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122 lines
3.9 KiB
HTML
122 lines
3.9 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>JSDoc: Source: common.js</title>
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<body>
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<div id="main">
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<h1 class="page-title">Source: common.js</h1>
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<section>
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<article>
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<pre class="prettyprint source linenums"><code>/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE. */
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/**
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* @class Common utilities
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* @name glMatrix
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*/
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var glMatrix = {};
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// Configuration Constants
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glMatrix.EPSILON = 0.000001;
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glMatrix.ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
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glMatrix.RANDOM = Math.random;
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glMatrix.ENABLE_SIMD = false;
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// Capability detection
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glMatrix.SIMD_AVAILABLE = (glMatrix.ARRAY_TYPE === this.Float32Array) && ('SIMD' in this);
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glMatrix.USE_SIMD = glMatrix.ENABLE_SIMD && glMatrix.SIMD_AVAILABLE;
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/**
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* Sets the type of array used when creating new vectors and matrices
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*
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* @param {Type} type Array type, such as Float32Array or Array
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*/
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glMatrix.setMatrixArrayType = function(type) {
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glMatrix.ARRAY_TYPE = type;
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}
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var degree = Math.PI / 180;
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/**
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* Convert Degree To Radian
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*
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* @param {Number} a Angle in Degrees
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*/
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glMatrix.toRadian = function(a){
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return a * degree;
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}
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/**
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* Tests whether or not the arguments have approximately the same value, within an absolute
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* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
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* than or equal to 1.0, and a relative tolerance is used for larger values)
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*
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* @param {Number} a The first number to test.
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* @param {Number} b The second number to test.
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* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
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*/
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glMatrix.equals = function(a, b) {
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return Math.abs(a - b) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a), Math.abs(b));
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}
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module.exports = glMatrix;
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</code></pre>
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</article>
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</section>
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</div>
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<nav>
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<h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="glMatrix.html">glMatrix</a></li><li><a href="mat2.html">mat2</a></li><li><a href="mat2d.html">mat2d</a></li><li><a href="mat3.html">mat3</a></li><li><a href="mat4.html">mat4</a></li><li><a href="quat.html">quat</a></li><li><a href="vec2.html">vec2</a></li><li><a href="vec3.html">vec3</a></li><li><a href="vec4.html">vec4</a></li></ul>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Sun May 01 2016 12:11:58 GMT-0700 (Pacific Daylight Time)
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