<!-- SOLUV · part 30 -->
he vector to compute the squared distance to.
	 * @return {number} The squared distance.
	 */
	distanceToSquared( v ) {

		const dx = this.x - v.x, dy = this.y - v.y;
		return dx * dx + dy * dy;

	}

	/**
	 * Computes the Manhattan distance from the given vector to this instance.
	 *
	 * @param {Vector2} v - The vector to compute the Manhattan distance to.
	 * @return {number} The Manhattan distance.
	 */
	manhattanDistanceTo( v ) {

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

	}

	/**
	 * Sets this vector to a vector with the same direction as this one, but
	 * with the specified length.
	 *
	 * @param {number} length - The new length of this vector.
	 * @return {Vector2} A reference to this vector.
	 */
	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	/**
	 * Linearly interpolates between the given vector and this instance, where
	 * alpha is the percent distance along the line - alpha = 0 will be this
	 * vector, and alpha = 1 will be the given one.
	 *
	 * @param {Vector2} v - The vector to interpolate towards.
	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
	 * @return {Vector2} A reference to this vector.
	 */
	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;

		return this;

	}

	/**
	 * Linearly interpolates between the given vectors, where alpha is the percent
	 * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
	 * be the second one. The result is stored in this instance.
	 *
	 * @param {Vector2} v1 - The first vector.
	 * @param {Vector2} v2 - The second vector.
	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
	 * @return {Vector2} A reference to this vector.
	 */
	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v2.x - v1.x ) * alpha;
		this.y = v1.y + ( v2.y - v1.y ) * alpha;

		return this;

	}

	/**
	 * Returns `true` if this vector is equal with the given one.
	 *
	 * @param {Vector2} v - The vector to test for equality.
	 * @return {boolean} Whether this vector is equal with the given one.
	 */
	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) );

	}

	/**
	 * Sets this vector's x value to be `array[ offset ]` and y
	 * value to be `array[ offset + 1 ]`.
	 *
	 * @param {Array<number>} array - An array holding the vector component values.
	 * @param {number} [offset=0] - The offset into the array.
	 * @return {Vector2} A reference to this vector.
	 */
	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];

		return this;

	}

	/**
	 * Writes the components of this vector to the given array. If no array is provided,
	 * the method returns a new instance.
	 *
	 * @param {Array<number>} [array=[]] - The target array holding the vector components.
	 * @param {number} [offset=0] - Index of the first element in the array.
	 * @return {Array<number>} The vector components.
	 */
	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;

		return array;

	}

	/**
	 * Sets the components of this vector from the given buffer attribute.
	 *
	 * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
	 * @param {number} index - The index into the attribute.
	 * @return {Vector2} A reference to this vector.
	 */
	fromBufferAttribute( attribute, index ) {

		this.x = attribute.getX( index );
		this.y = attribute.getY( index );

		return this;

	}

	/**
	 * Rotates this vector around the given center by the given angle.
	 *
	 * @param {Vector2} center - The point around which to rotate.
	 * @param {number} angle - The angle to rotate, in radians.
	 * @return {Vector2} A reference to this vector.
	 */
	rotateAround( center, angle ) {

		const c = Math.cos( angle ), s = Math.sin( angle );

		const x = this.x - center.x;
		const y = this.y - center.y;

		this.x = x * c - y * s + center.x;
		this.y = x * s + y * c + center.y;

		return this;

	}

	/**
	 * Sets each component of this vector to a pseudo-random value between `0` and
	 * `1`, excluding `1`.
	 *
	 * @return {Vector2} A reference to this vector.
	 */
	random() {

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

		return this;

	}

	*[ Symbol.iterator ]() {

		yield this.x;
		yield this.y;

	}

}

/**
 * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
 *
 * Iterating through a vector instance will yield its components `(x, y, z, w)` in
 * the corresponding order.
 *
 * Note that three.js expects Quaternions to be normalized.
 * ```js
 * const quaternion = new THREE.Quaternion();
 * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
 *
 * const vector = new THREE.Vector3( 1, 0, 0 );
 * vector.applyQuaternion( quaternion );
 * ```
 */
class Quaternion {

	/**
	 * Constructs a new quaternion.
	 *
	 * @param {numbe