"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.setMatrixArrayType = setMatrixArrayType; exports.toRadian = toRadian; exports.equals = equals; exports.RANDOM = exports.ARRAY_TYPE = exports.EPSILON = void 0; /** * Common utilities * @module glMatrix */ // Configuration Constants var EPSILON = 0.000001; exports.EPSILON = EPSILON; var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array; exports.ARRAY_TYPE = ARRAY_TYPE; var 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 */ exports.RANDOM = RANDOM; function setMatrixArrayType(type) { exports.ARRAY_TYPE = ARRAY_TYPE = type; } var degree = Math.PI / 180; /** * Convert Degree To Radian * * @param {Number} a Angle in Degrees */ 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. */ 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); };