intersectsObject( object ) {

		if ( object.boundingSphere !== undefined ) {

			if ( object.boundingSphere === null ) object.computeBoundingSphere();

			_sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );

		} else {

			const geometry = object.geometry;

			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

			_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

		}

		return this.intersectsSphere( _sphere$3 );

	}
Returns `true` if the 3D object's bounding sphere is intersecting this frustum.

Note that the 3D object must have a geometry so that the bounding sphere can be calculated.

@param {Object3D} object - The 3D object to test.
@return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.