Source: common.js

/**
 * Common utilities
 * @module glMatrix
 */

// Configuration Constants
export const EPSILON = 0.000001;
export let ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
export const RANDOM = Math.random;

/**
 * Sets the type of array used when creating new vectors and matrices
 *
 * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
 */
export function setMatrixArrayType(type) {
  ARRAY_TYPE = type;
}

const degree = Math.PI / 180;

/**
 * Convert Degree To Radian
 *
 * @param {Number} a Angle in Degrees
 */
export function toRadian(a) {
  return a * degree;
}

/**
 * Tests whether or not the arguments have approximately the same value, within an absolute
 * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
 * than or equal to 1.0, and a relative tolerance is used for larger values)
 *
 * @param {Number} a The first number to test.
 * @param {Number} b The second number to test.
 * @returns {Boolean} True if the numbers are approximately equal, false otherwise.
 */
export function equals(a, b) {
  return Math.abs(a - b) <= EPSILON*Math.max(1.0, Math.abs(a), Math.abs(b));
}

if (!Math.hypot) Math.hypot = function() {
  var y = 0, i = arguments.length;
  while (i--) y += arguments[i] * arguments[i];
  return Math.sqrt(y);
};