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function vec2(a,b){
this.a = a
this.b = b
}
vec2.prototype.magnitude = function(){
return this.b-this.a
}
vec2.prototype.length = function(){
return abs(this.b-this.a)
}
vec2.prototype.clone = function(){
return new vec2(this.a, this.b)
}
vec2.prototype.abs = function(){
if (this.b < this.a) {
this.a = this.a ^ this.b
this.b = this.a ^ this.b
this.a = this.a ^ this.b
}
return this
}
vec2.prototype.midpoint = function(){
return lerp(0.5, this.a, this.b)
}
vec2.prototype.eq = function(v){
return this.a == v.a && this.b == v.b
}
vec2.prototype.add = function(n){
this.a += n
this.b += n
return this
}
vec2.prototype.sub = function(n){
this.a -= n
this.b -= n
return this
}
vec2.prototype.mul = function(n){
this.a *= n
this.b *= n
return this
}
vec2.prototype.div = function(n){
this.a /= n
this.b /= n
return this
}
vec2.normalize = function(){
var dim = max(this.a, this.b)
this.a = this.a/dim
this.b = this.b/dim
return this
}
vec2.prototype.contains = function(n){
return this.a <= n && n <= this.b
}
vec2.prototype.containsDisc = function(n,r){
return this.a <= n-r && n+r <= this.b
}
vec2.prototype.clamp = function(n){
return clamp(n, this.a, this.b)
}
vec2.prototype.clampDisc = function(n,r){
return clamp(n, this.a+r, this.b-r)
}
vec2.prototype.intersects = function(v){
if (this.a < v.a) {
return (v.a < this.b && this.b <= v.b) || (this.a < v.b && v.b <= this.b)
}
else if (this.a == v.a) {
return true
}
else if (this.a > v.a) {
return (this.a < v.b && v.b <= this.b) || (v.a < this.b && this.b <= v.b)
}
}
vec2.prototype.union = function(v){
if (this.intersects(v)) {
return new vec2( min(this.a,v.a), max(this.b, v.b) )
}
}
vec2.prototype.intersection = function(v){
if (this.intersects(v)) {
return new vec2( max(this.a,v.a), min(this.b, v.b) )
}
}
vec2.prototype.toString = function(){
return "[" + this.a + " " + this.b + "]"
}
vec2.prototype.quantize = function(n){
n = n || 10
this.a = quantize(this.a, n)
this.b = quantize(this.b, n)
}
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