export class Vector2 {
    x;
    y;
    constructor(x, y) {
        this.x = x;
        this.y = y;
    }
    static lerp(a, b, t) {
        return a.multiplyScalar(1 - t).add(b.multiplyScalar(t));
    }
    add(vector) {
        return new Vector2(this.x + vector.x, this.y + vector.y);
    }
    subtract(vector) {
        return new Vector2(this.x - vector.x, this.y - vector.y);
    }
    multiplyScalar(scalar) {
        return new Vector2(this.x * scalar, this.y * scalar);
    }
    dot(vector) {
        return this.x * vector.x + this.y * vector.y;
    }
    cross(vector) {
        return this.x * vector.y - this.y * vector.x;
    }
    magnitude() {
        return Math.sqrt(this.x * this.x + this.y * this.y);
    }
    normalized() {
        const magnitude = this.magnitude();
        if (magnitude === 0) {
            throw new Error("Cannot normalize a vector with magnitude 0");
        }
        return this.multiplyScalar(1 / magnitude);
    }
    distance(vector) {
        return Math.sqrt((this.x - vector.x) ** 2 + (this.y - vector.y) ** 2);
    }
    distanceSquared(vector) {
        return (this.x - vector.x) ** 2 + (this.y - vector.y) ** 2;
    }
    limit(max) {
        const magnitude = this.magnitude();
        if (magnitude > max) {
            return this.normalized().multiplyScalar(max);
        }
        return this;
    }
    angle() {
        return Math.atan2(this.y, this.x);
    }
    angleBetween(vector) {
        const dotProd = this.dot(vector);
        const magnitudes = this.magnitude() * vector.magnitude();
        if (magnitudes === 0) {
            throw new Error("Cannot calculate angle with a zero-magnitude vector");
        }
        return Math.acos(dotProd / magnitudes);
    }
    clone() {
        return new Vector2(this.x, this.y);
    }
    equals(vector) {
        return this.x === vector.x && this.y === vector.y;
    }
    rotate(angle) {
        const cos = Math.cos(angle);
        const sin = Math.sin(angle);
        return new Vector2(this.x * cos - this.y * sin, this.x * sin + this.y * cos);
    }
}
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