Both the scene and workspace had an active view layer, and it was confusing which settings were being used or displayed where. Now we always have one, so there is no mismatch. The "View Layers" tab in the properties editor is now "View Layer", no longer showing a list of layers. Instead view layers can be added and removed with the workspace view layer selector. They are also listed and selectable in the outliner. Single layer rendering uses the active view layer from the workspace. This fixes bugs where the wrong active view layer was used, but more places remain that are wrong and are now using the first view layer in the scene. These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
421 lines
19 KiB
C++
421 lines
19 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Foundation, Dalai Felinto
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_LAYER_H__
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#define __BKE_LAYER_H__
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/** \file blender/blenkernel/BKE_layer.h
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* \ingroup bke
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*/
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#include "BKE_collection.h"
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#include "DNA_scene_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define TODO_LAYER_OVERRIDE /* CollectionOverride */
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#define TODO_LAYER_OPERATORS /* collection mamanger and property panel operators */
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#define TODO_LAYER /* generic todo */
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#define ROOT_PROP "root"
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struct Base;
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struct Depsgraph;
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struct Group;
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struct ID;
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struct IDProperty;
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struct LayerCollection;
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struct ListBase;
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struct Main;
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struct Object;
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struct RenderEngine;
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struct Scene;
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struct SceneCollection;
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struct ViewLayer;
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struct WorkSpace;
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void BKE_layer_exit(void);
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struct ViewLayer *BKE_view_layer_default_view(const struct Scene *scene);
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struct ViewLayer *BKE_view_layer_default_render(const struct Scene *scene);
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struct ViewLayer *BKE_view_layer_from_workspace_get(const struct Scene *scene, const struct WorkSpace *workspace);
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struct ViewLayer *BKE_view_layer_add(struct Scene *scene, const char *name);
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struct ViewLayer *BKE_view_layer_group_add(struct Group *group);
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/* DEPRECATED */
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struct ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const struct Scene *scene);
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void BKE_view_layer_free(struct ViewLayer *view_layer);
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void BKE_view_layer_free_ex(struct ViewLayer *view_layer, const bool do_id_user);
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void BKE_view_layer_selected_objects_tag(struct ViewLayer *view_layer, const int tag);
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struct Object *BKE_view_layer_camera_find(struct ViewLayer *view_layer);
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struct ViewLayer *BKE_view_layer_first_from_id(const struct ID *owner_id);
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struct ViewLayer *BKE_view_layer_find_from_collection(const struct ID *owner_id, struct LayerCollection *lc);
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struct Base *BKE_view_layer_base_find(struct ViewLayer *view_layer, struct Object *ob);
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void BKE_view_layer_base_deselect_all(struct ViewLayer *view_layer);
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void BKE_view_layer_base_select(struct ViewLayer *view_layer, struct Base *selbase);
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void BKE_layer_collection_sync_flags(
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struct ID *owner_id,
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struct SceneCollection *scene_collection_dst,
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struct SceneCollection *scene_collection_src);
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void BKE_view_layer_copy_data(
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struct ViewLayer *view_layer_dst, struct ViewLayer *view_layer_src,
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struct SceneCollection *mc_dst, struct SceneCollection *mc_src,
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const int flag);
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struct LayerCollection *BKE_layer_collection_duplicate(struct ID *owner_id, struct LayerCollection *layer_collection);
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void BKE_layer_collection_free(struct ViewLayer *view_layer, struct LayerCollection *lc);
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struct LayerCollection *BKE_layer_collection_get_active(struct ViewLayer *view_layer);
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struct LayerCollection *BKE_layer_collection_get_active_ensure(struct Scene *scene, struct ViewLayer *view_layer);
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int BKE_layer_collection_count(struct ViewLayer *view_layer);
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struct LayerCollection *BKE_layer_collection_from_index(struct ViewLayer *view_layer, const int index);
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int BKE_layer_collection_findindex(struct ViewLayer *view_layer, const struct LayerCollection *lc);
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bool BKE_layer_collection_move_above(const struct ID *owner_id, struct LayerCollection *lc_dst, struct LayerCollection *lc_src);
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bool BKE_layer_collection_move_below(const struct ID *owner_id, struct LayerCollection *lc_dst, struct LayerCollection *lc_src);
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bool BKE_layer_collection_move_into(const struct ID *owner_id, struct LayerCollection *lc_dst, struct LayerCollection *lc_src);
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void BKE_layer_collection_resync(const struct ID *owner_id, const struct SceneCollection *sc);
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struct LayerCollection *BKE_collection_link(struct ViewLayer *view_layer, struct SceneCollection *sc);
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void BKE_collection_unlink(struct ViewLayer *view_layer, struct LayerCollection *lc);
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void BKE_collection_enable(struct ViewLayer *view_layer, struct LayerCollection *lc);
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struct LayerCollection *BKE_layer_collection_first_from_scene_collection(struct ViewLayer *view_layer, const struct SceneCollection *scene_collection);
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bool BKE_view_layer_has_collection(struct ViewLayer *view_layer, const struct SceneCollection *sc);
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bool BKE_scene_has_object(struct Scene *scene, struct Object *ob);
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void BKE_layer_collection_objects_select(struct LayerCollection *layer_collection);
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/* syncing */
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void BKE_layer_sync_new_scene_collection(struct ID *owner_id, const struct SceneCollection *sc_parent, struct SceneCollection *sc);
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void BKE_layer_sync_object_link(const struct ID *owner_id, struct SceneCollection *sc, struct Object *ob);
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void BKE_layer_sync_object_unlink(const struct ID *owner_id, struct SceneCollection *sc, struct Object *ob);
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/* override */
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void BKE_override_view_layer_datablock_add(struct ViewLayer *view_layer, int id_type, const char *data_path, const struct ID *owner_id);
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void BKE_override_view_layer_int_add(struct ViewLayer *view_layer, int id_type, const char *data_path, const int value);
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void BKE_override_layer_collection_boolean_add(struct LayerCollection *layer_collection, int id_type, const char *data_path, const bool value);
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/* engine settings */
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typedef void (*EngineSettingsCB)(struct RenderEngine *engine, struct IDProperty *props);
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struct IDProperty *BKE_layer_collection_engine_evaluated_get(struct Object *ob, const int type, const char *engine_name);
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struct IDProperty *BKE_layer_collection_engine_collection_get(struct LayerCollection *lc, const int type, const char *engine_name);
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struct IDProperty *BKE_layer_collection_engine_scene_get(struct Scene *scene, const int type, const char *engine_name);
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void BKE_layer_collection_engine_settings_callback_register(struct Main *bmain, const char *engine_name, EngineSettingsCB func);
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void BKE_layer_collection_engine_settings_callback_free(void);
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void BKE_layer_collection_engine_settings_create(struct IDProperty *root);
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void BKE_layer_collection_engine_settings_validate_scene(struct Scene *scene);
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void BKE_layer_collection_engine_settings_validate_collection(struct LayerCollection *lc);
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struct IDProperty *BKE_view_layer_engine_evaluated_get(struct ViewLayer *view_layer, const int type, const char *engine_name);
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struct IDProperty *BKE_view_layer_engine_layer_get(struct ViewLayer *view_layer, const int type, const char *engine_name);
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struct IDProperty *BKE_view_layer_engine_scene_get(struct Scene *scene, const int type, const char *engine_name);
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void BKE_view_layer_engine_settings_callback_register(struct Main *bmain, const char *engine_name, EngineSettingsCB func);
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void BKE_view_layer_engine_settings_callback_free(void);
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void BKE_view_layer_engine_settings_validate_scene(struct Scene *scene);
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void BKE_view_layer_engine_settings_validate_layer(struct ViewLayer *view_layer);
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void BKE_view_layer_engine_settings_create(struct IDProperty *root);
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void BKE_collection_engine_property_add_float(struct IDProperty *props, const char *name, float value);
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void BKE_collection_engine_property_add_float_array(
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struct IDProperty *props, const char *name, const float *values, const int array_length);
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void BKE_collection_engine_property_add_int(struct IDProperty *props, const char *name, int value);
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void BKE_collection_engine_property_add_bool(struct IDProperty *props, const char *name, bool value);
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int BKE_collection_engine_property_value_get_int(struct IDProperty *props, const char *name);
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float BKE_collection_engine_property_value_get_float(struct IDProperty *props, const char *name);
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const float *BKE_collection_engine_property_value_get_float_array(struct IDProperty *props, const char *name);
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bool BKE_collection_engine_property_value_get_bool(struct IDProperty *props, const char *name);
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void BKE_collection_engine_property_value_set_int(struct IDProperty *props, const char *name, int value);
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void BKE_collection_engine_property_value_set_float(struct IDProperty *props, const char *name, float value);
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void BKE_collection_engine_property_value_set_float_array(struct IDProperty *props, const char *name, const float *values);
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void BKE_collection_engine_property_value_set_bool(struct IDProperty *props, const char *name, bool value);
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/* evaluation */
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void BKE_layer_eval_view_layer(
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struct Depsgraph *depsgraph,
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struct ID *owner_id,
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struct ViewLayer *view_layer);
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void BKE_layer_eval_view_layer_indexed(
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struct Depsgraph *depsgraph,
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struct ID *owner_id,
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int view_layer_index);
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/* iterators */
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void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *iter);
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struct ObjectsInModeIteratorData {
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int object_mode;
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struct ViewLayer *view_layer;
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struct Base *base_active;
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};
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void BKE_view_layer_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_renderable_objects_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_renderable_objects_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *iter);
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#define FOREACH_SELECTED_OBJECT_BEGIN(view_layer, _instance) \
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ITER_BEGIN(BKE_view_layer_selected_objects_iterator_begin, \
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BKE_view_layer_selected_objects_iterator_next, \
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BKE_view_layer_selected_objects_iterator_end, \
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view_layer, Object *, _instance)
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#define FOREACH_SELECTED_OBJECT_END \
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ITER_END
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#define FOREACH_VISIBLE_OBJECT_BEGIN(view_layer, _instance) \
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ITER_BEGIN(BKE_view_layer_visible_objects_iterator_begin, \
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BKE_view_layer_visible_objects_iterator_next, \
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BKE_view_layer_visible_objects_iterator_end, \
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view_layer, Object *, _instance)
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#define FOREACH_VISIBLE_OBJECT_END \
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ITER_END
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#define FOREACH_BASE_IN_MODE_BEGIN(_view_layer, _object_mode, _instance) \
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{ \
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struct ObjectsInModeIteratorData data_ = { \
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.object_mode = _object_mode, \
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.view_layer = _view_layer, \
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.base_active = _view_layer->basact, \
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}; \
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ITER_BEGIN(BKE_view_layer_bases_in_mode_iterator_begin, \
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BKE_view_layer_bases_in_mode_iterator_next, \
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BKE_view_layer_bases_in_mode_iterator_end, \
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&data_, Base *, _instance)
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#define FOREACH_BASE_IN_MODE_END \
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ITER_END; \
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} ((void)0)
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#define FOREACH_BASE_IN_EDIT_MODE_BEGIN(_view_layer, _instance) \
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FOREACH_BASE_IN_MODE_BEGIN(_view_layer, OB_MODE_EDIT, _instance)
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#define FOREACH_BASE_IN_EDIT_MODE_END \
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FOREACH_BASE_IN_MODE_END
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#define FOREACH_OBJECT_IN_MODE_BEGIN(_view_layer, _object_mode, _instance) \
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FOREACH_BASE_IN_MODE_BEGIN(_view_layer, _object_mode, _base) { \
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Object *_instance = _base->object;
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#define FOREACH_OBJECT_IN_MODE_END \
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} FOREACH_BASE_IN_MODE_END
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#define FOREACH_OBJECT_IN_EDIT_MODE_BEGIN(_view_layer, _instance) \
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FOREACH_BASE_IN_EDIT_MODE_BEGIN(_view_layer, _base) { \
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Object *_instance = _base->object;
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#define FOREACH_OBJECT_IN_EDIT_MODE_END \
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} FOREACH_BASE_IN_EDIT_MODE_END
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#define FOREACH_SELECTED_BASE_BEGIN(view_layer, _instance) \
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ITER_BEGIN(BKE_view_layer_selected_bases_iterator_begin, \
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BKE_view_layer_selected_bases_iterator_next, \
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BKE_view_layer_selected_bases_iterator_end, \
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view_layer, Base *, _instance)
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#define FOREACH_SELECTED_BASE_END \
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ITER_END
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#define FOREACH_VISIBLE_BASE_BEGIN(view_layer, _instance) \
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ITER_BEGIN(BKE_view_layer_visible_bases_iterator_begin, \
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BKE_view_layer_visible_bases_iterator_next, \
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BKE_view_layer_visible_bases_iterator_end, \
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view_layer, Base *, _instance)
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#define FOREACH_VISIBLE_BASE_END \
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ITER_END
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#define FOREACH_OBJECT_BEGIN(view_layer, _instance) \
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{ \
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Object *_instance; \
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Base *_base; \
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for (_base = (view_layer)->object_bases.first; _base; _base = _base->next) { \
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_instance = _base->object;
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#define FOREACH_OBJECT_END \
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} \
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} ((void)0)
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#define FOREACH_OBJECT_FLAG_BEGIN(scene, view_layer, flag, _instance) \
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{ \
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IteratorBeginCb func_begin; \
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IteratorCb func_next, func_end; \
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void *data_in; \
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\
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if (flag == SELECT) { \
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func_begin = &BKE_view_layer_selected_objects_iterator_begin; \
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func_next = &BKE_view_layer_selected_objects_iterator_next; \
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func_end = &BKE_view_layer_selected_objects_iterator_end; \
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data_in = (view_layer); \
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} \
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else { \
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func_begin = BKE_scene_objects_iterator_begin; \
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func_next = BKE_scene_objects_iterator_next; \
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func_end = BKE_scene_objects_iterator_end; \
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data_in = (scene); \
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} \
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ITER_BEGIN(func_begin, func_next, func_end, data_in, Object *, _instance)
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#define FOREACH_OBJECT_FLAG_END \
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ITER_END; \
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} ((void)0)
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struct ObjectsRenderableIteratorData {
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struct Scene *scene;
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struct Base base_temp;
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struct Scene scene_temp;
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struct {
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struct ViewLayer *view_layer;
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struct Base *base;
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struct Scene *set;
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} iter;
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};
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#define FOREACH_OBJECT_RENDERABLE_BEGIN(scene_, _instance) \
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{ \
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struct ObjectsRenderableIteratorData data_ = { \
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.scene = (scene_), \
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}; \
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ITER_BEGIN(BKE_view_layer_renderable_objects_iterator_begin, \
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BKE_view_layer_renderable_objects_iterator_next, \
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BKE_view_layer_renderable_objects_iterator_end, \
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&data_, Object *, _instance)
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#define FOREACH_OBJECT_RENDERABLE_END \
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ITER_END; \
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} ((void)0)
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/* layer_utils.c */
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struct ObjectsInModeParams {
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int object_mode;
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uint no_dup_data : 1;
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bool (*filter_fn)(struct Object *ob, void *user_data);
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void *filter_userdata;
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};
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Base **BKE_view_layer_array_from_bases_in_mode_params(
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struct ViewLayer *view_layer, uint *r_len,
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const struct ObjectsInModeParams *params);
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struct Object **BKE_view_layer_array_from_objects_in_mode_params(
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struct ViewLayer *view_layer, uint *len,
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const struct ObjectsInModeParams *params);
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#define BKE_view_layer_array_from_objects_in_mode(view_layer, r_len, ...) \
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BKE_view_layer_array_from_objects_in_mode_params( \
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view_layer, r_len, \
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&(const struct ObjectsInModeParams)__VA_ARGS__)
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#define BKE_view_layer_array_from_bases_in_mode(view_layer, r_len, ...) \
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BKE_view_layer_array_from_bases_in_mode_params( \
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view_layer, r_len, \
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&(const struct ObjectsInModeParams)__VA_ARGS__)
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bool BKE_view_layer_filter_edit_mesh_has_uvs(struct Object *ob, void *user_data);
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bool BKE_view_layer_filter_edit_mesh_has_edges(struct Object *ob, void *user_data);
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/* Utility macros that wrap common args (add more as needed). */
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#define BKE_view_layer_array_from_objects_in_edit_mode(view_layer, r_len) \
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BKE_view_layer_array_from_objects_in_mode( \
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view_layer, r_len, { \
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.object_mode = OB_MODE_EDIT});
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#define BKE_view_layer_array_from_bases_in_edit_mode(view_layer, r_len) \
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BKE_view_layer_array_from_bases_in_mode( \
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view_layer, r_len, { \
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.object_mode = OB_MODE_EDIT});
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#define BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, r_len) \
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BKE_view_layer_array_from_objects_in_mode( \
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view_layer, r_len, { \
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.object_mode = OB_MODE_EDIT, \
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.no_dup_data = true});
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#define BKE_view_layer_array_from_bases_in_edit_mode_unique_data(view_layer, r_len) \
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BKE_view_layer_array_from_bases_in_mode( \
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view_layer, r_len, { \
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.object_mode = OB_MODE_EDIT, \
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.no_dup_data = true});
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#define BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(view_layer, r_len) \
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BKE_view_layer_array_from_objects_in_mode( \
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view_layer, r_len, { \
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.object_mode = OB_MODE_EDIT, \
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.no_dup_data = true, \
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.filter_fn = BKE_view_layer_filter_edit_mesh_has_uvs});
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#ifdef __cplusplus
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}
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#endif
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#endif /* __BKE_LAYER_H__ */
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