<!-- NEW4 — TEST 4 · THE QUILT · part 87 -->
 && point.z <= this.max.z;

	}

	/**
	 * Returns `true` if this bounding box includes the entirety of the given bounding box.
	 * If this box and the given one are identical, this function also returns `true`.
	 *
	 * @param {Box3} box - The bounding box to test.
	 * @return {boolean} Whether the bounding box contains the given bounding box or not.
	 */
	containsBox( box ) {

		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
			this.min.y <= box.min.y && box.max.y <= this.max.y &&
			this.min.z <= box.min.z && box.max.z <= this.max.z;

	}

	/**
	 * Returns a point as a proportion of this box's width, height and depth.
	 *
	 * @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} A point as a proportion of this box's width, height and depth.
	 */
	getParameter( point, target ) {

		// This can potentially have a divide by zero if the box
		// has a size dimension of 0.

		return target.set(
			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
			( point.z - this.min.z ) / ( this.max.z - this.min.z )
		);

	}

	/**
	 * Returns `true` if the given bounding box intersects with this bounding box.
	 *
	 * @param {Box3} box - The bounding box to test.
	 * @return {boolean} Whether the given bounding box intersects with this bounding box.
	 */
	intersectsBox( box ) {

		// using 6 splitting planes to rule out intersections.
		return box.max.x >= this.min.x && box.min.x <= this.max.x &&
			box.max.y >= this.min.y && box.min.y <= this.max.y &&
			box.max.z >= this.min.z && box.min.z <= this.max.z;

	}

	/**
	 * Returns `true` if the given bounding sphere intersects with this bounding box.
	 *
	 * @param {Sphere} sphere - The bounding sphere to test.
	 * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
	 */
	intersectsSphere( sphere ) {

		// Find the point on the AABB closest to the sphere center.
		this.clampPoint( sphere.center, _vector$b );

		// If that point is inside the sphere, the AABB and sphere intersect.
		return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );

	}

	/**
	 * Returns `true` if the given plane intersects with this bounding box.
	 *
	 * @param {Plane} plane - The plane to test.
	 * @return {boolean} Whether the given plane intersects with this bounding box.
	 */
	intersectsPlane( plane ) {

		// We compute the minimum and maximum dot product values. If those values
		// are on the same side (back or front) of the plane, then there is no intersection.

		let min, max;

		if ( plane.normal.x > 0 ) {

			min = plane.normal.x * this.min.x;
			max = plane.normal.x * this.max.x;

		} else {

			min = plane.normal.x * this.max.x;
			max = plane.normal.x * this.min.x;

		}

		if ( plane.normal.y > 0 ) {

			min += plane.normal.y * this.min.y;
			max += plane.normal.y * this.max.y;

		} else {

			min += plane.normal.y * this.max.y;
			max += plane.normal.y * this.min.y;

		}

		if ( plane.normal.z > 0 ) {

			min += plane.normal.z * this.min.z;
			max += plane.normal.z * this.max.z;

		} else {

			min += plane.normal.z * this.max.z;
			max += plane.normal.z * this.min.z;

		}

		return ( min <= - plane.constant && max >= - plane.constant );

	}

	/**
	 * Returns `true` if the given triangle intersects with this bounding box.
	 *
	 * @param {Triangle} triangle - The triangle to test.
	 * @return {boolean} Whether the given triangle intersects with this bounding box.
	 */
	intersectsTriangle( triangle ) {

		if ( this.isEmpty() ) {

			return false;

		}

		// compute box center and extents
		this.getCenter( _center );
		_extents.subVectors( this.max, _center );

		// translate triangle to aabb origin
		_v0$1.subVectors( triangle.a, _center );
		_v1$4.subVectors( triangle.b, _center );
		_v2$3.subVectors( triangle.c, _center );

		// compute edge vectors for triangle
		_f0.subVectors( _v1$4, _v0$1 );
		_f1.subVectors( _v2$3, _v1$4 );
		_f2.subVectors( _v0$1, _v2$3 );

		// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
		// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
		// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
		let axes = [
			0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
			_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
			- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
		];
		if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {

			return false;

		}

		// test 3 face normals from the aabb
		axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
		if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {

			return false;

		}

		// finally testing the face normal of 