<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 102 -->
e given array of points. The array
	 * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
	 * set to `0`.
	 *
	 * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
	 * data from the array. The length of the array must match the vertex count.
	 *
	 * @param {Array<Vector2>|Array<Vector3>} points - The points.
	 * @return {BufferGeometry} A reference to this instance.
	 */
	setFromPoints( points ) {

		const positionAttribute = this.getAttribute( 'position' );

		if ( positionAttribute === undefined ) {

			const position = [];

			for ( let i = 0, l = points.length; i < l; i ++ ) {

				const point = points[ i ];
				position.push( point.x, point.y, point.z || 0 );

			}

			this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

		} else {

			const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size

			for ( let i = 0; i < l; i ++ ) {

				const point = points[ i ];
				positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );

			}

			if ( points.length > positionAttribute.count ) {

				warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );

			}

			positionAttribute.needsUpdate = true;

		}

		return this;

	}

	/**
	 * Computes the bounding box of the geometry, and updates the `boundingBox` member.
	 * The bounding box is not computed by the engine; it must be computed by your app.
	 * You may need to recompute the bounding box if the geometry vertices are modified.
	 */
	computeBoundingBox() {

		if ( this.boundingBox === null ) {

			this.boundingBox = new Box3();

		}

		const position = this.attributes.position;
		const morphAttributesPosition = this.morphAttributes.position;

		if ( position && position.isGLBufferAttribute ) {

			error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );

			this.boundingBox.set(
				new Vector3( - Infinity, - Infinity, - Infinity ),
				new Vector3( + Infinity, + Infinity, + Infinity )
			);

			return;

		}

		if ( position !== undefined ) {

			this.boundingBox.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					_box$2.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$9.addVectors( this.boundingBox.min, _box$2.min );
						this.boundingBox.expandByPoint( _vector$9 );

						_vector$9.addVectors( this.boundingBox.max, _box$2.max );
						this.boundingBox.expandByPoint( _vector$9 );

					} else {

						this.boundingBox.expandByPoint( _box$2.min );
						this.boundingBox.expandByPoint( _box$2.max );

					}

				}

			}

		} else {

			this.boundingBox.makeEmpty();

		}

		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

			error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

		}

	}

	/**
	 * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
	 * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
	 * You may need to recompute the bounding sphere if the geometry vertices are modified.
	 */
	computeBoundingSphere() {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new Sphere();

		}

		const position = this.attributes.position;
		const morphAttributesPosition = this.morphAttributes.position;

		if ( position && position.isGLBufferAttribute ) {

			error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );

			this.boundingSphere.set( new Vector3(), Infinity );

			return;

		}

		if ( position ) {

			// first, find the center of the bounding sphere

			const center = this.boundingSphere.center;

			_box$2.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
						_box$2.expandByPoint( _vector$9 );

						_vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
						_box$2.expandByPoint( _vector$9 );

					} else {

						_box$2.expandByPoint( _boxMorphTargets.min );
						_box$2.expandByPoint( _boxMorphTargets.max );

					}

				}

			}

			_box$2.getCenter( center );

			// second, try to find a b