<!-- NEW4 — TEST 4 · THE QUILT · part 58 -->

			te[ 10 ] = a * c;

		} else if ( euler.order === 'YZX' ) {

			const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = bd - ac * f;
			te[ 8 ] = bc * f + ad;

			te[ 1 ] = f;
			te[ 5 ] = a * e;
			te[ 9 ] = - b * e;

			te[ 2 ] = - d * e;
			te[ 6 ] = ad * f + bc;
			te[ 10 ] = ac - bd * f;

		} else if ( euler.order === 'XZY' ) {

			const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = - f;
			te[ 8 ] = d * e;

			te[ 1 ] = ac * f + bd;
			te[ 5 ] = a * e;
			te[ 9 ] = ad * f - bc;

			te[ 2 ] = bc * f - ad;
			te[ 6 ] = b * e;
			te[ 10 ] = bd * f + ac;

		}

		// bottom row
		te[ 3 ] = 0;
		te[ 7 ] = 0;
		te[ 11 ] = 0;

		// last column
		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	}

	/**
	 * Sets the rotation component of this matrix to the rotation specified by
	 * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
	 * The rest of the matrix is set to the identity.
	 *
	 * @param {Quaternion} q - The Quaternion.
	 * @return {Matrix4} A reference to this matrix.
	 */
	makeRotationFromQuaternion( q ) {

		return this.compose( _zero, q, _one );

	}

	/**
	 * Sets the rotation component of the transformation matrix, looking from `eye` towards
	 * `target`, and oriented by the up-direction.
	 *
	 * @param {Vector3} eye - The eye vector.
	 * @param {Vector3} target - The target vector.
	 * @param {Vector3} up - The up vector.
	 * @return {Matrix4} A reference to this matrix.
	 */
	lookAt( eye, target, up ) {

		const te = this.elements;

		_z.subVectors( eye, target );

		if ( _z.lengthSq() === 0 ) {

			// eye and target are in the same position

			_z.z = 1;

		}

		_z.normalize();
		_x.crossVectors( up, _z );

		if ( _x.lengthSq() === 0 ) {

			// up and z are parallel

			if ( Math.abs( up.z ) === 1 ) {

				_z.x += 0.0001;

			} else {

				_z.z += 0.0001;

			}

			_z.normalize();
			_x.crossVectors( up, _z );

		}

		_x.normalize();
		_y.crossVectors( _z, _x );

		te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
		te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
		te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;

		return this;

	}

	/**
	 * Post-multiplies this matrix by the given 4x4 matrix.
	 *
	 * @param {Matrix4} m - The matrix to multiply with.
	 * @return {Matrix4} A reference to this matrix.
	 */
	multiply( m ) {

		return this.multiplyMatrices( this, m );

	}

	/**
	 * Pre-multiplies this matrix by the given 4x4 matrix.
	 *
	 * @param {Matrix4} m - The matrix to multiply with.
	 * @return {Matrix4} A reference to this matrix.
	 */
	premultiply( m ) {

		return this.multiplyMatrices( m, this );

	}

	/**
	 * Multiples the given 4x4 matrices and stores the result
	 * in this matrix.
	 *
	 * @param {Matrix4} a - The first matrix.
	 * @param {Matrix4} b - The second matrix.
	 * @return {Matrix4} A reference to this matrix.
	 */
	multiplyMatrices( a, b ) {

		const ae = a.elements;
		const be = b.elements;
		const te = this.elements;

		const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
		const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
		const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
		const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];

		const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
		const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
		const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
		const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];

		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
		te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
		te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
		te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
		te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
		te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
		te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
		te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
		te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
		te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

		te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
		te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
		te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
		te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

		return this;

	}

	/**
	 * Multiplies every component of the matrix by the given scalar.
	 *
	 * @param {number} s - The scalar.
	 * @return {Matrix4} A reference to this matrix.
	 */
	multiplyScalar( s ) {

		const te = this.elements;

		te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
		te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
		te[ 2 ] *= s; te[ 6 ] *= s; te