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@@ -21,6 +21,7 @@ import Shader from './Shader.js';
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const _cameraToLightMatrix = new Matrix4();
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const _lightSpaceFrustum = new Frustum();
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+const _frustum = new Frustum();
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const _center = new Vector3();
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const _bbox = new FrustumBoundingBox();
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@@ -276,14 +277,13 @@ export default class CSM {
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helper( cameraMatrix ) {
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- let frustum;
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let geometry, vertices;
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const material = new LineBasicMaterial( { color: 0xffffff } );
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const object = new Object3D();
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for ( let i = 0; i < this.frustums.length; i ++ ) {
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- frustum = this.frustums[ i ].toSpace( cameraMatrix );
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+ this.frustums[ i ].toSpace( cameraMatrix, _frustum );
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geometry = new BufferGeometry();
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vertices = [];
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@@ -291,7 +291,7 @@ export default class CSM {
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for ( let i = 0; i < 5; i ++ ) {
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- const point = frustum.vertices.near[ i === 4 ? 0 : i ];
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+ const point = _frustum.vertices.near[ i === 4 ? 0 : i ];
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vertices.push( point.x, point.y, point.z );
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}
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@@ -305,7 +305,7 @@ export default class CSM {
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for ( let i = 0; i < 5; i ++ ) {
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- const point = frustum.vertices.far[ i === 4 ? 0 : i ];
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+ const point = _frustum.vertices.far[ i === 4 ? 0 : i ];
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vertices.push( point.x, point.y, point.z );
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}
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@@ -319,8 +319,8 @@ export default class CSM {
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geometry = new BufferGeometry();
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vertices = [];
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- const near = frustum.vertices.near[ i ];
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- const far = frustum.vertices.far[ i ];
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+ const near = _frustum.vertices.near[ i ];
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+ const far = _frustum.vertices.far[ i ];
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vertices.push( near.x, near.y, near.z );
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vertices.push( far.x, far.y, far.z );
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