<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 69 -->
 false
		 */
		this.static = false;

		/**
		 * An object that can be used to store custom data about the 3D object. It
		 * should not hold references to functions as these will not be cloned.
		 *
		 * @type {Object}
		 */
		this.userData = {};

		/**
		 * The pivot point for rotation and scale transformations.
		 * When set, rotation and scale are applied around this point
		 * instead of the object's origin.
		 *
		 * @type {?Vector3}
		 * @default null
		 */
		this.pivot = null;

	}

	/**
	 * A callback that is executed immediately before a 3D object is rendered to a shadow map.
	 *
	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
	 * @param {Object3D} object - The 3D object.
	 * @param {Camera} camera - The camera that is used to render the scene.
	 * @param {Camera} shadowCamera - The shadow camera.
	 * @param {BufferGeometry} geometry - The 3D object's geometry.
	 * @param {Material} depthMaterial - The depth material.
	 * @param {Object} group - The geometry group data.
	 */
	onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}

	/**
	 * A callback that is executed immediately after a 3D object is rendered to a shadow map.
	 *
	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
	 * @param {Object3D} object - The 3D object.
	 * @param {Camera} camera - The camera that is used to render the scene.
	 * @param {Camera} shadowCamera - The shadow camera.
	 * @param {BufferGeometry} geometry - The 3D object's geometry.
	 * @param {Material} depthMaterial - The depth material.
	 * @param {Object} group - The geometry group data.
	 */
	onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}

	/**
	 * A callback that is executed immediately before a 3D object is rendered.
	 *
	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
	 * @param {Object3D} object - The 3D object.
	 * @param {Camera} camera - The camera that is used to render the scene.
	 * @param {BufferGeometry} geometry - The 3D object's geometry.
	 * @param {Material} material - The 3D object's material.
	 * @param {Object} group - The geometry group data.
	 */
	onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}

	/**
	 * A callback that is executed immediately after a 3D object is rendered.
	 *
	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
	 * @param {Object3D} object - The 3D object.
	 * @param {Camera} camera - The camera that is used to render the scene.
	 * @param {BufferGeometry} geometry - The 3D object's geometry.
	 * @param {Material} material - The 3D object's material.
	 * @param {Object} group - The geometry group data.
	 */
	onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}

	/**
	 * Applies the given transformation matrix to the object and updates the object's position,
	 * rotation and scale.
	 *
	 * @param {Matrix4} matrix - The transformation matrix.
	 */
	applyMatrix4( matrix ) {

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		this.matrix.premultiply( matrix );

		this.matrix.decompose( this.position, this.quaternion, this.scale );

	}

	/**
	 * Applies a rotation represented by given the quaternion to the 3D object.
	 *
	 * @param {Quaternion} q - The quaternion.
	 * @return {Object3D} A reference to this instance.
	 */
	applyQuaternion( q ) {

		this.quaternion.premultiply( q );

		return this;

	}

	/**
	 * Sets the given rotation represented as an axis/angle couple to the 3D object.
	 *
	 * @param {Vector3} axis - The (normalized) axis vector.
	 * @param {number} angle - The angle in radians.
	 */
	setRotationFromAxisAngle( axis, angle ) {

		// assumes axis is normalized

		this.quaternion.setFromAxisAngle( axis, angle );

	}

	/**
	 * Sets the given rotation represented as Euler angles to the 3D object.
	 *
	 * @param {Euler} euler - The Euler angles.
	 */
	setRotationFromEuler( euler ) {

		this.quaternion.setFromEuler( euler, true );

	}

	/**
	 * Sets the given rotation represented as rotation matrix to the 3D object.
	 *
	 * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
	 * a pure rotation matrix (i.e, unscaled).
	 */
	setRotationFromMatrix( m ) {

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		this.quaternion.setFromRotationMatrix( m );

	}

	/**
	 * Sets the given rotation represented as a Quaternion to the 3D object.
	 *
	 * @param {Quaternion} q - The Quaternion
	 */
	setRotationFromQuaternion( q ) {

		// assumes q is normalized

		this.quaternion.copy( q );

	}

	/**
	 * Rotates the 3D object along an axis in local space.
	 *
	 * @param {Vector3} axis - The (normalized) axis vector.
	 * @param {number} angle - The angle in radians.
	 * @return {Object3D} A reference to this instance.
	 */
	rotateOnAxis( axis, angle ) {

		// rotate object on axis in object space
		// axis is assumed to be normalize