/**
* @file
*
* Summary.
* <p>High performance matrix and vector operations.</p>
*
* @author Brandon Jones
* @author Colin MacKenzie IV
* @version 3.4.0
*
* @copyright (c) 2015-2021, Brandon Jones, Colin MacKenzie IV.
* @see <a href="/WebGL/lib/gl-matrix/dist/esm">source</a>
*/
/**
* Common utilities
* @module glMatrix
*/
// Configuration Constants
export var EPSILON = 0.000001;
export var ARRAY_TYPE =
typeof Float32Array !== "undefined" ? Float32Array : Array;
export var RANDOM = Math.random;
export var ANGLE_ORDER = "zyx";
/**
* 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;
}
var 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);
};