<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 67 -->
	 * @name Object3D#rotation
			 * @type {Euler}
			 * @default (0,0,0)
			 */
			rotation: {
				configurable: true,
				enumerable: true,
				value: rotation
			},
			/**
			 * Represents the object's local rotation as Quaternions.
			 *
			 * @name Object3D#quaternion
			 * @type {Quaternion}
			 */
			quaternion: {
				configurable: true,
				enumerable: true,
				value: quaternion
			},
			/**
			 * Represents the object's local scale.
			 *
			 * @name Object3D#scale
			 * @type {Vector3}
			 * @default (1,1,1)
			 */
			scale: {
				configurable: true,
				enumerable: true,
				value: scale
			},
			/**
			 * Represents the object's model-view matrix.
			 *
			 * @name Object3D#modelViewMatrix
			 * @type {Matrix4}
			 */
			modelViewMatrix: {
				value: new Matrix4()
			},
			/**
			 * Represents the object's normal matrix.
			 *
			 * @name Object3D#normalMatrix
			 * @type {Matrix3}
			 */
			normalMatrix: {
				value: new Matrix3()
			}
		} );

		/**
		 * Represents the object's transformation matrix in local space.
		 *
		 * @type {Matrix4}
		 */
		this.matrix = new Matrix4();

		/**
		 * Represents the object's transformation matrix in world space.
		 * If the 3D object has no parent, then it's identical to the local transformation matrix
		 *
		 * @type {Matrix4}
		 */
		this.matrixWorld = new Matrix4();

		/**
		 * When set to `true`, the engine automatically computes the local matrix from position,
		 * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
		 * the local matrix by calling `updateMatrix()`.
		 *
		 * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;

		/**
		 * When set to `true`, the engine automatically computes the world matrix from the current local
		 * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
		 * recomputing the world matrix by directly updating the `matrixWorld` property.
		 *
		 * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer

		/**
		 * When set to `true`, it calculates the world matrix in that frame and resets this property
		 * to `false`.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.matrixWorldNeedsUpdate = false;

		/**
		 * The layer membership of the 3D object. The 3D object is only visible if it has
		 * at least one layer in common with the camera in use. This property can also be
		 * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
		 *
		 * @type {Layers}
		 */
		this.layers = new Layers();

		/**
		 * When set to `true`, the 3D object gets rendered.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.visible = true;

		/**
		 * When set to `true`, the 3D object gets rendered into shadow maps.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.castShadow = false;

		/**
		 * When set to `true`, the 3D object is affected by shadows in the scene.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.receiveShadow = false;

		/**
		 * When set to `true`, the 3D object is honored by view frustum culling.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.frustumCulled = true;

		/**
		 * This value allows the default rendering order of scene graph objects to be
		 * overridden although opaque and transparent objects remain sorted independently.
		 * When this property is set for an instance of {@link Group},all descendants
		 * objects will be sorted and rendered together. Sorting is from lowest to highest
		 * render order.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.renderOrder = 0;

		/**
		 * An array holding the animation clips of the 3D object.
		 *
		 * @type {Array<AnimationClip>}
		 */
		this.animations = [];

		/**
		 * Custom depth material to be used when rendering to the depth map. Can only be used
		 * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
		 * if you are modifying vertex positions in the vertex shader you must specify a custom depth
		 * material for proper shadows.
		 *
		 * Only relevant in context of {@link WebGLRenderer}.
		 *
		 * @type {(Material|undefined)}
		 * @default undefined
		 */
		this.customDepthMaterial = undefined;

		/**
		 * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
		 *
		 * Only relevant in context of {@link WebGLRenderer}.
		 *
		 * @type {(Material|undefined)}
		 * @default undefined
		 */
		this.customDistanceMaterial = undefined;

		/**
		 * Whether the 3D object is supposed to be static or not. If set to `true`, it means
		 * the 3D obj