/** * 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"; /** * Symmetric round * see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background * * @param {Number} a value to round */ export function round(a) { if (a >= 0) return Math.round(a); return a % 0.5 === 0 ? Math.floor(a) : Math.round(a); } /** * 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; var radian = 180 / Math.PI; /** * Convert Degree To Radian * * @param {Number} a Angle in Degrees */ export function toRadian(a) { return a * degree; } /** * Convert Radian To Degree * * @param {Number} a Angle in Radians */ export function toDegree(a) { return a * radian; } /** * 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. * @param {Number} tolerance Absolute or relative tolerance (default glMatrix.EPSILON) * @returns {Boolean} True if the numbers are approximately equal, false otherwise. */ export function equals(a, b) { var tolerance = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : EPSILON; return Math.abs(a - b) <= tolerance * Math.max(1, Math.abs(a), Math.abs(b)); }