<!-- NEW4 — TEST 4 · THE QUILT · part 84 -->
ithin.
	 */
	getPlane( target ) {

		return target.setFromCoplanarPoints( this.a, this.b, this.c );

	}

	/**
	 * 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} target - The target vector that is used to store the method's result.
	 * @return {?Vector3} The barycentric coordinates for the given point
	 */
	getBarycoord( point, target ) {

		return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

	}

	/**
	 * Computes the value barycentrically interpolated for the given point on the
	 * triangle. Returns `null` if the triangle is degenerate.
	 *
	 * @param {Vector3} point - Position of interpolated point.
	 * @param {Vector3} v1 - Value to interpolate of first vertex.
	 * @param {Vector3} v2 - Value to interpolate of second vertex.
	 * @param {Vector3} v3 - Value to interpolate of third vertex.
	 * @param {Vector3} target - The target vector that is used to store the method's result.
	 * @return {?Vector3} The interpolated value.
	 */
	getInterpolation( point, v1, v2, v3, target ) {

		return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );

	}

	/**
	 * 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.
	 * @return {boolean} Whether the given point, when projected onto the plane of the
	 * triangle, lies within the triangle or not.
	 */
	containsPoint( point ) {

		return Triangle.containsPoint( point, this.a, this.b, this.c );

	}

	/**
	 * Returns `true` if the triangle is oriented towards the given direction.
	 *
	 * @param {Vector3} direction - The (normalized) direction vector.
	 * @return {boolean} Whether the triangle is oriented towards the given direction or not.
	 */
	isFrontFacing( direction ) {

		return Triangle.isFrontFacing( this.a, this.b, this.c, direction );

	}

	/**
	 * Returns `true` if this triangle intersects with the given box.
	 *
	 * @param {Box3} box - The box to intersect.
	 * @return {boolean} Whether this triangle intersects with the given box or not.
	 */
	intersectsBox( box ) {

		return box.intersectsTriangle( this );

	}

	/**
	 * Returns the closest point on the triangle to the given point.
	 *
	 * @param {Vector3} p - The point to compute the closest point for.
	 * @param {Vector3} target - The target vector that is used to store the method's result.
	 * @return {Vector3} The closest point on the triangle.
	 */
	closestPointToPoint( p, target ) {

		const a = this.a, b = this.b, c = this.c;
		let v, w;

		// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
		// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
		// under the accompanying license; see chapter 5.1.5 for detailed explanation.
		// basically, we're distinguishing which of the voronoi regions of the triangle
		// the point lies in with the minimum amount of redundant computation.

		_vab.subVectors( b, a );
		_vac.subVectors( c, a );
		_vap.subVectors( p, a );
		const d1 = _vab.dot( _vap );
		const d2 = _vac.dot( _vap );
		if ( d1 <= 0 && d2 <= 0 ) {

			// vertex region of A; barycentric coords (1, 0, 0)
			return target.copy( a );

		}

		_vbp.subVectors( p, b );
		const d3 = _vab.dot( _vbp );
		const d4 = _vac.dot( _vbp );
		if ( d3 >= 0 && d4 <= d3 ) {

			// vertex region of B; barycentric coords (0, 1, 0)
			return target.copy( b );

		}

		const vc = d1 * d4 - d3 * d2;
		if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {

			v = d1 / ( d1 - d3 );
			// edge region of AB; barycentric coords (1-v, v, 0)
			return target.copy( a ).addScaledVector( _vab, v );

		}

		_vcp.subVectors( p, c );
		const d5 = _vab.dot( _vcp );
		const d6 = _vac.dot( _vcp );
		if ( d6 >= 0 && d5 <= d6 ) {

			// vertex region of C; barycentric coords (0, 0, 1)
			return target.copy( c );

		}

		const vb = d5 * d2 - d1 * d6;
		if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {

			w = d2 / ( d2 - d6 );
			// edge region of AC; barycentric coords (1-w, 0, w)
			return target.copy( a ).addScaledVector( _vac, w );

		}

		const va = d3 * d6 - d5 * d4;
		if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {

			_vbc.subVectors( c, b );
			w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
			// edge region of BC; barycentric coords (0, 1-w, w)
			return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC

		}

		// face region
		const denom = 1 / ( va + vb + vc );
		// u = va * denom
		v = vb * denom;
		w = vc * denom;

		return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );

	}

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

		return trian