<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 128 -->
n( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );

					for ( let j = start, jl = end; j < jl; j += 3 ) {

						const a = index.getX( j );
						const b = index.getX( j + 1 );
						const c = index.getX( j + 2 );

						intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
							intersection.face.materialIndex = group.materialIndex;
							intersects.push( intersection );

						}

					}

				}

			} else {

				const start = Math.max( 0, drawRange.start );
				const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

				for ( let i = start, il = end; i < il; i += 3 ) {

					const a = index.getX( i );
					const b = index.getX( i + 1 );
					const c = index.getX( i + 2 );

					intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

					if ( intersection ) {

						intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
						intersects.push( intersection );

					}

				}

			}

		} else if ( position !== undefined ) {

			// non-indexed buffer geometry

			if ( Array.isArray( material ) ) {

				for ( let i = 0, il = groups.length; i < il; i ++ ) {

					const group = groups[ i ];
					const groupMaterial = material[ group.materialIndex ];

					const start = Math.max( group.start, drawRange.start );
					const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );

					for ( let j = start, jl = end; j < jl; j += 3 ) {

						const a = j;
						const b = j + 1;
						const c = j + 2;

						intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
							intersection.face.materialIndex = group.materialIndex;
							intersects.push( intersection );

						}

					}

				}

			} else {

				const start = Math.max( 0, drawRange.start );
				const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

				for ( let i = start, il = end; i < il; i += 3 ) {

					const a = i;
					const b = i + 1;
					const c = i + 2;

					intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

					if ( intersection ) {

						intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
						intersects.push( intersection );

					}

				}

			}

		}

	}

}

function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {

	let intersect;

	if ( material.side === BackSide ) {

		intersect = ray.intersectTriangle( pC, pB, pA, true, point );

	} else {

		intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );

	}

	if ( intersect === null ) return null;

	_intersectionPointWorld.copy( point );
	_intersectionPointWorld.applyMatrix4( object.matrixWorld );

	const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );

	if ( distance < raycaster.near || distance > raycaster.far ) return null;

	return {
		distance: distance,
		point: _intersectionPointWorld.clone(),
		object: object
	};

}

function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {

	object.getVertexPosition( a, _vA );
	object.getVertexPosition( b, _vB );
	object.getVertexPosition( c, _vC );

	const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );

	if ( intersection ) {

		const barycoord = new Vector3();
		Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );

		if ( uv ) {

			intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );

		}

		if ( uv1 ) {

			intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );

		}

		if ( normal ) {

			intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );

			if ( intersection.normal.dot( ray.direction ) > 0 ) {

				intersection.normal.multiplyScalar( -1 );

			}

		}

		const face = {
			a: a,
			b: b,
			c: c,
			normal: new Vector3(),
			materialIndex: 0
		};

		Triangle.getNormal( _vA, _vB, _vC, face.normal );

		intersection.face = face;
		intersection.barycoord = barycoord;

	}

	return intersection;

}

const _baseVector = /*@__PURE__*/ new Vector4();

const _skinIndex = /*@__PURE__*/ new Vector4();
const _skinWeight = /*@__PURE__*/ new Vector4();

const _vector4 = /*@__PURE__*/ new Vector4();
const _matrix4 = /*@__PURE__*/ new Matrix4();
const _vertex = /*@__PURE__*