getVertexPosition( index, target ) {

		const geometry = this.geometry;
		const position = geometry.attributes.position;
		const morphPosition = geometry.morphAttributes.position;
		const morphTargetsRelative = geometry.morphTargetsRelative;

		target.fromBufferAttribute( position, index );

		const morphInfluences = this.morphTargetInfluences;

		if ( morphPosition && morphInfluences ) {

			_morphA.set( 0, 0, 0 );

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

				const influence = morphInfluences[ i ];
				const morphAttribute = morphPosition[ i ];

				if ( influence === 0 ) continue;

				_tempA.fromBufferAttribute( morphAttribute, index );

				if ( morphTargetsRelative ) {

					_morphA.addScaledVector( _tempA, influence );

				} else {

					_morphA.addScaledVector( _tempA.sub( target ), influence );

				}

			}

			target.add( _morphA );

		}

		return target;

	}
Returns the local-space position of the vertex at the given index, taking into
account the current animation state of both morph targets and skinning.

@param {number} index - The vertex index.
@param {Vector3} target - The target object that is used to store the method's result.
@return {Vector3} The vertex position in local space.