update() {

		const csm = this.csm;
		const camera = csm.camera;
		const cascades = csm.cascades;
		const mainFrustum = csm.mainFrustum;
		const frustums = csm.frustums;
		const lights = csm.lights;

		const frustumLines = this.frustumLines;
		const frustumLinePositions = frustumLines.geometry.getAttribute( 'position' );
		const cascadeLines = this.cascadeLines;
		const cascadePlanes = this.cascadePlanes;
		const shadowLines = this.shadowLines;

		if ( camera === null ) return;

		this.position.copy( camera.position );
		this.quaternion.copy( camera.quaternion );
		this.scale.copy( camera.scale );
		this.updateMatrixWorld( true );

		while ( cascadeLines.length > cascades ) {

			this.remove( cascadeLines.pop() );
			this.remove( cascadePlanes.pop() );
			this.remove( shadowLines.pop() );

		}

		while ( cascadeLines.length < cascades ) {

			const cascadeLine = new Box3Helper( new Box3(), 0xffffff );
			const planeMat = new MeshBasicMaterial( { transparent: true, opacity: 0.1, depthWrite: false, side: DoubleSide } );
			const cascadePlane = new Mesh( new PlaneGeometry(), planeMat );
			const shadowLineGroup = new Group();
			const shadowLine = new Box3Helper( new Box3(), 0xffff00 );
			shadowLineGroup.add( shadowLine );

			this.add( cascadeLine );
			this.add( cascadePlane );
			this.add( shadowLineGroup );

			cascadeLines.push( cascadeLine );
			cascadePlanes.push( cascadePlane );
			shadowLines.push( shadowLineGroup );

		}

		for ( let i = 0; i < cascades; i ++ ) {

			const frustum = frustums[ i ];
			const light = lights[ i ];
			const shadowCam = light.shadow.camera;
			const farVerts = frustum.vertices.far;

			const cascadeLine = cascadeLines[ i ];
			const cascadePlane = cascadePlanes[ i ];
			const shadowLineGroup = shadowLines[ i ];
			const shadowLine = shadowLineGroup.children[ 0 ];

			cascadeLine.box.min.copy( farVerts[ 2 ] );
			cascadeLine.box.max.copy( farVerts[ 0 ] );
			cascadeLine.box.max.z += 1e-4;

			cascadePlane.position.addVectors( farVerts[ 0 ], farVerts[ 2 ] );
			cascadePlane.position.multiplyScalar( 0.5 );
			cascadePlane.scale.subVectors( farVerts[ 0 ], farVerts[ 2 ] );
			cascadePlane.scale.z = 1e-4;

			this.remove( shadowLineGroup );
			shadowLineGroup.position.copy( shadowCam.position );
			shadowLineGroup.quaternion.copy( shadowCam.quaternion );
			shadowLineGroup.scale.copy( shadowCam.scale );
			shadowLineGroup.updateMatrixWorld( true );
			this.attach( shadowLineGroup );

			shadowLine.box.min.set( shadowCam.bottom, shadowCam.left, - shadowCam.far );
			shadowLine.box.max.set( shadowCam.top, shadowCam.right, - shadowCam.near );

		}

		const nearVerts = mainFrustum.vertices.near;
		const farVerts = mainFrustum.vertices.far;
		frustumLinePositions.setXYZ( 0, farVerts[ 0 ].x, farVerts[ 0 ].y, farVerts[ 0 ].z );
		frustumLinePositions.setXYZ( 1, farVerts[ 3 ].x, farVerts[ 3 ].y, farVerts[ 3 ].z );
		frustumLinePositions.setXYZ( 2, farVerts[ 2 ].x, farVerts[ 2 ].y, farVerts[ 2 ].z );
		frustumLinePositions.setXYZ( 3, farVerts[ 1 ].x, farVerts[ 1 ].y, farVerts[ 1 ].z );

		frustumLinePositions.setXYZ( 4, nearVerts[ 0 ].x, nearVerts[ 0 ].y, nearVerts[ 0 ].z );
		frustumLinePositions.setXYZ( 5, nearVerts[ 3 ].x, nearVerts[ 3 ].y, nearVerts[ 3 ].z );
		frustumLinePositions.setXYZ( 6, nearVerts[ 2 ].x, nearVerts[ 2 ].y, nearVerts[ 2 ].z );
		frustumLinePositions.setXYZ( 7, nearVerts[ 1 ].x, nearVerts[ 1 ].y, nearVerts[ 1 ].z );
		frustumLinePositions.needsUpdate = true;

	}
Updates the helper. This method should be called in the app's animation loop.