<!-- AVATAR-FORGE · part 264 -->
rustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
		colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
		colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4

		// cone

		colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
		colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
		colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
		colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4

		// up

		colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
		colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
		colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1

		// target

		colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
		colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c

		// cross

		colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
		colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4

		colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
		colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4

		colorAttribute.needsUpdate = true;

	}

	update() {

		const geometry = this.geometry;
		const pointMap = this.pointMap;

		const w = 1, h = 1;

		// we need just camera projection matrix inverse
		// world matrix must be identity

		_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );

		// center / target

		setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
		setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );

		// near

		setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
		setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
		setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
		setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );

		// far

		setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
		setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
		setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
		setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );

		// up

		setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
		setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
		setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );

		// cross

		setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
		setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
		setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
		setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );

		setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
		setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
		setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
		setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );

		geometry.getAttribute( 'position' ).needsUpdate = true;

	}

	dispose() {

		this.geometry.dispose();
		this.material.dispose();

	}

}


function setPoint( point, pointMap, geometry, camera, x, y, z ) {

	_vector.set( x, y, z ).unproject( camera );

	const points = pointMap[ point ];

	if ( points !== undefined ) {

		const position = geometry.getAttribute( 'position' );

		for ( let i = 0, l = points.length; i < l; i ++ ) {

			position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );

		}

	}

}

const _box = /*@__PURE__*/ new Box3();

class BoxHelper extends LineSegments {

	constructor( object, color = 0xffff00 ) {

		const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
		const positions = new Float32Array( 8 * 3 );

		const geometry = new BufferGeometry();
		geometry.setIndex( new BufferAttribute( indices, 1 ) );
		geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );

		super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

		this.object = object;
		this.type = 'BoxHelper';

		this.matrixAutoUpdate = false;

		this.update();

	}

	update( object ) {

		if ( object !== undefined ) {

			console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );

		}

		if ( this.object !