s are -0.5 to 0.5 in both X and Y direction, mappable to our texture/HeightField
						const { x, y } = localPosition;
						// preserve the true world-space vector for re-activating nearby Bodies
						// invert the Y value, because the texture space coordinates use a different origin
						// https://threejs.org/docs/#api/en/textures/Texture.flipY
						return { mapSpace: { x: x + 0.5, y: -y + 0.5 }, worldSpace: intersectThreeVector };
					}
					// On a failed hit, return null
					return null;
				}

	