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#ifndef slic3r_TextureDisplacementBakeJob_hpp_
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#define slic3r_TextureDisplacementBakeJob_hpp_
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#include <functional>
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#include <vector>
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#include "libslic3r/ObjectID.hpp"
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#include "libslic3r/TextureDisplacement.hpp"
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#include "libslic3r/TriangleMesh.hpp"
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#include "Job.hpp"
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namespace Slic3r::GUI {
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// Everything process() needs, captured by value on the main thread when the job is queued so the
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// worker thread never touches the live Model concurrently with the UI (mirrors how EmbossJob's
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// DataBase is captured before process() runs).
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struct TextureDisplacementBakeInput
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{
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ObjectID volume_id;
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indexed_triangle_set base_mesh;
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std::vector<TextureDisplacementLayer> layers;
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TextureDisplacementFacetsData facets_data;
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};
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// Bakes a volume's painted texture-displacement layers into real mesh geometry in the background,
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// then commits the result on the main thread -- mirrors EmbossJob's UpdateJob/update_volume()
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// bake-and-commit pattern (see EmbossJob.cpp).
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class TextureDisplacementBakeJob : public Job
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{
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public:
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TextureDisplacementBakeJob(TextureDisplacementBakeInput &&input, std::function<void()> on_finished);
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void process(Ctl &ctl) override;
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void finalize(bool canceled, std::exception_ptr &eptr) override;
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private:
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TextureDisplacementBakeInput m_input;
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TriangleMesh m_result;
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std::function<void()> m_on_finished;
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};
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// Captures `volume`'s current mesh/layers/paint data and queues a TextureDisplacementBakeJob on
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// the app's UI job worker. `on_finished` is always called once the job settles (success, failure,
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// or cancellation), so the caller can clear its own "bake in progress" UI state. Must be called
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// from the main thread.
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void queue_texture_displacement_bake(const ModelVolume &volume, std::function<void()> on_finished);
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} // namespace Slic3r::GUI
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#endif // slic3r_TextureDisplacementBakeJob_hpp_
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