<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 72 -->
[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
			te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;

		}

		this.matrixWorldNeedsUpdate = true;

	}

	/**
	 * Updates the transformation matrix in world space of this 3D objects and its descendants.
	 *
	 * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
	 * local space. The computation of the local and world matrix can be controlled with the
	 * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
	 * `true` by default.  Set these flags to `false` if you need more control over the update matrix process.
	 *
	 * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
	 * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
	 */
	updateMatrixWorld( force ) {

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

		if ( this.matrixWorldNeedsUpdate || force ) {

			if ( this.matrixWorldAutoUpdate === true ) {

				if ( this.parent === null ) {

					this.matrixWorld.copy( this.matrix );

				} else {

					this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

				}

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// make sure descendants are updated if required

		const children = this.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			const child = children[ i ];

			child.updateMatrixWorld( force );

		}

	}

	/**
	 * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
	 * update of ancestor and descendant nodes.
	 *
	 * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
	 * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
	 * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
	 * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
	 */
	updateWorldMatrix( updateParents, updateChildren, force = false ) {

		const parent = this.parent;

		if ( updateParents === true && parent !== null ) {

			parent.updateWorldMatrix( true, false );

		}

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

		if ( this.matrixWorldNeedsUpdate || force ) {

			if ( this.matrixWorldAutoUpdate === true ) {

				if ( this.parent === null ) {

					this.matrixWorld.copy( this.matrix );

				} else {

					this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

				}

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// make sure descendants are updated

		if ( updateChildren === true ) {

			const children = this.children;

			for ( let i = 0, l = children.length; i < l; i ++ ) {

				const child = children[ i ];

				child.updateWorldMatrix( false, true, force );

			}

		}

	}

	/**
	 * Serializes the 3D object into JSON.
	 *
	 * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
	 * @return {Object} A JSON object representing the serialized 3D object.
	 * @see {@link ObjectLoader#parse}
	 */
	toJSON( meta ) {

		// meta is a string when called from JSON.stringify
		const isRootObject = ( meta === undefined || typeof meta === 'string' );

		const output = {};

		// meta is a hash used to collect geometries, materials.
		// not providing it implies that this is the root object
		// being serialized.
		if ( isRootObject ) {

			// initialize meta obj
			meta = {
				geometries: {},
				materials: {},
				textures: {},
				images: {},
				shapes: {},
				skeletons: {},
				animations: {},
				nodes: {}
			};

			output.metadata = {
				version: 4.7,
				type: 'Object',
				generator: 'Object3D.toJSON'
			};

		}

		// standard Object3D serialization

		const object = {};

		object.uuid = this.uuid;
		object.type = this.type;

		object.name = this.name;
		object.castShadow = this.castShadow;
		object.receiveShadow = this.receiveShadow;
		object.visible = this.visible;
		object.frustumCulled = this.frustumCulled;
		object.renderOrder = this.renderOrder;
		object.static = this.static;
		object.matrixAutoUpdate = this.matrixAutoUpdate;

		if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;

		object.layers = this.layers.mask;
		object.matrix = this.matrix.toArray();
		object.up = this.up.toArray();

		if ( this.pivot !== null ) object.pivot = this.pivot.toArray();

		if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
		if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();

		// object specific properties

		if ( this.isInstancedMesh ) {

			object.type = 'InstancedMesh';
			object.count = this.count;
			object.instanceMatrix = this.instanceMatrix.toJSON();
			if ( this.instanceColor !