( function () { const inverseProjectionMatrix = new THREE.Matrix4(); class Frustum { 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 Frustum() ); } 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 - 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.Frustum = Frustum; } )();