<!-- SOLIDIVISM · part 84 -->
ctor2} A reference to this vector.
	 */
	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );

		return this;

	}

	/**
	 * If this vector's x or y value is greater than the max vector's x or y
	 * value, it is replaced by the corresponding value.
	 * If this vector's x or y value is less than the min vector's x or y value,
	 * it is replaced by the corresponding value.
	 *
	 * @param {Vector2} min - The minimum x and y values.
	 * @param {Vector2} max - The maximum x and y values in the desired range.
	 * @return {Vector2} A reference to this vector.
	 */
	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = clamp( this.x, min.x, max.x );
		this.y = clamp( this.y, min.y, max.y );

		return this;

	}

	/**
	 * If this vector's x or y values are greater than the max value, they are
	 * replaced by the max value.
	 * If this vector's x or y values are less than the min value, they are
	 * replaced by the min value.
	 *
	 * @param {number} minVal - The minimum value the components will be clamped to.
	 * @param {number} maxVal - The maximum value the components will be clamped to.
	 * @return {Vector2} A reference to this vector.
	 */
	clampScalar( minVal, maxVal ) {

		this.x = clamp( this.x, minVal, maxVal );
		this.y = clamp( this.y, minVal, maxVal );

		return this;

	}

	/**
	 * If this vector's length is greater than the max value, it is replaced by
	 * the max value.
	 * If this vector's length is less than the min value, it is replaced by the
	 * min value.
	 *
	 * @param {number} min - The minimum value the vector length will be clamped to.
	 * @param {number} max - The maximum value the vector length will be clamped to.
	 * @return {Vector2} A reference to this vector.
	 */
	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );

	}

	/**
	 * The components of this vector are rounded down to the nearest integer value.
	 *
	 * @return {Vector2} A reference to this vector.
	 */
	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );

		return this;

	}

	/**
	 * The components of this vector are rounded up to the nearest integer value.
	 *
	 * @return {Vector2} A reference to this vector.
	 */
	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );

		return this;

	}

	/**
	 * The components of this vector are rounded to the nearest integer value
	 *
	 * @return {Vector2} A reference to this vector.
	 */
	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );

		return this;

	}

	/**
	 * The components of this vector are rounded towards zero (up if negative,
	 * down if positive) to an integer value.
	 *
	 * @return {Vector2} A reference to this vector.
	 */
	roundToZero() {

		this.x = Math.trunc( this.x );
		this.y = Math.trunc( this.y );

		return this;

	}

	/**
	 * Inverts this vector - i.e. sets x = -x and y = -y.
	 *
	 * @return {Vector2} A reference to this vector.
	 */
	negate() {

		this.x = - this.x;
		this.y = - this.y;

		return this;

	}

	/**
	 * Calculates the dot product of the given vector with this instance.
	 *
	 * @param {Vector2} v - The vector to compute the dot product with.
	 * @return {number} The result of the dot product.
	 */
	dot( v ) {

		return this.x * v.x + this.y * v.y;

	}

	/**
	 * Calculates the cross product of the given vector with this instance.
	 *
	 * @param {Vector2} v - The vector to compute the cross product with.
	 * @return {number} The result of the cross product.
	 */
	cross( v ) {

		return this.x * v.y - this.y * v.x;

	}

	/**
	 * Computes the square of the Euclidean length (straight-line length) from
	 * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
	 * compare the length squared instead as it is slightly more efficient to calculate.
	 *
	 * @return {number} The square length of this vector.
	 */
	lengthSq() {

		return this.x * this.x + this.y * this.y;

	}

	/**
	 * Computes the  Euclidean length (straight-line length) from (0, 0) to (x, y).
	 *
	 * @return {number} The length of this vector.
	 */
	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y );

	}

	/**
	 * Computes the Manhattan length of this vector.
	 *
	 * @return {number} The length of this vector.
	 */
	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y );

	}

	/**
	 * Converts this vector to a unit vector - that is, sets it equal to a vector
	 * with the same direction as this one, but with a vector length of `1`.
	 *
	 * @return {Vector2} A reference to this vector.
	 */
	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	/**
	 * Computes the angle in radians of this vector with respect to the positive x-axis.
	 *
	 * @return {number} The angle in radians.
	 */
	angle() {

		const angle = Math.atan2( - this.y, - this.x ) + Math.PI;

		return angle;

	}

	/**
	 * Retur