<!-- SOLIDIVISM · part 143 -->
an} 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 triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

	}

}

/**
 * Represents an axis-aligned bounding box (AABB) in 3D space.
 */
class Box3 {

	/**
	 * Constructs a new bounding box.
	 *
	 * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
	 * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
	 */
	constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isBox3 = true;

		/**
		 * The lower boundary of the box.
		 *
		 * @type {Vector3}
		 */
		this.min = min;

		/**
		 * The upper boundary of the box.
		 *
		 * @type {Vector3}
		 */
		this.max = max;

	}

	/**
	 * Sets the lower and upper boundaries of this box.
	 * Please note that this method only copies the values from the given objects.
	 *
	 * @param {Vector3} min - The lower boundary of the box.
	 * @param {Vector3} max - The upper boundary of the box.
	 * @return {Box3} A reference to this bounding box.
	 */
	set( min, max ) {

		this.min.copy( min );
		this.max.copy( max );

		return this;

	}

	/**
	 * Sets the upper and lower bounds of this box so it encloses the position data
	 * in the given array.
	 *
	 * @param {Array<number>} array - An array holding 3D position data.
	 * @return {Box3} A reference to this bounding box.
	 */
	setFromArray( array ) {

		this.makeEmpty();

		for ( let i = 0, il = array.length; i < il; i += 3 ) {

			this.expandByPoint( _vector$b.fromArray( array, i ) );

		}

		return this;

	}

	/**
	 * Sets the upper and lower bounds of this box so it encloses the position data
	 * in the given buffer attribute.
	 *
	 * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
	 * @return {Box3} A reference to this bounding box.
	 */
	setFromBufferAttribute( attribute ) {

		this.makeEmpty();

		for ( let i = 0, il = attribute.count; i < il; i ++ ) {

			this.expandByPoint( _vector$b.