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							- ( function () {
 
- 	const _va = /*@__PURE__*/new THREE.Vector3(),
 
- 		// from pe to pa
 
- 		_vb = /*@__PURE__*/new THREE.Vector3(),
 
- 		// from pe to pb
 
- 		_vc = /*@__PURE__*/new THREE.Vector3(),
 
- 		// from pe to pc
 
- 		_vr = /*@__PURE__*/new THREE.Vector3(),
 
- 		// right axis of screen
 
- 		_vu = /*@__PURE__*/new THREE.Vector3(),
 
- 		// up axis of screen
 
- 		_vn = /*@__PURE__*/new THREE.Vector3(),
 
- 		// normal vector of screen
 
- 		_vec = /*@__PURE__*/new THREE.Vector3(),
 
- 		// temporary vector
 
- 		_quat = /*@__PURE__*/new THREE.Quaternion(); // temporary quaternion
 
- 	/** Set a PerspectiveCamera's projectionMatrix and quaternion
 
-  * to exactly frame the corners of an arbitrary rectangle.
 
-  * NOTE: This function ignores the standard parameters;
 
-  * do not call updateProjectionMatrix() after this!
 
-  * @param {Vector3} bottomLeftCorner
 
-  * @param {Vector3} bottomRightCorner
 
-  * @param {Vector3} topLeftCorner
 
-  * @param {boolean} estimateViewFrustum */
 
- 	function frameCorners( camera, bottomLeftCorner, bottomRightCorner, topLeftCorner, estimateViewFrustum = false ) {
 
- 		const pa = bottomLeftCorner,
 
- 			pb = bottomRightCorner,
 
- 			pc = topLeftCorner;
 
- 		const pe = camera.position; // eye position
 
- 		const n = camera.near; // distance of near clipping plane
 
- 		const f = camera.far; //distance of far clipping plane
 
- 		_vr.copy( pb ).sub( pa ).normalize();
 
- 		_vu.copy( pc ).sub( pa ).normalize();
 
- 		_vn.crossVectors( _vr, _vu ).normalize();
 
- 		_va.copy( pa ).sub( pe ); // from pe to pa
 
- 		_vb.copy( pb ).sub( pe ); // from pe to pb
 
- 		_vc.copy( pc ).sub( pe ); // from pe to pc
 
- 		const d = - _va.dot( _vn ); // distance from eye to screen
 
- 		const l = _vr.dot( _va ) * n / d; // distance to left screen edge
 
- 		const r = _vr.dot( _vb ) * n / d; // distance to right screen edge
 
- 		const b = _vu.dot( _va ) * n / d; // distance to bottom screen edge
 
- 		const t = _vu.dot( _vc ) * n / d; // distance to top screen edge
 
- 		// Set the camera rotation to match the focal plane to the corners' plane
 
- 		_quat.setFromUnitVectors( _vec.set( 0, 1, 0 ), _vu );
 
- 		camera.quaternion.setFromUnitVectors( _vec.set( 0, 0, 1 ).applyQuaternion( _quat ), _vn ).multiply( _quat ); // Set the off-axis projection matrix to match the corners
 
- 		camera.projectionMatrix.set( 2.0 * n / ( r - l ), 0.0, ( r + l ) / ( r - l ), 0.0, 0.0, 2.0 * n / ( t - b ), ( t + b ) / ( t - b ), 0.0, 0.0, 0.0, ( f + n ) / ( n - f ), 2.0 * f * n / ( n - f ), 0.0, 0.0, - 1.0, 0.0 );
 
- 		camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); // FoV estimation to fix frustum culling
 
- 		if ( estimateViewFrustum ) {
 
- 			// Set fieldOfView to a conservative estimate
 
- 			// to make frustum tall/wide enough to encompass it
 
- 			camera.fov = THREE.MathUtils.RAD2DEG / Math.min( 1.0, camera.aspect ) * Math.atan( ( _vec.copy( pb ).sub( pa ).length() + _vec.copy( pc ).sub( pa ).length() ) / _va.length() );
 
- 		}
 
- 	}
 
- 	THREE.CameraUtils = {};
 
- 	THREE.CameraUtils.frameCorners = frameCorners;
 
- } )();
 
 
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