I’m not sure this approach is the right one for you but maybe it will help as an orientation.

Compute the bounding box of your geometry with geometry.computeBoundingBox()

When there is an intersection, copy the box and apply the world matrix of your intersection object via box.applyMatrix4( object.worldMatrix ) (You don’t want to change geometry.boundingBox).

Calculate the displacement vectors between the intersection point (in world space) and the min/max vectors of the bounding box by vector subtraction.

If you need the distance between your intersection point and the min/max vectors, calculate the length of the displacement vectors from the previous step via .length().