<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 88 -->
, - _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 the triangle
		// use already existing triangle edge vectors here
		_triangleNormal.crossVectors( _f0, _f1 );
		axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];

		return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );

	}

	/**
	 * Clamps the given point within the bounds of this box.
	 *
	 * @param {Vector3} point - The point to clamp.
	 * @param {Vector3} target - The target vector that is used to store the method's result.
	 * @return {Vector3} The clamped point.
	 */
	clampPoint( point, target ) {

		return target.copy( point ).clamp( this.min, this.max );

	}

	/**
	 * Returns the euclidean distance from any edge of this box to the specified point. If
	 * the given point lies inside of this box, the distance will be `0`.
	 *
	 * @param {Vector3} point - The point to compute the distance to.
	 * @return {number} The euclidean distance.
	 */
	distanceToPoint( point ) {

		return this.clampPoint( point, _vector$b ).distanceTo( point );

	}

	/**
	 * Returns a bounding sphere that encloses this bounding box.
	 *
	 * @param {Sphere} target - The target sphere that is used to store the method's result.
	 * @return {Sphere} The bounding sphere that encloses this bounding box.
	 */
	getBoundingSphere( target ) {

		if ( this.isEmpty() ) {

			target.makeEmpty();

		} else {

			this.getCenter( target.center );

			target.radius = this.getSize( _vector$b ).length() * 0.5;

		}

		return target;

	}

	/**
	 * Computes the intersection of this bounding box and the given one, setting the upper
	 * bound of this box to the lesser of the two boxes' upper bounds and the
	 * lower bound of this box to the greater of the two boxes' lower bounds. If
	 * there's no overlap, makes this box empty.
	 *
	 * @param {Box3} box - The bounding box to intersect with.
	 * @return {Box3} A reference to this bounding box.
	 */
	intersect( box ) {

		this.min.max( box.min );
		this.max.min( box.max );

		// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
		if ( this.isEmpty() ) this.makeEmpty();

		return this;

	}

	/**
	 * Computes the union of this box and another and the given one, setting the upper
	 * bound of this box to the greater of the two boxes' upper bounds and the
	 * lower bound of this box to the lesser of the two boxes' lower bounds.
	 *
	 * @param {Box3} box - The bounding box that will be unioned with this instance.
	 * @return {Box3} A reference to this bounding box.
	 */
	union( box ) {

		this.min.min( box.min );
		this.max.max( box.max );

		return this;

	}

	/**
	 * Transforms this bounding box by the given 4x4 transformation matrix.
	 *
	 * @param {Matrix4} matrix - The transformation matrix.
	 * @return {Box3} A reference to this bounding box.
	 */
	applyMatrix4( matrix ) {

		// transform of empty box is an empty box.
		if ( this.isEmpty() ) return this;

		// NOTE: I am using a binary pattern to specify all 2^3 combinations below
		_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
		_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
		_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
		_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
		_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
		_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
		_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
		_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111

		this.setFromPoints( _points );

		return this;

	}

	/**
	 * Adds the given offset to both the upper and lower bounds of this bounding box,
	 * effectively moving it in 3D space.
	 *
	 * @param {Vector3} offset - The offset that should be used to translate the bounding box.
	 * @return {Box3} A reference to this bounding box.
	 */
	translate( offset ) {

		this.min.add( offset );
		this.max.add( offset );

		return this;

	}

	/**
	 * Returns `true` if this bounding box is equal with the given one.
	 *
	 * @param {Box3} box - The box to test for equality.
	 * @return {boolean} Whether this bounding box is equal with the given one.
	 */
	equals( box ) {

		return box.min.equals( this.min ) && box.max.equals( this.max );

	}

	/**
	 * Returns a serialized 