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@@ -21,7 +21,6 @@
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* };
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*
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* TODO
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- * - shared material
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* - support shader material without objectNormal in its vertexShader
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*/
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@@ -38,9 +37,24 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
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var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
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+ // object.material.uuid -> outlineMaterial
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+ // (no mapping from children of MultiMaterial)
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+ // save at the outline material creation and release
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+ // if it's unused removeThresholdCount frames
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+ // unless keepAlive is true.
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var cache = {};
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+
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var removeThresholdCount = 60;
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+ // outlineMaterial.uuid (or object.uuid for invisibleMaterial) -> originalMaterial
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+ // including children of MultiMaterial.
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+ // save before render and release after render.
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+ var originalMaterials = {};
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+
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+ // object.uuid -> originalOnBeforeRender
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+ // save before render and release after render.
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+ var originalOnBeforeRenders = {};
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+
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//this.cache = cache; // for debug
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var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
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@@ -141,10 +155,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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}
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- var uniforms = THREE.UniformsUtils.merge( [
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- originalUniforms,
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- uniformsChunk
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- ] );
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+ var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
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var vertexShader = originalVertexShader
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// put vertexShaderChunk right before "void main() {...}"
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@@ -158,7 +169,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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.replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
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var material = new THREE.ShaderMaterial( {
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- uniforms: THREE.UniformsUtils.clone( uniforms ),
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+ uniforms: uniforms,
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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side: THREE.BackSide,
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@@ -196,7 +207,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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if ( data === undefined ) {
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data = {
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- material: object.material.type === 'MultiMaterial' ? createMultiMaterial( object.material ) : createMaterial( object.material ),
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+ material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
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used: true,
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keepAlive: defaultKeepAlive,
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count: 0
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@@ -209,7 +220,22 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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var outlineMaterial = data.material;
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data.used = true;
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- if ( outlineMaterial.type === 'MultiMaterial' ) {
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+ var uuid= outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
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+ originalMaterials[ uuid ] = object.material;
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+
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+ if ( object.material.isMultiMaterial === true ) {
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+
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+ for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
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+
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+ // originalMaterial of leaf material of MultiMaterial is used only for
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+ // updating outlineMaterial. so need not to save for invisibleMaterial.
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+ if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
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+
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+ originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
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+
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+ }
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+
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+ }
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updateOutlineMultiMaterial( outlineMaterial, object.material );
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@@ -219,9 +245,62 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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}
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- object.userData.originalMaterial = object.material;
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object.material = outlineMaterial;
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+ originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
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+ object.onBeforeRender = onBeforeRender;
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+
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+ }
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+
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+ function restoreOriginalMaterial( object ) {
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+
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+ if ( object.material === undefined ) return;
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+
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+ var originalMaterial = originalMaterials[ object.material.uuid ]
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+
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+ if ( originalMaterial === undefined ) {
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+
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+ originalMaterial = originalMaterials[ object.uuid ]
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+
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+ if ( originalMaterial === undefined ) return;
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+
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+ }
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+
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+ object.material = originalMaterial;
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+ object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
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+
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+ }
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+
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+ function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
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+
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+ // check some things before updating just in case
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+
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+ if ( material === invisibleMaterial ) return;
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+
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+ if ( material.isMultiMaterial === true ) return;
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+
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+ var originalMaterial = originalMaterials[ material.uuid ];
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+
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+ if ( originalMaterial === undefined ) return;
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+
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+ updateUniforms( material, originalMaterial );
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+
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+ }
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+
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+ function updateUniforms( material, originalMaterial ) {
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+
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+ var outlineParameters = originalMaterial.outlineParameters;
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+
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+ material.uniforms.outlineAlpha.value = originalMaterial.opacity;
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+
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+ if ( outlineParameters !== undefined ) {
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+
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+ if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
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+ if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
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+ if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
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+
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+ }
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+
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}
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function updateOutlineMaterial( material, originalMaterial ) {
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@@ -234,35 +313,59 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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material.morphTargets = originalMaterial.morphTargets;
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material.morphNormals = originalMaterial.morphNormals;
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material.fog = originalMaterial.fog;
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- material.visible = originalMaterial.visible;
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- material.uniforms.outlineAlpha.value = originalMaterial.opacity;
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if ( outlineParameters !== undefined ) {
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- if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
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- if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
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- if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
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- if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
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+ if ( originalMaterial.visible === false ) {
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+
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+ material.visible = false;
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+
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+ } else {
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+
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+ material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
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+
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+ }
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+
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+ material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
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+
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// cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
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if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
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+ } else {
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+
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+ material.transparent = originalMaterial.transparent;
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+ material.visible = originalMaterial.visible;
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+
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}
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- material.transparent = ( material.uniforms.outlineAlpha.value < 1.0 ) ? true : false;
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+ if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
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}
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function updateOutlineMultiMaterial( material, originalMaterial ) {
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- var outlineParameters = originalMaterial.outlineParameters;
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+ if ( material === invisibleMaterial ) return;
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- material.visible = originalMaterial.visible;
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+ var outlineParameters = originalMaterial.outlineParameters;
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if ( outlineParameters !== undefined ) {
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- if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
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+ if ( originalMaterial.visible === false ) {
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+
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+ material.visible = false;
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+
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+ } else {
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+
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+ material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
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+
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+ }
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+
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if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
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+ } else {
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+
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+ material.visible = originalMaterial.visible;
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+
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}
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for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
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@@ -273,20 +376,30 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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}
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- function restoreOriginalMaterial( object ) {
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+ function cleanupCache() {
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+
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+ var keys;
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- if ( object.userData.originalMaterial !== undefined ) {
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+ // clear originialMaterials
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+ keys = Object.keys( originalMaterials );
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+
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+ for ( var i = 0, il = keys.length; i < il; i ++ ) {
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- object.material = object.userData.originalMaterial;
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- object.userData.originalMaterial = undefined;
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+ originalMaterials[ keys[ i ] ] = undefined;
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}
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- }
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+ // clear originalOnBeforeRenders
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+ keys = Object.keys( originalOnBeforeRenders );
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+
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+ for ( var i = 0, il = keys.length; i < il; i ++ ) {
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- function removeUnusedOutlineMaterialFromCache() {
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+ originalOnBeforeRenders[ keys[ i ] ] = undefined;
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+
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+ }
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- var keys = Object.keys( cache );
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+ // remove unused outlineMaterial from cache
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+ keys = Object.keys( cache );
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for ( var i = 0, il = keys.length; i < il; i ++ ) {
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@@ -343,7 +456,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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scene.traverse( restoreOriginalMaterial );
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- removeUnusedOutlineMaterialFromCache();
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+ cleanupCache();
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scene.autoUpdate = currentSceneAutoUpdate;
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scene.background = currentSceneBackground;
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