<!-- NEW3 — TEST 3 · THE RIVER'S JOURNEY · part 36 -->
{Vector3} A reference to this vector.
	 */
	setFromSpherical( s ) {

		return this.setFromSphericalCoords( s.radius, s.phi, s.theta );

	}

	/**
	 * Sets the vector components from the given spherical coordinates.
	 *
	 * @param {number} radius - The radius.
	 * @param {number} phi - The phi angle in radians.
	 * @param {number} theta - The theta angle in radians.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromSphericalCoords( radius, phi, theta ) {

		const sinPhiRadius = Math.sin( phi ) * radius;

		this.x = sinPhiRadius * Math.sin( theta );
		this.y = Math.cos( phi ) * radius;
		this.z = sinPhiRadius * Math.cos( theta );

		return this;

	}

	/**
	 * Sets the vector components from the given cylindrical coordinates.
	 *
	 * @param {Cylindrical} c - The cylindrical coordinates.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromCylindrical( c ) {

		return this.setFromCylindricalCoords( c.radius, c.theta, c.y );

	}

	/**
	 * Sets the vector components from the given cylindrical coordinates.
	 *
	 * @param {number} radius - The radius.
	 * @param {number} theta - The theta angle in radians.
	 * @param {number} y - The y value.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromCylindricalCoords( radius, theta, y ) {

		this.x = radius * Math.sin( theta );
		this.y = y;
		this.z = radius * Math.cos( theta );

		return this;

	}

	/**
	 * Sets the vector components to the position elements of the
	 * given transformation matrix.
	 *
	 * @param {Matrix4} m - The 4x4 matrix.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrixPosition( m ) {

		const e = m.elements;

		this.x = e[ 12 ];
		this.y = e[ 13 ];
		this.z = e[ 14 ];

		return this;

	}

	/**
	 * Sets the vector components to the scale elements of the
	 * given transformation matrix.
	 *
	 * @param {Matrix4} m - The 4x4 matrix.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrixScale( m ) {

		const sx = this.setFromMatrixColumn( m, 0 ).length();
		const sy = this.setFromMatrixColumn( m, 1 ).length();
		const sz = this.setFromMatrixColumn( m, 2 ).length();

		this.x = sx;
		this.y = sy;
		this.z = sz;

		return this;

	}

	/**
	 * Sets the vector components from the specified matrix column.
	 *
	 * @param {Matrix4} m - The 4x4 matrix.
	 * @param {number} index - The column index.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrixColumn( m, index ) {

		return this.fromArray( m.elements, index * 4 );

	}

	/**
	 * Sets the vector components from the specified matrix column.
	 *
	 * @param {Matrix3} m - The 3x3 matrix.
	 * @param {number} index - The column index.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrix3Column( m, index ) {

		return this.fromArray( m.elements, index * 3 );

	}

	/**
	 * Sets the vector components from the given Euler angles.
	 *
	 * @param {Euler} e - The Euler angles to set.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromEuler( e ) {

		this.x = e._x;
		this.y = e._y;
		this.z = e._z;

		return this;

	}

	/**
	 * Sets the vector components from the RGB components of the
	 * given color.
	 *
	 * @param {Color} c - The color to set.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromColor( c ) {

		this.x = c.r;
		this.y = c.g;
		this.z = c.b;

		return this;

	}

	/**
	 * Returns `true` if this vector is equal with the given one.
	 *
	 * @param {Vector3} v - The vector to test for equality.
	 * @return {boolean} Whether this vector is equal with the given one.
	 */
	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );

	}

	/**
	 * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
	 * and z value to be `array[ offset + 2 ]`.
	 *
	 * @param {Array<number>} array - An array holding the vector component values.
	 * @param {number} [offset=0] - The offset into the array.
	 * @return {Vector3} A reference to this vector.
	 */
	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];
		this.z = array[ offset + 2 ];

		return this;

	}

	/**
	 * Writes the components of this vector to the given array. If no array is provided,
	 * the method returns a new instance.
	 *
	 * @param {Array<number>} [array=[]] - The target array holding the vector components.
	 * @param {number} [offset=0] - Index of the first element in the array.
	 * @return {Array<number>} The vector components.
	 */
	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;
		array[ offset + 2 ] = this.z;

		return array;

	}

	/**
	 * Sets the components of this vector from the given buffer attribute.
	 *
	 * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
	 * @param {number} index - The index into the attribute.
	 * @return {Vector3} A reference to this vector.
	 */
	fromBufferAttribute