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OrcaSlicer/src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp
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#ifndef slic3r_TextureDisplacementBakeJob_hpp_
#define slic3r_TextureDisplacementBakeJob_hpp_
#include <functional>
#include <vector>
#include "libslic3r/ObjectID.hpp"
#include "libslic3r/TextureDisplacement.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "Job.hpp"
namespace Slic3r::GUI {
// Everything process() needs, captured by value on the main thread when the job is queued so the
// worker thread never touches the live Model concurrently with the UI (mirrors how EmbossJob's
// DataBase is captured before process() runs).
struct TextureDisplacementBakeInput
{
ObjectID volume_id;
indexed_triangle_set base_mesh;
std::vector<TextureDisplacementLayer> layers;
TextureDisplacementFacetsData facets_data;
TextureDisplacementOptions options;
};
// Bakes a volume's painted texture-displacement layers into real mesh geometry in the background,
// then commits the result on the main thread - mirrors EmbossJob's UpdateJob/update_volume()
// bake-and-commit pattern (see EmbossJob.cpp).
class TextureDisplacementBakeJob : public Job
{
public:
TextureDisplacementBakeJob(TextureDisplacementBakeInput &&input, std::function<void()> on_finished);
void process(Ctl &ctl) override;
void finalize(bool canceled, std::exception_ptr &eptr) override;
private:
TextureDisplacementBakeInput m_input;
TriangleMesh m_result;
std::function<void()> m_on_finished;
};
// Captures `volume`'s current mesh/layers/paint data and queues a TextureDisplacementBakeJob on
// the app's UI job worker. `on_finished` is always called once the job settles (success, failure,
// or cancellation), so the caller can clear its own "bake in progress" UI state. Must be called
// from the main thread.
void queue_texture_displacement_bake(const ModelVolume &volume, std::function<void()> on_finished);
} // namespace Slic3r::GUI
#endif // slic3r_TextureDisplacementBakeJob_hpp_