newTHREE.PerspectiveCamera(p.shadowCameraFov,p.shadowMapWidth/p.shadowMapHeight,p.shadowCameraNear,p.shadowCameraFar);elseif(pinstanceofTHREE.DirectionalLight)p.shadowCamera=newTHREE.OrthographicCamera(p.shadowCameraLeft,p.shadowCameraRight,p.shadowCameraTop,p.shadowCameraBottom,p.shadowCameraNear,p.shadowCameraFar);else{console.error("Unsupported light type for shadow");continue}l.add(p.shadowCamera);b.autoUpdateScene&&l.updateMatrixWorld()}if(p.shadowCameraVisible&&!p.cameraHelper){p.cameraHelper=