<!-- SOLUV · part 59 -->
.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.flipY = false;

		/**
		 * Specifies the alignment requirements for the start of each pixel row in memory.
		 *
		 * Overwritten and set to `1` by default.
		 *
		 * @type {boolean}
		 * @default 1
		 */
		this.unpackAlignment = 1;

	}

	/**
	 * Copies the values of the given texture to this instance.
	 *
	 * @param {Data3DTexture} source - The texture to copy.
	 * @return {Data3DTexture} A reference to this instance.
	 */
	copy( source ) {

		super.copy( source );

		this.wrapR = source.wrapR;

		return this;

	}

}

/**
 * A 3D render target used in context of {@link WebGLRenderer}.
 *
 * @augments WebGLRenderTarget
 */
class WebGL3DRenderTarget extends WebGLRenderTarget {

	/**
	 * Constructs a new 3D render target.
	 *
	 * @param {number} [width=1] - The width of the render target.
	 * @param {number} [height=1] - The height of the render target.
	 * @param {number} [depth=1] - The height of the render target.
	 * @param {RenderTarget~Options} [options] - The configuration object.
	 */
	constructor( width = 1, height = 1, depth = 1, options = {} ) {

		super( width, height, options );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isWebGL3DRenderTarget = true;

		this.depth = depth;

		/**
		 * Overwritten with a different texture type.
		 *
		 * @type {Data3DTexture}
		 */
		this.texture = new Data3DTexture( null, width, height, depth );
		this._setTextureOptions( options );

		this.texture.isRenderTargetTexture = true;

	}

}

/**
 * Represents a 4x4 matrix.
 *
 * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
 * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
 *
 * This allows a 3D vector representing a point in 3D space to undergo
 * transformations such as translation, rotation, shear, scale, reflection,
 * orthogonal or perspective projection and so on, by being multiplied by the
 * matrix. This is known as `applying` the matrix to the vector.
 *
 * A Note on Row-Major and Column-Major Ordering:
 *
 * The constructor and {@link Matrix3#set} method take arguments in
 * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
 * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
 * This means that calling:
 * ```js
 * const m = new THREE.Matrix4();
 * m.set( 11, 12, 13, 14,
 *        21, 22, 23, 24,
 *        31, 32, 33, 34,
 *        41, 42, 43, 44 );
 * ```
 * will result in the elements array containing:
 * ```js
 * m.elements = [ 11, 21, 31, 41,
 *                12, 22, 32, 42,
 *                13, 23, 33, 43,
 *                14, 24, 34, 44 ];
 * ```
 * and internally all calculations are performed using column-major ordering.
 * However, as the actual ordering makes no difference mathematically and
 * most people are used to thinking about matrices in row-major order, the
 * three.js documentation shows matrices in row-major order. Just bear in
 * mind that if you are reading the source code, you'll have to take the
 * transpose of any matrices outlined here to make sense of the calculations.
 */
class Matrix4 {

	static {

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		Matrix4.prototype.isMatrix4 = true;

	}

	/**
	 * Constructs a new 4x4 matrix. The arguments are supposed to be
	 * in row-major order. If no arguments are provided, the constructor
	 * initializes the matrix as an identity matrix.
	 *
	 * @param {number} [n11] - 1-1 matrix element.
	 * @param {number} [n12] - 1-2 matrix element.
	 * @param {number} [n13] - 1-3 matrix element.
	 * @param {number} [n14] - 1-4 matrix element.
	 * @param {number} [n21] - 2-1 matrix element.
	 * @param {number} [n22] - 2-2 matrix element.
	 * @param {number} [n23] - 2-3 matrix element.
	 * @param {number} [n24] - 2-4 matrix element.
	 * @param {number} [n31] - 3-1 matrix element.
	 * @param {number} [n32] - 3-2 matrix element.
	 * @param {number} [n33] - 3-3 matrix element.
	 * @param {number} [n34] - 3-4 matrix element.
	 * @param {number} [n41] - 4-1 matrix element.
	 * @param {number} [n42] - 4-2 matrix element.
	 * @param {number} [n43] - 4-3 matrix element.
	 * @param {number} [n44] - 4-4 matrix element.
	 */
	constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

		/**
		 * A column-major list of matrix values.
		 *
		 * @type {Array<number>}
		 */
		this.elements = [

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		];

		if ( n11 !== undefined ) {

			this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );

		}

	}

	/**
	 * Sets the elements of the matrix.The arguments are s