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								#pragma once
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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 <pd/core/common.hpp>
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								#include <pd/core/vec3.hpp>
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								namespace PD {
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								namespace Numbers {
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								constexpr float Tau = std::numbers::pi * 2.f;
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								}
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								constexpr float Radians(float v) { return v * (Numbers::Tau / 360.0f); }
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								/**
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								 * Minimal Mtx4 Lib that precomputes
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								 * basic stuff stuff at compiletime
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								 *
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								 * This Lib includes Patches for work with Citro3D as well
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								 *
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								 * @note That this is not a full Matrix Library
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								 */
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								struct PD_CORE_API Mat4 {
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								  std::array<float, 16> m;
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								  constexpr Mat4() : m{} {}
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								  constexpr static Mat4 Diagonal(float x, float y, float z, float w) {
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								    Mat4 ret;
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								    ret(0, 0) = x;
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								    ret(1, 1) = y;
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								    ret(2, 2) = z;
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								    ret(3, 3) = w;
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								    return ret;
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								  }
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								  constexpr static Mat4 Identity() { return Diagonal(1, 1, 1, 1); }
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								  constexpr float* Ptr() { return m.data(); }
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								  constexpr const float* Ptr() const { return m.data(); }
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								  constexpr float& operator()(int row, int col) {
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								#ifdef __3DS__
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								    // 3ds is full reverse order iirc
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								    return m[row * 4 + (3 - col)];
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								#else
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								    return m[col * 4 + row];
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								#endif
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								  }
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								  constexpr float operator()(int row, int col) const {
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								#ifdef __3DS__
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								    // 3ds is full reverse order iirc
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								    return m[row * 4 + (3 - col)];
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								#else
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								    return m[col * 4 + row];
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								#endif
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								  }
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								  constexpr Mat4 operator*(const Mat4& v) const {
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								    Mat4 ret;
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								    for (int i = 0; i < 4; i++) {
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								      for (int j = 0; j < 4; j++) {
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								        float t = 0.f;
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								        for (int k = 0; k < 4; k++) {
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								          t += (*this)(i, k) * v(k, j);
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								        }
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								        ret(i, j) = t;
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								      }
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								    }
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								    return ret;
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								  }
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								  constexpr Mat4& operator*=(const Mat4& v) {
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								    *this = *this * v;
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								    return *this;
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								  }
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								  constexpr static Mat4 Translate(float x, float y, float z) {
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								    Mat4 ret = Identity();
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								    ret(0, 3) = x;
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								    ret(1, 3) = y;
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								    ret(2, 3) = z;
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								    return ret;
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								  }
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								  constexpr static Mat4 Scale(float x, float y, float z) {
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								    Mat4 ret;
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								    ret(0, 0) = x;
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								    ret(1, 1) = y;
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								    ret(2, 2) = z;
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								    ret(3, 3) = 1.f;
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								    return ret;
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								  }
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								  constexpr static Mat4 Ortho(float l, float r, float b, float t, float n,
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								                              float f) {
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								    Mat4 ret;
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								#ifdef __3DS__  // Patch to rotate the Matrix correctly
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								    ret(0, 1) = 2.f / (t - b);
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								    ret(0, 3) = (b + t) / (b - t);
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								    ret(1, 0) = 2.f / (l - r);
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								    ret(1, 3) = (l + r) / (r - l);
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								    ret(2, 2) = 1.f / (n - f);
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								    ret(2, 3) = 0.5f * (n + f) / (n - f) - 0.5f;
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								#else
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								    ret(0, 0) = 2.0f / (r - l);
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								    ret(0, 3) = -(r + l) / (r - l);
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								    ret(1, 1) = 2.0f / (t - b);
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								    ret(1, 3) = -(t + b) / (t - b);
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								    ret(2, 2) = -2.0f / (f - n);
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								    ret(2, 3) = -(f + n) / (f - n);
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								#endif
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								    ret(3, 3) = 1.f;
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								    return ret;
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								  }
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								  static Mat4 Rotate(fvec3 axis, float a);
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								  static Mat4 RotateX(float a);
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								  static Mat4 RotateY(float a);
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								  static Mat4 RotateZ(float a);
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								  static Mat4 Perspective(float fov, float aspect, float n, float f);
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								  static Mat4 LookAt(const fvec3& pos, const fvec3& center, const fvec3& up);
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								};
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								}  // namespace PD
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