<!-- SOLIDIVISM · part 116 -->
xis - The basis's z axis.
	 * @return {Matrix4} A reference to this matrix.
	 */
	makeBasis( xAxis, yAxis, zAxis ) {

		this.set(
			xAxis.x, yAxis.x, zAxis.x, 0,
			xAxis.y, yAxis.y, zAxis.y, 0,
			xAxis.z, yAxis.z, zAxis.z, 0,
			0, 0, 0, 1
		);

		return this;

	}

	/**
	 * Extracts the rotation component of the given matrix
	 * into this matrix's rotation component.
	 *
	 * Note: This method does not support reflection matrices.
	 *
	 * @param {Matrix4} m - The matrix.
	 * @return {Matrix4} A reference to this matrix.
	 */
	extractRotation( m ) {

		if ( m.determinantAffine() === 0 ) {

			return this.identity();

		}

		const te = this.elements;
		const me = m.elements;

		const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
		const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
		const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();

		te[ 0 ] = me[ 0 ] * scaleX;
		te[ 1 ] = me[ 1 ] * scaleX;
		te[ 2 ] = me[ 2 ] * scaleX;
		te[ 3 ] = 0;

		te[ 4 ] = me[ 4 ] * scaleY;
		te[ 5 ] = me[ 5 ] * scaleY;
		te[ 6 ] = me[ 6 ] * scaleY;
		te[ 7 ] = 0;

		te[ 8 ] = me[ 8 ] * scaleZ;
		te[ 9 ] = me[ 9 ] * scaleZ;
		te[ 10 ] = me[ 10 ] * scaleZ;
		te[ 11 ] = 0;

		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	}

	/**
	 * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
	 * the rotation specified by the given Euler angles. The rest of
	 * the matrix is set to the identity. Depending on the {@link Euler#order},
	 * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
	 * for a complete list.
	 *
	 * @param {Euler} euler - The Euler angles.
	 * @return {Matrix4} A reference to this matrix.
	 */
	makeRotationFromEuler( euler ) {

		const te = this.elements;

		const x = euler.x, y = euler.y, z = euler.z;
		const a = Math.cos( x ), b = Math.sin( x );
		const c = Math.cos( y ), d = Math.sin( y );
		const e = Math.cos( z ), f = Math.sin( z );

		if ( euler.order === 'XYZ' ) {

			const ae = a * e, af = a * f, be = b * e, bf = b * f;

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

			te[ 1 ] = af + be * d;
			te[ 5 ] = ae - bf * d;
			te[ 9 ] = - b * c;

			te[ 2 ] = bf - ae * d;
			te[ 6 ] = be + af * d;
			te[ 10 ] = a * c;

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

			const ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce + df * b;
			te[ 4 ] = de * b - cf;
			te[ 8 ] = a * d;

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

			te[ 2 ] = cf * b - de;
			te[ 6 ] = df + ce * b;
			te[ 10 ] = a * c;

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

			const ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce - df * b;
			te[ 4 ] = - a * f;
			te[ 8 ] = de + cf * b;

			te[ 1 ] = cf + de * b;
			te[ 5 ] = a * e;
			te[ 9 ] = df - ce * b;

			te[ 2 ] = - a * d;
			te[ 6 ] = b;
			te[ 10 ] = a * c;

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

			const ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[ 0 ] = c * e;
			te[ 4 ] = be * d - af;
			te[ 8 ] = ae * d + bf;

			te[ 1 ] = c * f;
			te[ 5 ] = bf * d + ae;
			te[ 9 ] = af * d - be;

			te[ 2 ] = - d;
			te[ 6 ] = b * c;
			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();
		