<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 84 -->
ckground = source.background.clone();
		if ( source.environment !== null ) this.environment = source.environment.clone();
		if ( source.fog !== null ) this.fog = source.fog.clone();

		this.backgroundBlurriness = source.backgroundBlurriness;
		this.backgroundIntensity = source.backgroundIntensity;
		this.backgroundRotation.copy( source.backgroundRotation );

		this.environmentIntensity = source.environmentIntensity;
		this.environmentRotation.copy( source.environmentRotation );

		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

		this.matrixAutoUpdate = source.matrixAutoUpdate;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

		data.object.backgroundBlurriness = this.backgroundBlurriness;
		data.object.backgroundIntensity = this.backgroundIntensity;
		data.object.backgroundRotation = this.backgroundRotation.toArray();

		data.object.environmentIntensity = this.environmentIntensity;
		data.object.environmentRotation = this.environmentRotation.toArray();

		return data;

	}

}

const _v0$2 = /*@__PURE__*/ new Vector3();
const _v1$5 = /*@__PURE__*/ new Vector3();
const _v2$4 = /*@__PURE__*/ new Vector3();
const _v3$2 = /*@__PURE__*/ new Vector3();

const _vab = /*@__PURE__*/ new Vector3();
const _vac = /*@__PURE__*/ new Vector3();
const _vbc = /*@__PURE__*/ new Vector3();
const _vap = /*@__PURE__*/ new Vector3();
const _vbp = /*@__PURE__*/ new Vector3();
const _vcp = /*@__PURE__*/ new Vector3();

const _v40 = /*@__PURE__*/ new Vector4();
const _v41 = /*@__PURE__*/ new Vector4();
const _v42 = /*@__PURE__*/ new Vector4();

/**
 * A geometric triangle as defined by three vectors representing its three corners.
 */
class Triangle {

	/**
	 * Constructs a new triangle.
	 *
	 * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
	 * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
	 * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
	 */
	constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {

		/**
		 * The first corner of the triangle.
		 *
		 * @type {Vector3}
		 */
		this.a = a;

		/**
		 * The second corner of the triangle.
		 *
		 * @type {Vector3}
		 */
		this.b = b;

		/**
		 * The third corner of the triangle.
		 *
		 * @type {Vector3}
		 */
		this.c = c;

	}

	/**
	 * Computes the normal vector of a triangle.
	 *
	 * @param {Vector3} a - The first corner of the triangle.
	 * @param {Vector3} b - The second corner of the triangle.
	 * @param {Vector3} c - The third corner of the triangle.
	 * @param {Vector3} target - The target vector that is used to store the method's result.
	 * @return {Vector3} The triangle's normal.
	 */
	static getNormal( a, b, c, target ) {

		target.subVectors( c, b );
		_v0$2.subVectors( a, b );
		target.cross( _v0$2 );

		const targetLengthSq = target.lengthSq();
		if ( targetLengthSq > 0 ) {

			return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

		}

		return target.set( 0, 0, 0 );

	}

	/**
	 * Computes a barycentric coordinates from the given vector.
	 * Returns `null` if the triangle is degenerate.
	 *
	 * @param {Vector3} point - A point in 3D space.
	 * @param {Vector3} a - The first corner of the triangle.
	 * @param {Vector3} b - The second corner of the triangle.
	 * @param {Vector3} c - The third corner of the triangle.
	 * @param {Vector3} target - The target vector that is used to store the method's result.
	 * @return {?Vector3} The barycentric coordinates for the given point
	 */
	static getBarycoord( point, a, b, c, target ) {

		_v0$2.subVectors( c, a );
		_v1$5.subVectors( b, a );
		_v2$4.subVectors( point, a );

		const dot00 = _v0$2.dot( _v0$2 );
		const dot01 = _v0$2.dot( _v1$5 );
		const dot02 = _v0$2.dot( _v2$4 );
		const dot11 = _v1$5.dot( _v1$5 );
		const dot12 = _v1$5.dot( _v2$4 );

		const denom = ( dot00 * dot11 - dot01 * dot01 );

		// collinear or singular triangle
		if ( denom === 0 ) {

			target.set( 0, 0, 0 );
			return null;

		}

		const invDenom = 1 / denom;
		const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
		const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

		// barycentric coordinates must always sum to 1
		return target.set( 1 - u - v, v, u );

	}

	/**
	 * Returns `true` if the given point, when projected onto the plane of the
	 * triangle, lies within the triangle.
	 *
	 * @param {Vector3} point - The point in 3D space to test.
	 * @param {Vector3} a - The first corner of the triangle.
	 * @param {Vector3} b - The second corner of the triangle.
	 * @param {Vector3} c - The third corner of the triangle.
	 * @return {boolean} Whether the given point, when projected onto the plane of the
	 * triangle, lies within the triangle or not.
	 */
	static containsPoint( point, a, b, c ) {

		// if the triangle is degenerate then we can't contain a point
		if ( 