/**
* 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);
};