function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {

	const positionAttribute = object.geometry.attributes.position;

	_vStart.fromBufferAttribute( positionAttribute, a );
	_vEnd.fromBufferAttribute( positionAttribute, b );

	const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );

	if ( distSq > thresholdSq ) return;

	_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation

	const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );

	if ( distance < raycaster.near || distance > raycaster.far ) return;

	return {

		distance: distance,
		// What do we want? intersection point on the ray or on the segment??
		// point: raycaster.ray.at( distance ),
		point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
		index: i,
		face: null,
		faceIndex: null,
		barycoord: null,
		object: object

	};

}
Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
to make sure existing morph targets can influence this 3D object.