<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 150 -->
erer}. WebGL and WebGPU
		 * ignore this setting and always render line primitives with a
		 * width of one pixel.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.linewidth = 1;

		/**
		 * Defines appearance of line ends.
		 *
		 * Can only be used with {@link SVGRenderer}.
		 *
		 * @type {('butt'|'round'|'square')}
		 * @default 'round'
		 */
		this.linecap = 'round';

		/**
		 * Defines appearance of line joints.
		 *
		 * Can only be used with {@link SVGRenderer}.
		 *
		 * @type {('round'|'bevel'|'miter')}
		 * @default 'round'
		 */
		this.linejoin = 'round';

		/**
		 * Whether the material is affected by fog or not.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.fog = true;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.linewidth = source.linewidth;
		this.linecap = source.linecap;
		this.linejoin = source.linejoin;

		this.fog = source.fog;

		return this;

	}

}

const _vStart = /*@__PURE__*/ new Vector3();
const _vEnd = /*@__PURE__*/ new Vector3();

const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
const _ray$1 = /*@__PURE__*/ new Ray();
const _sphere$1 = /*@__PURE__*/ new Sphere();

const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();

/**
 * A continuous line. The line are rendered by connecting consecutive
 * vertices with straight lines.
 *
 * ```js
 * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
 *
 * const points = [];
 * points.push( new THREE.Vector3( - 10, 0, 0 ) );
 * points.push( new THREE.Vector3( 0, 10, 0 ) );
 * points.push( new THREE.Vector3( 10, 0, 0 ) );
 *
 * const geometry = new THREE.BufferGeometry().setFromPoints( points );
 *
 * const line = new THREE.Line( geometry, material );
 * scene.add( line );
 * ```
 *
 * @augments Object3D
 */
class Line extends Object3D {

	/**
	 * Constructs a new line.
	 *
	 * @param {BufferGeometry} [geometry] - The line geometry.
	 * @param {Material|Array<Material>} [material] - The line material.
	 */
	constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {

		super();

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isLine = true;

		this.type = 'Line';

		/**
		 * The line geometry.
		 *
		 * @type {BufferGeometry}
		 */
		this.geometry = geometry;

		/**
		 * The line material.
		 *
		 * @type {Material|Array<Material>}
		 * @default LineBasicMaterial
		 */
		this.material = material;

		/**
		 * A dictionary representing the morph targets in the geometry. The key is the
		 * morph targets name, the value its attribute index. This member is `undefined`
		 * by default and only set when morph targets are detected in the geometry.
		 *
		 * @type {Object<string,number>|undefined}
		 * @default undefined
		 */
		this.morphTargetDictionary = undefined;

		/**
		 * An array of weights typically in the range `[0,1]` that specify how much of the morph
		 * is applied. This member is `undefined` by default and only set when morph targets are
		 * detected in the geometry.
		 *
		 * @type {Array<number>|undefined}
		 * @default undefined
		 */
		this.morphTargetInfluences = undefined;

		this.updateMorphTargets();

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
		this.geometry = source.geometry;

		return this;

	}

	/**
	 * Computes an array of distance values which are necessary for rendering dashed lines.
	 * For each vertex in the geometry, the method calculates the cumulative length from the
	 * current point to the very beginning of the line.
	 *
	 * @return {Line} A reference to this line.
	 */
	computeLineDistances() {

		const geometry = this.geometry;

		// we assume non-indexed geometry

		if ( geometry.index === null ) {

			const positionAttribute = geometry.attributes.position;
			const lineDistances = [ 0 ];

			for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {

				_vStart.fromBufferAttribute( positionAttribute, i - 1 );
				_vEnd.fromBufferAttribute( positionAttribute, i );

				lineDistances[ i ] = lineDistances[ i - 1 ];
				lineDistances[ i ] += _vStart.distanceTo( _vEnd );

			}

			geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

		} else {

			warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

		}

		return this;

	}

	/**
	 * Returns `true` if this line intersects the given frustum.
	 *
	 * @param {Frustum|FrustumArray} frustum - The frustum to test.
	 * @return {boolean} Whether this line intersects the given frustum or not.
	 */
	intersectsFrustum( frustum ) {

		return frustum.intersectsObject( this );

	}

	/**
	 * Computes interse