JSDoc: Source: gl-matrix/common.js

# Source: gl-matrix/common.js

    /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.

    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    THE SOFTWARE. */

    /**
     * @class Common utilities
     * @name glMatrix
     */
    var glMatrix = {};

    // Configuration Constants
    glMatrix.EPSILON = 0.000001;
    glMatrix.ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
    glMatrix.RANDOM = Math.random;
    glMatrix.ENABLE_SIMD = false;

    // Capability detection
    glMatrix.SIMD_AVAILABLE = (glMatrix.ARRAY_TYPE === this.Float32Array) && ('SIMD' in this);
    glMatrix.USE_SIMD = glMatrix.ENABLE_SIMD && glMatrix.SIMD_AVAILABLE;

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

    var degree = Math.PI / 180;

    /**
    * Convert Degree To Radian
    *
    * @param {Number} a Angle in Degrees
    */
    glMatrix.toRadian = function(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.
     */
    glMatrix.equals = function(a, b) {
    	return Math.abs(a - b) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a), Math.abs(b));
    }

    module.exports = glMatrix;