<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 86 -->
his.max.copy( box.max );

		return this;

	}

	/**
	 * Makes this box empty which means in encloses a zero space in 3D.
	 *
	 * @return {Box3} A reference to this bounding box.
	 */
	makeEmpty() {

		this.min.x = this.min.y = this.min.z = + Infinity;
		this.max.x = this.max.y = this.max.z = - Infinity;

		return this;

	}

	/**
	 * Returns true if this box includes zero points within its bounds.
	 * Note that a box with equal lower and upper bounds still includes one
	 * point, the one both bounds share.
	 *
	 * @return {boolean} Whether this box is empty or not.
	 */
	isEmpty() {

		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );

	}

	/**
	 * Returns the center point of this box.
	 *
	 * @param {Vector3} target - The target vector that is used to store the method's result.
	 * @return {Vector3} The center point.
	 */
	getCenter( target ) {

		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	}

	/**
	 * Returns the dimensions of this box.
	 *
	 * @param {Vector3} target - The target vector that is used to store the method's result.
	 * @return {Vector3} The size.
	 */
	getSize( target ) {

		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );

	}

	/**
	 * Expands the boundaries of this box to include the given point.
	 *
	 * @param {Vector3} point - The point that should be included by the bounding box.
	 * @return {Box3} A reference to this bounding box.
	 */
	expandByPoint( point ) {

		this.min.min( point );
		this.max.max( point );

		return this;

	}

	/**
	 * Expands this box equilaterally by the given vector. The width of this
	 * box will be expanded by the x component of the vector in both
	 * directions. The height of this box will be expanded by the y component of
	 * the vector in both directions. The depth of this box will be
	 * expanded by the z component of the vector in both directions.
	 *
	 * @param {Vector3} vector - The vector that should expand the bounding box.
	 * @return {Box3} A reference to this bounding box.
	 */
	expandByVector( vector ) {

		this.min.sub( vector );
		this.max.add( vector );

		return this;

	}

	/**
	 * Expands each dimension of the box by the given scalar. If negative, the
	 * dimensions of the box will be contracted.
	 *
	 * @param {number} scalar - The scalar value that should expand the bounding box.
	 * @return {Box3} A reference to this bounding box.
	 */
	expandByScalar( scalar ) {

		this.min.addScalar( - scalar );
		this.max.addScalar( scalar );

		return this;

	}

	/**
	 * Expands the boundaries of this box to include the given 3D object and
	 * its children, accounting for the object's, and children's, world
	 * transforms. The function may result in a larger box than strictly
	 * necessary (unless the precise parameter is set to true).
	 *
	 * @param {Object3D} object - The 3D object that should expand the bounding box.
	 * @param {boolean} precise - If set to `true`, the method expands the bounding box
	 * as little as necessary at the expense of more computation.
	 * @return {Box3} A reference to this bounding box.
	 */
	expandByObject( object, precise = false ) {

		// Computes the world-axis-aligned bounding box of an object (including its children),
		// accounting for both the object's, and children's, world transforms

		object.updateWorldMatrix( false, false );

		const geometry = object.geometry;

		if ( geometry !== undefined ) {

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

			// precise AABB computation based on vertex data requires at least a position attribute.
			// instancing isn't supported so far and uses the normal (conservative) code path.

			if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {

				for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {

					if ( object.isMesh === true ) {

						object.getVertexPosition( i, _vector$b );

					} else {

						_vector$b.fromBufferAttribute( positionAttribute, i );

					}

					_vector$b.applyMatrix4( object.matrixWorld );
					this.expandByPoint( _vector$b );

				}

			} else {

				if ( object.boundingBox !== undefined ) {

					// object-level bounding box

					if ( object.boundingBox === null ) {

						object.computeBoundingBox();

					}

					_box$4.copy( object.boundingBox );


				} else {

					// geometry-level bounding box

					if ( geometry.boundingBox === null ) {

						geometry.computeBoundingBox();

					}

					_box$4.copy( geometry.boundingBox );

				}

				_box$4.applyMatrix4( object.matrixWorld );

				this.union( _box$4 );

			}

		}

		const children = object.children;

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

			this.expandByObject( children[ i