<!-- SOLIDIVISM · part 187 -->
World.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__*/ new Vector3();

const _sphere$5 = /*@__PURE__*/ new Sphere();
const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
const _ray$2 = /*@__PURE__*/ new Ray();

/**
 * A mesh that has a {@link Skeleton} that can then be used to animate the
 * vertices of the geometry with skinning/skeleton animation.
 *
 * Next to a valid skeleton, the skinned mesh requires skin indices and weights
 * as buffer attributes in its geometry. These attribute define which bones affect a single
 * vertex to a certain extend.
 *
 * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
 * or {@link FBXLoader } import respective models.
 *
 * @augments Mesh
 * @demo scenes/bones-browser.html
 */
class SkinnedMesh extends Mesh {

	/**
	 * Constructs a new skinned mesh.
	 *
	 * @param {BufferGeometry} [geometry] - The mesh geometry.
	 * @param {Material|Array<Material>} [material] - The mesh material.
	 */
	constructor( geometry, material ) {

		super( geometry, material );

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

		this.type = 'SkinnedMesh';

		/**
		 * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
		 * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
		 * across multiple skinned meshes.
		 *
		 * @type {(AttachedBindMode|DetachedBindMode)}
		 * @default AttachedBindMode
		 */
		this.bindMode = AttachedBindMode;

		/**
		 * The base matrix that is used for the bound bone transforms.
		 *
		 * @type {Matrix4}
		 */
		this.bindMatrix = new Matrix4();

		/**
		 * The base matrix that is used for resetting the bound bone transforms.
		 *
		 * @type {Matrix4}
		 */
		this.bindMatrixInverse = new Matrix4();

		/**
		 * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
		 *
		 * @type {?Box3}
		 * @default null
		 */
		this.boundingBox = null;

		/**
		 * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
		 *
		 * @type {?Sphere}
		 * @default null
		 */
		this.boundingSphere = null;

	}

	/**
	 * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
	 * The bounding box is not automatically computed by the engine; this method must be called by your app.
	 * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
	 * the current animation state.
	 */
	computeBoundingBox() {

		const geometry = this.geometry;

		if ( this.boundingBox === null ) {

			this.boundingBox = new Box3();

		}

		this.boundingBox.makeEmpty();

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

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

			this.getVertexPosition( i, _vertex );
			this.boundingBox.expandByPoint( _vertex );

		}

	}

	/**
	 * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
	 * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
	 * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
	 * per frame in order to reflect the current animation state.
	 */
	computeBoundingSphere() {

		const geometry = this.geometry;

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new Sph