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Merge pull request #335 from dtinth/master
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Provide ES modules with other ES features transpiled to ES5.
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stefnotch authored Aug 19, 2018
2 parents 44ec388 + aa2bee3 commit 6866ae9
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Showing 14 changed files with 7,174 additions and 7 deletions.
12 changes: 11 additions & 1 deletion .babelrc
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@@ -1,3 +1,13 @@
{
"presets": ["env"]
"env": {
"development": {
"presets": ["env"]
},
"production": {
"presets": ["env"]
},
"esm": {
"presets": [["env", { "modules": false }]]
}
}
}
5 changes: 3 additions & 2 deletions .travis.yml
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Expand Up @@ -3,6 +3,7 @@ sudo: false
node_js:
- "7.0.0"
script:
- webpack --config utils/webpack.config.js
- webpack --config utils/webpack.config.min.js
- npm run build
- npm run build-min
- npm run build-esm
- mocha --compilers js:babel-register --recursive spec
12 changes: 12 additions & 0 deletions lib/gl-matrix.js
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import * as glMatrix from "./gl-matrix/common.js";
import * as mat2 from "./gl-matrix/mat2.js";
import * as mat2d from "./gl-matrix/mat2d.js";
import * as mat3 from "./gl-matrix/mat3.js";
import * as mat4 from "./gl-matrix/mat4.js";
import * as quat from "./gl-matrix/quat.js";
import * as quat2 from "./gl-matrix/quat2.js";
import * as vec2 from "./gl-matrix/vec2.js";
import * as vec3 from "./gl-matrix/vec3.js";
import * as vec4 from "./gl-matrix/vec4.js";

export { glMatrix, mat2, mat2d, mat3, mat4, quat, quat2, vec2, vec3, vec4 };
42 changes: 42 additions & 0 deletions lib/gl-matrix/common.js
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/**
* 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;

/**
* Sets the type of array used when creating new vectors and matrices
*
* @param {Type} 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));
}
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