<!-- NEW3 — TEST 3 · THE RIVER'S JOURNEY · part 296 -->
( 27, cone.r, cone.g, cone.b ); // p, n2
		colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
		colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4

		// up

		colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
		colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
		colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1

		// target

		colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
		colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c

		// cross

		colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
		colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4

		colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
		colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4

		colorAttribute.needsUpdate = true;

		return this;

	}

	/**
	 * Updates the helper based on the projection matrix of the camera.
	 */
	update() {

		const geometry = this.geometry;
		const pointMap = this.pointMap;

		const w = 1, h = 1;

		let nearZ, farZ;

		// we need just camera projection matrix inverse
		// world matrix must be identity

		_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );

		// Adjust z values based on coordinate system

		if ( this.camera.reversedDepth === true ) {

			nearZ = 1;
			farZ = 0;

		} else {

			if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {

				nearZ = -1;
				farZ = 1;

			} else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {

				nearZ = 0;
				farZ = 1;

			} else {

				throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );

			}

		}


		// center / target
		setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
		setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );

		// near

		setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
		setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
		setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
		setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );

		// far

		setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
		setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
		setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
		setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );

		// up

		setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
		setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
		setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );

		// cross

		setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
		setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
		setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
		setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );

		setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
		setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
		setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
		setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );

		geometry.getAttribute( 'position' ).needsUpdate = true;

	}

	/**
	 * Frees the GPU-related resources allocated by this instance. Call this
	 * method whenever this instance is no longer used in your app.
	 */
	dispose() {

		super.dispose();

		this.geometry.dispose();
		this.material.dispose();

	}

}


function setPoint( point, pointMap, geometry, camera, x, y, z ) {

	_vector.set( x, y, z ).unproject( camera );

	const points = pointMap[ point ];

	if ( points !== undefined ) {

		const position = geometry.getAttribute( 'position' );

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

			position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );

		}

	}

}

const _box = /*@__PURE__*/ new Box3();

/**
 * Helper object to graphically show the world-axis-aligned bounding box
 * around an object. The actual bounding box is handled with {@link Box3},
 * this is just a visual helper for debugging. It can be automatically
 * resized with {@link BoxHelper#update} when the object it's created from
 * is transformed. Note that the object must have a geometry for this to work,
 * so it won't work with sprites.
 *
 * ```js
 * const sphere = new THREE.SphereGeometry();
 * const object = new THREE.Mesh