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							- ( function () {
 
- 	const inverseProjectionMatrix = new THREE.Matrix4();
 
- 	class CSMFrustum {
 
- 		constructor( data ) {
 
- 			data = data || {};
 
- 			this.vertices = {
 
- 				near: [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ],
 
- 				far: [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]
 
- 			};
 
- 			if ( data.projectionMatrix !== undefined ) {
 
- 				this.setFromProjectionMatrix( data.projectionMatrix, data.maxFar || 10000 );
 
- 			}
 
- 		}
 
- 		setFromProjectionMatrix( projectionMatrix, maxFar ) {
 
- 			const isOrthographic = projectionMatrix.elements[ 2 * 4 + 3 ] === 0;
 
- 			inverseProjectionMatrix.copy( projectionMatrix ).invert(); // 3 --- 0  vertices.near/far order
 
- 			// |     |
 
- 			// 2 --- 1
 
- 			// clip space spans from [-1, 1]
 
- 			this.vertices.near[ 0 ].set( 1, 1, - 1 );
 
- 			this.vertices.near[ 1 ].set( 1, - 1, - 1 );
 
- 			this.vertices.near[ 2 ].set( - 1, - 1, - 1 );
 
- 			this.vertices.near[ 3 ].set( - 1, 1, - 1 );
 
- 			this.vertices.near.forEach( function ( v ) {
 
- 				v.applyMatrix4( inverseProjectionMatrix );
 
- 			} );
 
- 			this.vertices.far[ 0 ].set( 1, 1, 1 );
 
- 			this.vertices.far[ 1 ].set( 1, - 1, 1 );
 
- 			this.vertices.far[ 2 ].set( - 1, - 1, 1 );
 
- 			this.vertices.far[ 3 ].set( - 1, 1, 1 );
 
- 			this.vertices.far.forEach( function ( v ) {
 
- 				v.applyMatrix4( inverseProjectionMatrix );
 
- 				const absZ = Math.abs( v.z );
 
- 				if ( isOrthographic ) {
 
- 					v.z *= Math.min( maxFar / absZ, 1.0 );
 
- 				} else {
 
- 					v.multiplyScalar( Math.min( maxFar / absZ, 1.0 ) );
 
- 				}
 
- 			} );
 
- 			return this.vertices;
 
- 		}
 
- 		split( breaks, target ) {
 
- 			while ( breaks.length > target.length ) {
 
- 				target.push( new CSMFrustum() );
 
- 			}
 
- 			target.length = breaks.length;
 
- 			for ( let i = 0; i < breaks.length; i ++ ) {
 
- 				const cascade = target[ i ];
 
- 				if ( i === 0 ) {
 
- 					for ( let j = 0; j < 4; j ++ ) {
 
- 						cascade.vertices.near[ j ].copy( this.vertices.near[ j ] );
 
- 					}
 
- 				} else {
 
- 					for ( let j = 0; j < 4; j ++ ) {
 
- 						cascade.vertices.near[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i - 1 ] );
 
- 					}
 
- 				}
 
- 				if ( i === breaks.length - 1 ) {
 
- 					for ( let j = 0; j < 4; j ++ ) {
 
- 						cascade.vertices.far[ j ].copy( this.vertices.far[ j ] );
 
- 					}
 
- 				} else {
 
- 					for ( let j = 0; j < 4; j ++ ) {
 
- 						cascade.vertices.far[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i ] );
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		toSpace( cameraMatrix, target ) {
 
- 			for ( var i = 0; i < 4; i ++ ) {
 
- 				target.vertices.near[ i ].copy( this.vertices.near[ i ] ).applyMatrix4( cameraMatrix );
 
- 				target.vertices.far[ i ].copy( this.vertices.far[ i ] ).applyMatrix4( cameraMatrix );
 
- 			}
 
- 		}
 
- 	}
 
- 	THREE.CSMFrustum = CSMFrustum;
 
- } )();
 
 
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