<!-- SOLIDIVISM · part 159 -->
rAttribute ) {

			error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );

			this.boundingSphere.set( new Vector3(), Infinity );

			return;

		}

		if ( position ) {

			// first, find the center of the bounding sphere

			const center = this.boundingSphere.center;

			_box$2.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

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

					const morphAttribute = morphAttributesPosition[ i ];
					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
						_box$2.expandByPoint( _vector$9 );

						_vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
						_box$2.expandByPoint( _vector$9 );

					} else {

						_box$2.expandByPoint( _boxMorphTargets.min );
						_box$2.expandByPoint( _boxMorphTargets.max );

					}

				}

			}

			_box$2.getCenter( center );

			// second, try to find a boundingSphere with a radius smaller than the
			// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

			let maxRadiusSq = 0;

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

				_vector$9.fromBufferAttribute( position, i );

				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );

			}

			// process morph attributes if present

			if ( morphAttributesPosition ) {

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

					const morphAttribute = morphAttributesPosition[ i ];
					const morphTargetsRelative = this.morphTargetsRelative;

					for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {

						_vector$9.fromBufferAttribute( morphAttribute, j );

						if ( morphTargetsRelative ) {

							_offset.fromBufferAttribute( position, j );
							_vector$9.add( _offset );

						}

						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );

					}

				}

			}

			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

			if ( isNaN( this.boundingSphere.radius ) ) {

				error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

			}

		}

	}

	/**
	 * Calculates and adds a tangent attribute to this geometry.
	 *
	 * The computation is only supported for indexed geometries and if position, normal, and uv attributes
	 * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
	 * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
	 */
	computeTangents() {

		const index = this.index;
		const attributes = this.attributes;

		// based on http://www.terathon.com/code/tangent.html
		// (per vertex tangents)

		if ( index === null ||
			 attributes.position === undefined ||
			 attributes.normal === undefined ||
			 attributes.uv === undefined ) {

			error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
			return;

		}

		const positionAttribute = attributes.position;
		const normalAttribute = attributes.normal;
		const uvAttribute = attributes.uv;

		let tangentAttribute = this.getAttribute( 'tangent' );

		if ( tangentAttribute === undefined || tangentAttribute.count !== positionAttribute.count ) {

			tangentAttribute = new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 );
			this.setAttribute( 'tangent', tangentAttribute );

		}

		const tan1 = [], tan2 = [];

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

			tan1[ i ] = new Vector3();
			tan2[ i ] = new Vector3();

		}

		const vA = new Vector3(),
			vB = new Vector3(),
			vC = new Vector3(),

			uvA = new Vector2(),
			uvB = new Vector2(),
			uvC = new Vector2(),

			sdir = new Vector3(),
			tdir = new Vector3();

		function handleTriangle( a, b, c ) {

			vA.fromBufferAttribute( positionAttribute, a );
			vB.fromBufferAttribute( positionAttribute, b );
			vC.fromBufferAttribute( positionAttribute, c );

			uvA.fromBufferAttribute( uvAttribute, a );
			uvB.fromBufferAttribute( uvAttribute, b );
			uvC.fromBufferAttribute( uvAttribute, c );

			vB.sub( vA );
			vC.sub( vA );

			uvB.sub( uvA );
			uvC.sub( uvA );

			const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );

			// silently ignore degenerate uv triangles having coincident or colinear vertices

			if ( ! isFinite( r ) ) return;

			sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
			tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );

			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );

		}

		let groups = this.groups;

		if ( groups.length === 0 ) {

			groups = [ {
				s