<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 245 -->
 = this.right;
		data.object.top = this.top;
		data.object.bottom = this.bottom;
		data.object.near = this.near;
		data.object.far = this.far;

		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

		return data;

	}

}

/**
 * Represents the shadow configuration of directional lights.
 *
 * @augments LightShadow
 */
class DirectionalLightShadow extends LightShadow {

	/**
	 * Constructs a new directional light shadow.
	 */
	constructor() {

		super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isDirectionalLightShadow = true;

	}

}

/**
 * A light that gets emitted in a specific direction. This light will behave
 * as though it is infinitely far away and the rays produced from it are all
 * parallel. The common use case for this is to simulate daylight; the sun is
 * far enough away that its position can be considered to be infinite, and
 * all light rays coming from it are parallel.
 *
 * A common point of confusion for directional lights is that setting the
 * rotation has no effect. This is because three.js's DirectionalLight is the
 * equivalent to what is often called a 'Target Direct Light' in other
 * applications.
 *
 * This means that its direction is calculated as pointing from the light's
 * {@link Object3D#position} to the {@link DirectionalLight#target} position
 * (as opposed to a 'Free Direct Light' that just has a rotation
 * component).
 *
 * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
 *
 * ```js
 * // White directional light at half intensity shining from the top.
 * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
 * scene.add( directionalLight );
 * ```
 *
 * @augments Light
 */
class DirectionalLight extends Light {

	/**
	 * Constructs a new directional light.
	 *
	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
	 * @param {number} [intensity=1] - The light's strength/intensity.
	 */
	constructor( color, intensity ) {

		super( color, intensity );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isDirectionalLight = true;

		this.type = 'DirectionalLight';

		this.position.copy( Object3D.DEFAULT_UP );
		this.updateMatrix();

		/**
		 * The directional light points from its position to the
		 * target's position.
		 *
		 * For the target's position to be changed to anything other
		 * than the default, it must be added to the scene.
		 *
		 * It is also possible to set the target to be another 3D object
		 * in the scene. The light will now track the target object.
		 *
		 * @type {Object3D}
		 */
		this.target = new Object3D();

		/**
		 * This property holds the light's shadow configuration.
		 *
		 * @type {DirectionalLightShadow}
		 */
		this.shadow = new DirectionalLightShadow();

	}

	dispose() {

		super.dispose();

		this.shadow.dispose();

	}

	copy( source ) {

		super.copy( source );

		this.target = source.target.clone();
		this.shadow = source.shadow.clone();

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.shadow = this.shadow.toJSON();
		data.object.target = this.target.uuid;

		return data;

	}

}

/**
 * This light globally illuminates all objects in the scene equally.
 *
 * It cannot be used to cast shadows as it does not have a direction.
 *
 * ```js
 * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
 * scene.add( light );
 * ```
 *
 * @augments Light
 */
class AmbientLight extends Light {

	/**
	 * Constructs a new ambient light.
	 *
	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
	 * @param {number} [intensity=1] - The light's strength/intensity.
	 */
	constructor( color, intensity ) {

		super( color, intensity );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isAmbientLight = true;

		this.type = 'AmbientLight';

	}

}

/**
 * This class emits light uniformly across the face a rectangular plane.
 * This light type can be used to simulate light sources such as bright
 * windows or strip lighting.
 *
 * Important Notes:
 *
 * - There is no shadow support.
 * - Only PBR materials are supported.
 * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
 * into your app and init the uniforms/textures.
 *
 * ```js
 * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
 * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); //  only relevant for WebGPURenderer
 *
 * const intensity = 1; const width = 10; const height = 10;
 * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
 * rectLight.position.set( 5, 5, 0 );
 * 