# Additions
- libpicasso (shader compiling) - linearAllocator template (for std::vector) - palladium vec and mat api - iron (2d renderer)
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121
source/maths/mat.cpp
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121
source/maths/mat.cpp
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <amethyst/maths/mat.hpp>
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namespace amy {
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mat4 mat4::rotateX(float a) {
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float c = std::cos(a);
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float s = std::sin(a);
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mat4 ret = identity();
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ret(1, 1) = c;
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ret(1, 2) = -s;
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ret(2, 1) = s;
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ret(2, 2) = c;
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return ret;
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}
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mat4 mat4::rotateY(float a) {
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float c = std::cos(a);
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float s = std::sin(a);
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mat4 ret = identity();
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ret(0, 0) = c;
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ret(0, 2) = s;
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ret(2, 0) = -s;
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ret(2, 2) = c;
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return ret;
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}
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mat4 mat4::rotateZ(float a) {
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float c = std::cos(a);
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float s = std::sin(a);
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mat4 ret = identity();
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ret(0, 0) = c;
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ret(0, 1) = -s;
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ret(1, 0) = s;
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ret(1, 1) = c;
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return ret;
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}
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mat4 mat4::rotate(fvec3 axis, float a) {
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float s = std::sin(a);
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float c = std::cos(a);
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float t = 1.f - c;
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axis = axis.Normalize();
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float x = axis.x;
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float y = axis.y;
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float z = axis.z;
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mat4 ret = identity();
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ret(0, 0) = t * x * x + c;
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ret(0, 1) = t * x * y - z * s;
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ret(0, 2) = t * x * z + y * s;
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ret(1, 0) = t * x * y + z * s;
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ret(1, 1) = t * y * y + c;
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ret(1, 2) = t * y * z - x * s;
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ret(2, 0) = t * x * z - y * s;
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ret(2, 1) = t * y * z + x * s;
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ret(2, 2) = t * z * z + c;
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return ret;
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}
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mat4 mat4::perspective(float fov, float aspect, float n, float f) {
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float _fov = std::tan(fov / 2.f);
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mat4 ret;
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ret(0, 0) = 1.f / (aspect * _fov);
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ret(1, 1) = 1.f / _fov;
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#ifdef __3DS__
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ret(2, 3) = f * n / (n - f);
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ret(2, 2) = -(-1.f) * n / (n - f);
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#else
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ret(2, 2) = -(f + n) / (f - n);
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ret(2, 3) = -(2.f * f * n) / (f - n);
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#endif
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ret(3, 2) = -1.f;
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ret(3, 3) = 0.0f;
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return ret;
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}
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mat4 mat4::lookAt(const fvec3& pos, const fvec3& center, const fvec3& up) {
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auto f = fvec3(center - pos).Normalize();
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auto s = f.Cross(up).Normalize();
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auto u = s.Cross(f);
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mat4 ret = identity();
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ret(0, 0) = s.x;
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ret(0, 1) = s.y;
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ret(0, 2) = s.z;
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ret(1, 0) = u.x;
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ret(1, 1) = u.y;
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ret(1, 2) = u.z;
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ret(2, 0) = -f.x;
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ret(2, 1) = -f.y;
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ret(2, 2) = -f.z;
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ret(0, 3) = -s.Dot(pos);
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ret(1, 3) = -u.Dot(pos);
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ret(2, 3) = f.Dot(pos);
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return ret;
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}
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} // namespace amy
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