;
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//
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};
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// glm::mat4 modelMatrix;
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}
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// Plant(float humMean, float humSD, float tempMean, float tempSD, std::string name, std::string fileName);
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// static float calcProbability(float xValue, float mean, float sd);
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//
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// };
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//}
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@ -10,7 +10,8 @@
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#include "Shader_Loader.h"
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Render_Utils.h"
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#include "Texture.h"
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#include "Texture.h"
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#include "Distribution.h"
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#include "Distribution.cpp"
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#include "Box.cpp"
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#include "Box.cpp"
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#include <assimp/Importer.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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