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circle{fill:var(--md-mermaid-label-bg-color)}.actor{fill:var(--md-mermaid-sequence-actor-bg-color);stroke:var(--md-mermaid-sequence-actor-border-color)}text.actor>tspan{fill:var(--md-mermaid-sequence-actor-fg-color);font-family:var(--md-mermaid-font-family)}line{stroke:var(--md-mermaid-sequence-actor-line-color)}.actor-man circle,.actor-man line{fill:var(--md-mermaid-sequence-actorman-bg-color);stroke:var(--md-mermaid-sequence-actorman-line-color)}.messageLine0,.messageLine1{stroke:var(--md-mermaid-sequence-message-line-color)}.note{fill:var(--md-mermaid-sequence-note-bg-color);stroke:var(--md-mermaid-sequence-note-border-color)}.loopText,.loopText>tspan,.messageText,.noteText>tspan{stroke:none;font-family:var(--md-mermaid-font-family)!important}.messageText{fill:var(--md-mermaid-sequence-message-fg-color)}.loopText,.loopText>tspan{fill:var(--md-mermaid-sequence-loop-fg-color)}.noteText>tspan{fill:var(--md-mermaid-sequence-note-fg-color)}#arrowhead 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c.pipe(re(t)).subscribe({next([{height:l},{height:f}]){i.style.height=`${l-2*a}px`,e.style.top=`${f}px`},complete(){i.style.height="",e.style.top=""}}),c.pipe(Ae()).subscribe(()=>{for(let l of P(".md-nav__link--active[href]",e)){if(!l.clientHeight)continue;let f=l.closest(".md-sidebar__scrollwrap");if(typeof f!="undefined"){let u=l.offsetTop-f.offsetTop,{height:d}=ce(f);f.scrollTo({top:u-d/2})}}}),ue(P("label[tabindex]",e)).pipe(ne(l=>h(l,"click").pipe(ve(se),m(()=>l),U(p)))).subscribe(l=>{let f=R(`[id="${l.htmlFor}"]`);R(`[aria-labelledby="${l.id}"]`).setAttribute("aria-expanded",`${f.checked}`)}),ss(e,r).pipe(w(l=>s.next(l)),_(()=>s.complete()),m(l=>$({ref:e},l)))})}function ui(e,t){if(typeof t!="undefined"){let r=`https://api.github.com/repos/${e}/${t}`;return st(je(`${r}/releases/latest`).pipe(de(()=>S),m(o=>({version:o.tag_name})),De({})),je(r).pipe(de(()=>S),m(o=>({stars:o.stargazers_count,forks:o.forks_count})),De({}))).pipe(m(([o,n])=>$($({},o),n)))}else{let r=`https://api.github.com/users/${e}`;return je(r).pipe(m(o=>({repositories:o.public_repos})),De({}))}}function di(e,t){let r=`https://${e}/api/v4/projects/${encodeURIComponent(t)}`;return st(je(`${r}/releases/permalink/latest`).pipe(de(()=>S),m(({tag_name:o})=>({version:o})),De({})),je(r).pipe(de(()=>S),m(({star_count:o,forks_count:n})=>({stars:o,forks:n})),De({}))).pipe(m(([o,n])=>$($({},o),n)))}function hi(e){let t=e.match(/^.+github\.com\/([^/]+)\/?([^/]+)?/i);if(t){let[,r,o]=t;return ui(r,o)}if(t=e.match(/^.+?([^/]*gitlab[^/]+)\/(.+?)\/?$/i),t){let[,r,o]=t;return di(r,o)}return S}var cs;function ps(e){return cs||(cs=C(()=>{let t=__md_get("__source",sessionStorage);if(t)return I(t);if(ae("consent").length){let o=__md_get("__consent");if(!(o&&o.github))return S}return hi(e.href).pipe(w(o=>__md_set("__source",o,sessionStorage)))}).pipe(de(()=>S),b(t=>Object.keys(t).length>0),m(t=>({facts:t})),G(1)))}function bi(e){let t=R(":scope > :last-child",e);return C(()=>{let r=new g;return 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"sourcesContent": ["(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (factory());\n}(this, (function () { 'use strict';\n\n /**\n * Applies the :focus-visible polyfill at the given scope.\n * A scope in this case is either the top-level Document or a Shadow Root.\n *\n * @param {(Document|ShadowRoot)} scope\n * @see https://github.com/WICG/focus-visible\n */\n function applyFocusVisiblePolyfill(scope) {\n var hadKeyboardEvent = true;\n var hadFocusVisibleRecently = false;\n var hadFocusVisibleRecentlyTimeout = null;\n\n var inputTypesAllowlist = {\n text: true,\n search: true,\n url: true,\n tel: true,\n email: true,\n password: true,\n number: true,\n date: true,\n month: true,\n week: true,\n time: true,\n datetime: true,\n 'datetime-local': true\n };\n\n /**\n * Helper function for legacy browsers and iframes which sometimes focus\n * elements like document, body, and non-interactive SVG.\n * @param {Element} el\n */\n function isValidFocusTarget(el) {\n if (\n el &&\n el !== document &&\n el.nodeName !== 'HTML' &&\n el.nodeName !== 'BODY' &&\n 'classList' in el &&\n 'contains' in el.classList\n ) {\n return true;\n }\n return false;\n }\n\n /**\n * Computes whether the given element should automatically trigger the\n * `focus-visible` class being added, i.e. whether it should always match\n * `:focus-visible` when focused.\n * @param {Element} el\n * @return {boolean}\n */\n function focusTriggersKeyboardModality(el) {\n var type = el.type;\n var tagName = el.tagName;\n\n if (tagName === 'INPUT' && inputTypesAllowlist[type] && !el.readOnly) {\n return true;\n }\n\n if (tagName === 'TEXTAREA' && !el.readOnly) {\n return true;\n }\n\n if (el.isContentEditable) {\n return true;\n }\n\n return false;\n }\n\n /**\n * Add the `focus-visible` class to the given element if it was not added by\n * the author.\n * @param {Element} el\n */\n function addFocusVisibleClass(el) {\n if (el.classList.contains('focus-visible')) {\n return;\n }\n el.classList.add('focus-visible');\n el.setAttribute('data-focus-visible-added', '');\n }\n\n /**\n * Remove the `focus-visible` class from the given element if it was not\n * originally added by the author.\n * @param {Element} el\n */\n function removeFocusVisibleClass(el) {\n if (!el.hasAttribute('data-focus-visible-added')) {\n return;\n }\n el.classList.remove('focus-visible');\n el.removeAttribute('data-focus-visible-added');\n }\n\n /**\n * If the most recent user interaction was via the keyboard;\n * and the key press did not include a meta, alt/option, or control key;\n * then the modality is keyboard. Otherwise, the modality is not keyboard.\n * Apply `focus-visible` to any current active element and keep track\n * of our keyboard modality state with `hadKeyboardEvent`.\n * @param {KeyboardEvent} e\n */\n function onKeyDown(e) {\n if (e.metaKey || e.altKey || e.ctrlKey) {\n return;\n }\n\n if (isValidFocusTarget(scope.activeElement)) {\n addFocusVisibleClass(scope.activeElement);\n }\n\n hadKeyboardEvent = true;\n }\n\n /**\n * If at any point a user clicks with a pointing device, ensure that we change\n * the modality away from keyboard.\n * This avoids the situation where a user presses a key on an already focused\n * element, and then clicks on a different element, focusing it with a\n * pointing device, while we still think we're in keyboard modality.\n * @param {Event} e\n */\n function onPointerDown(e) {\n hadKeyboardEvent = false;\n }\n\n /**\n * On `focus`, add the `focus-visible` class to the target if:\n * - the target received focus as a result of keyboard navigation, or\n * - the event target is an element that will likely require interaction\n * via the keyboard (e.g. a text box)\n * @param {Event} e\n */\n function onFocus(e) {\n // Prevent IE from focusing the document or HTML element.\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (hadKeyboardEvent || focusTriggersKeyboardModality(e.target)) {\n addFocusVisibleClass(e.target);\n }\n }\n\n /**\n * On `blur`, remove the `focus-visible` class from the target.\n * @param {Event} e\n */\n function onBlur(e) {\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (\n e.target.classList.contains('focus-visible') ||\n e.target.hasAttribute('data-focus-visible-added')\n ) {\n // To detect a tab/window switch, we look for a blur event followed\n // rapidly by a visibility change.\n // If we don't see a visibility change within 100ms, it's probably a\n // regular focus change.\n hadFocusVisibleRecently = true;\n window.clearTimeout(hadFocusVisibleRecentlyTimeout);\n hadFocusVisibleRecentlyTimeout = window.setTimeout(function() {\n hadFocusVisibleRecently = false;\n }, 100);\n removeFocusVisibleClass(e.target);\n }\n }\n\n /**\n * If the user changes tabs, keep track of whether or not the previously\n * focused element had .focus-visible.\n * @param {Event} e\n */\n function onVisibilityChange(e) {\n if (document.visibilityState === 'hidden') {\n // If the tab becomes active again, the browser will handle calling focus\n // on the element (Safari actually calls it twice).\n // If this tab change caused a blur on an element with focus-visible,\n // re-apply the class when the user switches back to the tab.\n if (hadFocusVisibleRecently) {\n hadKeyboardEvent = true;\n }\n addInitialPointerMoveListeners();\n }\n }\n\n /**\n * Add a group of listeners to detect usage of any pointing devices.\n * These listeners will be added when the polyfill first loads, and anytime\n * the window is blurred, so that they are active when the window regains\n * focus.\n */\n function addInitialPointerMoveListeners() {\n document.addEventListener('mousemove', onInitialPointerMove);\n document.addEventListener('mousedown', onInitialPointerMove);\n document.addEventListener('mouseup', onInitialPointerMove);\n document.addEventListener('pointermove', onInitialPointerMove);\n document.addEventListener('pointerdown', onInitialPointerMove);\n document.addEventListener('pointerup', onInitialPointerMove);\n document.addEventListener('touchmove', onInitialPointerMove);\n document.addEventListener('touchstart', onInitialPointerMove);\n document.addEventListener('touchend', onInitialPointerMove);\n }\n\n function removeInitialPointerMoveListeners() {\n document.removeEventListener('mousemove', onInitialPointerMove);\n document.removeEventListener('mousedown', onInitialPointerMove);\n document.removeEventListener('mouseup', onInitialPointerMove);\n document.removeEventListener('pointermove', onInitialPointerMove);\n document.removeEventListener('pointerdown', onInitialPointerMove);\n document.removeEventListener('pointerup', onInitialPointerMove);\n document.removeEventListener('touchmove', onInitialPointerMove);\n document.removeEventListener('touchstart', onInitialPointerMove);\n document.removeEventListener('touchend', onInitialPointerMove);\n }\n\n /**\n * When the polfyill first loads, assume the user is in keyboard modality.\n * If any event is received from a pointing device (e.g. mouse, pointer,\n * touch), turn off keyboard modality.\n * This accounts for situations where focus enters the page from the URL bar.\n * @param {Event} e\n */\n function onInitialPointerMove(e) {\n // Work around a Safari quirk that fires a mousemove on whenever the\n // window blurs, even if you're tabbing out of the page. \u00AF\\_(\u30C4)_/\u00AF\n if (e.target.nodeName && e.target.nodeName.toLowerCase() === 'html') {\n return;\n }\n\n hadKeyboardEvent = false;\n removeInitialPointerMoveListeners();\n }\n\n // For some kinds of state, we are interested in changes at the global scope\n // only. For example, global pointer input, global key presses and global\n // visibility change should affect the state at every scope:\n document.addEventListener('keydown', onKeyDown, true);\n document.addEventListener('mousedown', onPointerDown, true);\n document.addEventListener('pointerdown', onPointerDown, true);\n document.addEventListener('touchstart', onPointerDown, true);\n document.addEventListener('visibilitychange', onVisibilityChange, true);\n\n addInitialPointerMoveListeners();\n\n // For focus and blur, we specifically care about state changes in the local\n // scope. This is because focus / blur events that originate from within a\n // shadow root are not re-dispatched from the host element if it was already\n // the active element in its own scope:\n scope.addEventListener('focus', onFocus, true);\n scope.addEventListener('blur', onBlur, true);\n\n // We detect that a node is a ShadowRoot by ensuring that it is a\n // DocumentFragment and also has a host property. This check covers native\n // implementation and polyfill implementation transparently. If we only cared\n // about the native implementation, we could just check if the scope was\n // an instance of a ShadowRoot.\n if (scope.nodeType === Node.DOCUMENT_FRAGMENT_NODE && scope.host) {\n // Since a ShadowRoot is a special kind of DocumentFragment, it does not\n // have a root element to add a class to. So, we add this attribute to the\n // host element instead:\n scope.host.setAttribute('data-js-focus-visible', '');\n } else if (scope.nodeType === Node.DOCUMENT_NODE) {\n document.documentElement.classList.add('js-focus-visible');\n document.documentElement.setAttribute('data-js-focus-visible', '');\n }\n }\n\n // It is important to wrap all references to global window and document in\n // these checks to support server-side rendering use cases\n // @see https://github.com/WICG/focus-visible/issues/199\n if (typeof window !== 'undefined' && typeof document !== 'undefined') {\n // Make the polyfill helper globally available. This can be used as a signal\n // to interested libraries that wish to coordinate with the polyfill for e.g.,\n // applying the polyfill to a shadow root:\n window.applyFocusVisiblePolyfill = applyFocusVisiblePolyfill;\n\n // Notify interested libraries of the polyfill's presence, in case the\n // polyfill was loaded lazily:\n var event;\n\n try {\n event = new CustomEvent('focus-visible-polyfill-ready');\n } catch (error) {\n // IE11 does not support using CustomEvent as a constructor directly:\n event = document.createEvent('CustomEvent');\n event.initCustomEvent('focus-visible-polyfill-ready', false, false, {});\n }\n\n window.dispatchEvent(event);\n }\n\n if (typeof document !== 'undefined') {\n // Apply the polyfill to the global document, so that no JavaScript\n // coordination is required to use the polyfill in the top-level document:\n applyFocusVisiblePolyfill(document);\n }\n\n})));\n", "/*!\n * escape-html\n * Copyright(c) 2012-2013 TJ Holowaychuk\n * Copyright(c) 2015 Andreas Lubbe\n * Copyright(c) 2015 Tiancheng \"Timothy\" Gu\n * MIT Licensed\n */\n\n'use strict';\n\n/**\n * Module variables.\n * @private\n */\n\nvar matchHtmlRegExp = /[\"'&<>]/;\n\n/**\n * Module exports.\n * @public\n */\n\nmodule.exports = escapeHtml;\n\n/**\n * Escape special characters in the given string of html.\n *\n * @param {string} string The string to escape for inserting into HTML\n * @return {string}\n * @public\n */\n\nfunction escapeHtml(string) {\n var str = '' + string;\n var match = matchHtmlRegExp.exec(str);\n\n if (!match) {\n return str;\n }\n\n var escape;\n var html = '';\n var index = 0;\n var lastIndex = 0;\n\n for (index = match.index; index < str.length; index++) {\n switch (str.charCodeAt(index)) {\n case 34: // \"\n escape = '"';\n break;\n case 38: // &\n escape = '&';\n break;\n case 39: // '\n escape = ''';\n break;\n case 60: // <\n escape = '<';\n break;\n case 62: // >\n escape = '>';\n break;\n default:\n continue;\n }\n\n if (lastIndex !== index) {\n html += str.substring(lastIndex, index);\n }\n\n lastIndex = index + 1;\n html += escape;\n }\n\n return lastIndex !== index\n ? html + str.substring(lastIndex, index)\n : html;\n}\n", "/*!\n * clipboard.js v2.0.11\n * https://clipboardjs.com/\n *\n * Licensed MIT \u00A9 Zeno Rocha\n */\n(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"ClipboardJS\"] = factory();\n\telse\n\t\troot[\"ClipboardJS\"] = factory();\n})(this, function() {\nreturn /******/ (function() { // webpackBootstrap\n/******/ \tvar __webpack_modules__ = ({\n\n/***/ 686:\n/***/ (function(__unused_webpack_module, __webpack_exports__, __webpack_require__) {\n\n\"use strict\";\n\n// EXPORTS\n__webpack_require__.d(__webpack_exports__, {\n \"default\": function() { return /* binding */ clipboard; }\n});\n\n// EXTERNAL MODULE: ./node_modules/tiny-emitter/index.js\nvar tiny_emitter = __webpack_require__(279);\nvar tiny_emitter_default = /*#__PURE__*/__webpack_require__.n(tiny_emitter);\n// EXTERNAL MODULE: ./node_modules/good-listener/src/listen.js\nvar listen = __webpack_require__(370);\nvar listen_default = /*#__PURE__*/__webpack_require__.n(listen);\n// EXTERNAL MODULE: ./node_modules/select/src/select.js\nvar src_select = __webpack_require__(817);\nvar select_default = /*#__PURE__*/__webpack_require__.n(src_select);\n;// CONCATENATED MODULE: ./src/common/command.js\n/**\n * Executes a given operation type.\n * @param {String} type\n * @return {Boolean}\n */\nfunction command(type) {\n try {\n return document.execCommand(type);\n } catch (err) {\n return false;\n }\n}\n;// CONCATENATED MODULE: ./src/actions/cut.js\n\n\n/**\n * Cut action wrapper.\n * @param {String|HTMLElement} target\n * @return {String}\n */\n\nvar ClipboardActionCut = function ClipboardActionCut(target) {\n var selectedText = select_default()(target);\n command('cut');\n return selectedText;\n};\n\n/* harmony default export */ var actions_cut = (ClipboardActionCut);\n;// CONCATENATED MODULE: ./src/common/create-fake-element.js\n/**\n * Creates a fake textarea element with a value.\n * @param {String} value\n * @return {HTMLElement}\n */\nfunction createFakeElement(value) {\n var isRTL = document.documentElement.getAttribute('dir') === 'rtl';\n var fakeElement = document.createElement('textarea'); // Prevent zooming on iOS\n\n fakeElement.style.fontSize = '12pt'; // Reset box model\n\n fakeElement.style.border = '0';\n fakeElement.style.padding = '0';\n fakeElement.style.margin = '0'; // Move element out of screen horizontally\n\n fakeElement.style.position = 'absolute';\n fakeElement.style[isRTL ? 'right' : 'left'] = '-9999px'; // Move element to the same position vertically\n\n var yPosition = window.pageYOffset || document.documentElement.scrollTop;\n fakeElement.style.top = \"\".concat(yPosition, \"px\");\n fakeElement.setAttribute('readonly', '');\n fakeElement.value = value;\n return fakeElement;\n}\n;// CONCATENATED MODULE: ./src/actions/copy.js\n\n\n\n/**\n * Create fake copy action wrapper using a fake element.\n * @param {String} target\n * @param {Object} options\n * @return {String}\n */\n\nvar fakeCopyAction = function fakeCopyAction(value, options) {\n var fakeElement = createFakeElement(value);\n options.container.appendChild(fakeElement);\n var selectedText = select_default()(fakeElement);\n command('copy');\n fakeElement.remove();\n return selectedText;\n};\n/**\n * Copy action wrapper.\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @return {String}\n */\n\n\nvar ClipboardActionCopy = function ClipboardActionCopy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n var selectedText = '';\n\n if (typeof target === 'string') {\n selectedText = fakeCopyAction(target, options);\n } else if (target instanceof HTMLInputElement && !['text', 'search', 'url', 'tel', 'password'].includes(target === null || target === void 0 ? void 0 : target.type)) {\n // If input type doesn't support `setSelectionRange`. Simulate it. https://developer.mozilla.org/en-US/docs/Web/API/HTMLInputElement/setSelectionRange\n selectedText = fakeCopyAction(target.value, options);\n } else {\n selectedText = select_default()(target);\n command('copy');\n }\n\n return selectedText;\n};\n\n/* harmony default export */ var actions_copy = (ClipboardActionCopy);\n;// CONCATENATED MODULE: ./src/actions/default.js\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\n\n\n/**\n * Inner function which performs selection from either `text` or `target`\n * properties and then executes copy or cut operations.\n * @param {Object} options\n */\n\nvar ClipboardActionDefault = function ClipboardActionDefault() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n // Defines base properties passed from constructor.\n var _options$action = options.action,\n action = _options$action === void 0 ? 'copy' : _options$action,\n container = options.container,\n target = options.target,\n text = options.text; // Sets the `action` to be performed which can be either 'copy' or 'cut'.\n\n if (action !== 'copy' && action !== 'cut') {\n throw new Error('Invalid \"action\" value, use either \"copy\" or \"cut\"');\n } // Sets the `target` property using an element that will be have its content copied.\n\n\n if (target !== undefined) {\n if (target && _typeof(target) === 'object' && target.nodeType === 1) {\n if (action === 'copy' && target.hasAttribute('disabled')) {\n throw new Error('Invalid \"target\" attribute. Please use \"readonly\" instead of \"disabled\" attribute');\n }\n\n if (action === 'cut' && (target.hasAttribute('readonly') || target.hasAttribute('disabled'))) {\n throw new Error('Invalid \"target\" attribute. You can\\'t cut text from elements with \"readonly\" or \"disabled\" attributes');\n }\n } else {\n throw new Error('Invalid \"target\" value, use a valid Element');\n }\n } // Define selection strategy based on `text` property.\n\n\n if (text) {\n return actions_copy(text, {\n container: container\n });\n } // Defines which selection strategy based on `target` property.\n\n\n if (target) {\n return action === 'cut' ? actions_cut(target) : actions_copy(target, {\n container: container\n });\n }\n};\n\n/* harmony default export */ var actions_default = (ClipboardActionDefault);\n;// CONCATENATED MODULE: ./src/clipboard.js\nfunction clipboard_typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { clipboard_typeof = function _typeof(obj) { return typeof obj; }; } else { clipboard_typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return clipboard_typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (clipboard_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n\n\n\n\n\n/**\n * Helper function to retrieve attribute value.\n * @param {String} suffix\n * @param {Element} element\n */\n\nfunction getAttributeValue(suffix, element) {\n var attribute = \"data-clipboard-\".concat(suffix);\n\n if (!element.hasAttribute(attribute)) {\n return;\n }\n\n return element.getAttribute(attribute);\n}\n/**\n * Base class which takes one or more elements, adds event listeners to them,\n * and instantiates a new `ClipboardAction` on each click.\n */\n\n\nvar Clipboard = /*#__PURE__*/function (_Emitter) {\n _inherits(Clipboard, _Emitter);\n\n var _super = _createSuper(Clipboard);\n\n /**\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n * @param {Object} options\n */\n function Clipboard(trigger, options) {\n var _this;\n\n _classCallCheck(this, Clipboard);\n\n _this = _super.call(this);\n\n _this.resolveOptions(options);\n\n _this.listenClick(trigger);\n\n return _this;\n }\n /**\n * Defines if attributes would be resolved using internal setter functions\n * or custom functions that were passed in the constructor.\n * @param {Object} options\n */\n\n\n _createClass(Clipboard, [{\n key: \"resolveOptions\",\n value: function resolveOptions() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n this.action = typeof options.action === 'function' ? options.action : this.defaultAction;\n this.target = typeof options.target === 'function' ? options.target : this.defaultTarget;\n this.text = typeof options.text === 'function' ? options.text : this.defaultText;\n this.container = clipboard_typeof(options.container) === 'object' ? options.container : document.body;\n }\n /**\n * Adds a click event listener to the passed trigger.\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n */\n\n }, {\n key: \"listenClick\",\n value: function listenClick(trigger) {\n var _this2 = this;\n\n this.listener = listen_default()(trigger, 'click', function (e) {\n return _this2.onClick(e);\n });\n }\n /**\n * Defines a new `ClipboardAction` on each click event.\n * @param {Event} e\n */\n\n }, {\n key: \"onClick\",\n value: function onClick(e) {\n var trigger = e.delegateTarget || e.currentTarget;\n var action = this.action(trigger) || 'copy';\n var text = actions_default({\n action: action,\n container: this.container,\n target: this.target(trigger),\n text: this.text(trigger)\n }); // Fires an event based on the copy operation result.\n\n this.emit(text ? 'success' : 'error', {\n action: action,\n text: text,\n trigger: trigger,\n clearSelection: function clearSelection() {\n if (trigger) {\n trigger.focus();\n }\n\n window.getSelection().removeAllRanges();\n }\n });\n }\n /**\n * Default `action` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultAction\",\n value: function defaultAction(trigger) {\n return getAttributeValue('action', trigger);\n }\n /**\n * Default `target` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultTarget\",\n value: function defaultTarget(trigger) {\n var selector = getAttributeValue('target', trigger);\n\n if (selector) {\n return document.querySelector(selector);\n }\n }\n /**\n * Allow fire programmatically a copy action\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @returns Text copied.\n */\n\n }, {\n key: \"defaultText\",\n\n /**\n * Default `text` lookup function.\n * @param {Element} trigger\n */\n value: function defaultText(trigger) {\n return getAttributeValue('text', trigger);\n }\n /**\n * Destroy lifecycle.\n */\n\n }, {\n key: \"destroy\",\n value: function destroy() {\n this.listener.destroy();\n }\n }], [{\n key: \"copy\",\n value: function copy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n return actions_copy(target, options);\n }\n /**\n * Allow fire programmatically a cut action\n * @param {String|HTMLElement} target\n * @returns Text cutted.\n */\n\n }, {\n key: \"cut\",\n value: function cut(target) {\n return actions_cut(target);\n }\n /**\n * Returns the support of the given action, or all actions if no action is\n * given.\n * @param {String} [action]\n */\n\n }, {\n key: \"isSupported\",\n value: function isSupported() {\n var action = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ['copy', 'cut'];\n var actions = typeof action === 'string' ? [action] : action;\n var support = !!document.queryCommandSupported;\n actions.forEach(function (action) {\n support = support && !!document.queryCommandSupported(action);\n });\n return support;\n }\n }]);\n\n return Clipboard;\n}((tiny_emitter_default()));\n\n/* harmony default export */ var clipboard = (Clipboard);\n\n/***/ }),\n\n/***/ 828:\n/***/ (function(module) {\n\nvar DOCUMENT_NODE_TYPE = 9;\n\n/**\n * A polyfill for Element.matches()\n */\nif (typeof Element !== 'undefined' && !Element.prototype.matches) {\n var proto = Element.prototype;\n\n proto.matches = proto.matchesSelector ||\n proto.mozMatchesSelector ||\n proto.msMatchesSelector ||\n proto.oMatchesSelector ||\n proto.webkitMatchesSelector;\n}\n\n/**\n * Finds the closest parent that matches a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @return {Function}\n */\nfunction closest (element, selector) {\n while (element && element.nodeType !== DOCUMENT_NODE_TYPE) {\n if (typeof element.matches === 'function' &&\n element.matches(selector)) {\n return element;\n }\n element = element.parentNode;\n }\n}\n\nmodule.exports = closest;\n\n\n/***/ }),\n\n/***/ 438:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar closest = __webpack_require__(828);\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction _delegate(element, selector, type, callback, useCapture) {\n var listenerFn = listener.apply(this, arguments);\n\n element.addEventListener(type, listenerFn, useCapture);\n\n return {\n destroy: function() {\n element.removeEventListener(type, listenerFn, useCapture);\n }\n }\n}\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element|String|Array} [elements]\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction delegate(elements, selector, type, callback, useCapture) {\n // Handle the regular Element usage\n if (typeof elements.addEventListener === 'function') {\n return _delegate.apply(null, arguments);\n }\n\n // Handle Element-less usage, it defaults to global delegation\n if (typeof type === 'function') {\n // Use `document` as the first parameter, then apply arguments\n // This is a short way to .unshift `arguments` without running into deoptimizations\n return _delegate.bind(null, document).apply(null, arguments);\n }\n\n // Handle Selector-based usage\n if (typeof elements === 'string') {\n elements = document.querySelectorAll(elements);\n }\n\n // Handle Array-like based usage\n return Array.prototype.map.call(elements, function (element) {\n return _delegate(element, selector, type, callback, useCapture);\n });\n}\n\n/**\n * Finds closest match and invokes callback.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Function}\n */\nfunction listener(element, selector, type, callback) {\n return function(e) {\n e.delegateTarget = closest(e.target, selector);\n\n if (e.delegateTarget) {\n callback.call(element, e);\n }\n }\n}\n\nmodule.exports = delegate;\n\n\n/***/ }),\n\n/***/ 879:\n/***/ (function(__unused_webpack_module, exports) {\n\n/**\n * Check if argument is a HTML element.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.node = function(value) {\n return value !== undefined\n && value instanceof HTMLElement\n && value.nodeType === 1;\n};\n\n/**\n * Check if argument is a list of HTML elements.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.nodeList = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return value !== undefined\n && (type === '[object NodeList]' || type === '[object HTMLCollection]')\n && ('length' in value)\n && (value.length === 0 || exports.node(value[0]));\n};\n\n/**\n * Check if argument is a string.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.string = function(value) {\n return typeof value === 'string'\n || value instanceof String;\n};\n\n/**\n * Check if argument is a function.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.fn = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return type === '[object Function]';\n};\n\n\n/***/ }),\n\n/***/ 370:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar is = __webpack_require__(879);\nvar delegate = __webpack_require__(438);\n\n/**\n * Validates all params and calls the right\n * listener function based on its target type.\n *\n * @param {String|HTMLElement|HTMLCollection|NodeList} target\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listen(target, type, callback) {\n if (!target && !type && !callback) {\n throw new Error('Missing required arguments');\n }\n\n if (!is.string(type)) {\n throw new TypeError('Second argument must be a String');\n }\n\n if (!is.fn(callback)) {\n throw new TypeError('Third argument must be a Function');\n }\n\n if (is.node(target)) {\n return listenNode(target, type, callback);\n }\n else if (is.nodeList(target)) {\n return listenNodeList(target, type, callback);\n }\n else if (is.string(target)) {\n return listenSelector(target, type, callback);\n }\n else {\n throw new TypeError('First argument must be a String, HTMLElement, HTMLCollection, or NodeList');\n }\n}\n\n/**\n * Adds an event listener to a HTML element\n * and returns a remove listener function.\n *\n * @param {HTMLElement} node\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNode(node, type, callback) {\n node.addEventListener(type, callback);\n\n return {\n destroy: function() {\n node.removeEventListener(type, callback);\n }\n }\n}\n\n/**\n * Add an event listener to a list of HTML elements\n * and returns a remove listener function.\n *\n * @param {NodeList|HTMLCollection} nodeList\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNodeList(nodeList, type, callback) {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.addEventListener(type, callback);\n });\n\n return {\n destroy: function() {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.removeEventListener(type, callback);\n });\n }\n }\n}\n\n/**\n * Add an event listener to a selector\n * and returns a remove listener function.\n *\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenSelector(selector, type, callback) {\n return delegate(document.body, selector, type, callback);\n}\n\nmodule.exports = listen;\n\n\n/***/ }),\n\n/***/ 817:\n/***/ (function(module) {\n\nfunction select(element) {\n var selectedText;\n\n if (element.nodeName === 'SELECT') {\n element.focus();\n\n selectedText = element.value;\n }\n else if (element.nodeName === 'INPUT' || element.nodeName === 'TEXTAREA') {\n var isReadOnly = element.hasAttribute('readonly');\n\n if (!isReadOnly) {\n element.setAttribute('readonly', '');\n }\n\n element.select();\n element.setSelectionRange(0, element.value.length);\n\n if (!isReadOnly) {\n element.removeAttribute('readonly');\n }\n\n selectedText = element.value;\n }\n else {\n if (element.hasAttribute('contenteditable')) {\n element.focus();\n }\n\n var selection = window.getSelection();\n var range = document.createRange();\n\n range.selectNodeContents(element);\n selection.removeAllRanges();\n selection.addRange(range);\n\n selectedText = selection.toString();\n }\n\n return selectedText;\n}\n\nmodule.exports = select;\n\n\n/***/ }),\n\n/***/ 279:\n/***/ (function(module) {\n\nfunction E () {\n // Keep this empty so it's easier to inherit from\n // (via https://github.com/lipsmack from https://github.com/scottcorgan/tiny-emitter/issues/3)\n}\n\nE.prototype = {\n on: function (name, callback, ctx) {\n var e = this.e || (this.e = {});\n\n (e[name] || (e[name] = [])).push({\n fn: callback,\n ctx: ctx\n });\n\n return this;\n },\n\n once: function (name, callback, ctx) {\n var self = this;\n function listener () {\n self.off(name, listener);\n callback.apply(ctx, arguments);\n };\n\n listener._ = callback\n return this.on(name, listener, ctx);\n },\n\n emit: function (name) {\n var data = [].slice.call(arguments, 1);\n var evtArr = ((this.e || (this.e = {}))[name] || []).slice();\n var i = 0;\n var len = evtArr.length;\n\n for (i; i < len; i++) {\n evtArr[i].fn.apply(evtArr[i].ctx, data);\n }\n\n return this;\n },\n\n off: function (name, callback) {\n var e = this.e || (this.e = {});\n var evts = e[name];\n var liveEvents = [];\n\n if (evts && callback) {\n for (var i = 0, len = evts.length; i < len; i++) {\n if (evts[i].fn !== callback && evts[i].fn._ !== callback)\n liveEvents.push(evts[i]);\n }\n }\n\n // Remove event from queue to prevent memory leak\n // Suggested by https://github.com/lazd\n // Ref: https://github.com/scottcorgan/tiny-emitter/commit/c6ebfaa9bc973b33d110a84a307742b7cf94c953#commitcomment-5024910\n\n (liveEvents.length)\n ? e[name] = liveEvents\n : delete e[name];\n\n return this;\n }\n};\n\nmodule.exports = E;\nmodule.exports.TinyEmitter = E;\n\n\n/***/ })\n\n/******/ \t});\n/************************************************************************/\n/******/ \t// The module cache\n/******/ \tvar __webpack_module_cache__ = {};\n/******/ \t\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/ \t\t// Check if module is in cache\n/******/ \t\tif(__webpack_module_cache__[moduleId]) {\n/******/ \t\t\treturn __webpack_module_cache__[moduleId].exports;\n/******/ \t\t}\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = __webpack_module_cache__[moduleId] = {\n/******/ \t\t\t// no module.id needed\n/******/ \t\t\t// no module.loaded needed\n/******/ \t\t\texports: {}\n/******/ \t\t};\n/******/ \t\n/******/ \t\t// Execute the module function\n/******/ \t\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n/******/ \t\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/ \t\n/************************************************************************/\n/******/ \t/* webpack/runtime/compat get default export */\n/******/ \t!function() {\n/******/ \t\t// getDefaultExport function for compatibility with non-harmony modules\n/******/ \t\t__webpack_require__.n = function(module) {\n/******/ \t\t\tvar getter = module && module.__esModule ?\n/******/ \t\t\t\tfunction() { return module['default']; } :\n/******/ \t\t\t\tfunction() { return module; };\n/******/ \t\t\t__webpack_require__.d(getter, { a: getter });\n/******/ \t\t\treturn getter;\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/define property getters */\n/******/ \t!function() {\n/******/ \t\t// define getter functions for harmony exports\n/******/ \t\t__webpack_require__.d = function(exports, definition) {\n/******/ \t\t\tfor(var key in definition) {\n/******/ \t\t\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n/******/ \t\t\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n/******/ \t\t\t\t}\n/******/ \t\t\t}\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/hasOwnProperty shorthand */\n/******/ \t!function() {\n/******/ \t\t__webpack_require__.o = function(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); }\n/******/ \t}();\n/******/ \t\n/************************************************************************/\n/******/ \t// module exports must be returned from runtime so entry inlining is disabled\n/******/ \t// startup\n/******/ \t// Load entry module and return exports\n/******/ \treturn __webpack_require__(686);\n/******/ })()\n.default;\n});", "/*\n * Copyright (c) 2016-2024 Martin Donath \n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to\n * deal in the Software without restriction, including without limitation the\n * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n * sell copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n * IN THE SOFTWARE.\n */\n\nimport \"focus-visible\"\n\nimport {\n EMPTY,\n NEVER,\n Observable,\n Subject,\n defer,\n delay,\n filter,\n map,\n merge,\n mergeWith,\n shareReplay,\n switchMap\n} from \"rxjs\"\n\nimport { configuration, feature } from \"./_\"\nimport {\n at,\n getActiveElement,\n getOptionalElement,\n requestJSON,\n setLocation,\n setToggle,\n watchDocument,\n watchKeyboard,\n watchLocation,\n watchLocationTarget,\n watchMedia,\n watchPrint,\n watchScript,\n watchViewport\n} from \"./browser\"\nimport {\n getComponentElement,\n getComponentElements,\n mountAnnounce,\n mountBackToTop,\n mountConsent,\n mountContent,\n mountDialog,\n mountHeader,\n mountHeaderTitle,\n mountPalette,\n mountProgress,\n mountSearch,\n mountSearchHiglight,\n mountSidebar,\n mountSource,\n mountTableOfContents,\n mountTabs,\n watchHeader,\n watchMain\n} from \"./components\"\nimport {\n SearchIndex,\n setupClipboardJS,\n setupInstantNavigation,\n setupVersionSelector\n} from \"./integrations\"\nimport {\n patchEllipsis,\n patchIndeterminate,\n patchScrollfix,\n patchScrolllock\n} from \"./patches\"\nimport \"./polyfills\"\n\n/* ----------------------------------------------------------------------------\n * Functions - @todo refactor\n * ------------------------------------------------------------------------- */\n\n/**\n * Fetch search index\n *\n * @returns Search index observable\n */\nfunction fetchSearchIndex(): Observable {\n if (location.protocol === \"file:\") {\n return watchScript(\n `${new URL(\"search/search_index.js\", config.base)}`\n )\n .pipe(\n // @ts-ignore - @todo fix typings\n map(() => __index),\n shareReplay(1)\n )\n } else {\n return requestJSON(\n new URL(\"search/search_index.json\", config.base)\n )\n }\n}\n\n/* ----------------------------------------------------------------------------\n * Application\n * ------------------------------------------------------------------------- */\n\n/* Yay, JavaScript is available */\ndocument.documentElement.classList.remove(\"no-js\")\ndocument.documentElement.classList.add(\"js\")\n\n/* Set up navigation observables and subjects */\nconst document$ = watchDocument()\nconst location$ = watchLocation()\nconst target$ = watchLocationTarget(location$)\nconst keyboard$ = watchKeyboard()\n\n/* Set up media observables */\nconst viewport$ = watchViewport()\nconst tablet$ = watchMedia(\"(min-width: 960px)\")\nconst screen$ = watchMedia(\"(min-width: 1220px)\")\nconst print$ = watchPrint()\n\n/* Retrieve search index, if search is enabled */\nconst config = configuration()\nconst index$ = document.forms.namedItem(\"search\")\n ? fetchSearchIndex()\n : NEVER\n\n/* Set up Clipboard.js integration */\nconst alert$ = new Subject()\nsetupClipboardJS({ alert$ })\n\n/* Set up progress indicator */\nconst progress$ = new Subject()\n\n/* Set up instant navigation, if enabled */\nif (feature(\"navigation.instant\"))\n setupInstantNavigation({ location$, viewport$, progress$ })\n .subscribe(document$)\n\n/* Set up version selector */\nif (config.version?.provider === \"mike\")\n setupVersionSelector({ document$ })\n\n/* Always close drawer and search on navigation */\nmerge(location$, target$)\n .pipe(\n delay(125)\n )\n .subscribe(() => {\n setToggle(\"drawer\", false)\n setToggle(\"search\", false)\n })\n\n/* Set up global keyboard handlers */\nkeyboard$\n .pipe(\n filter(({ mode }) => mode === \"global\")\n )\n .subscribe(key => {\n switch (key.type) {\n\n /* Go to previous page */\n case \"p\":\n case \",\":\n const prev = getOptionalElement(\"link[rel=prev]\")\n if (typeof prev !== \"undefined\")\n setLocation(prev)\n break\n\n /* Go to next page */\n case \"n\":\n case \".\":\n const next = getOptionalElement(\"link[rel=next]\")\n if (typeof next !== \"undefined\")\n setLocation(next)\n break\n\n /* Expand navigation, see https://bit.ly/3ZjG5io */\n case \"Enter\":\n const active = getActiveElement()\n if (active instanceof HTMLLabelElement)\n active.click()\n }\n })\n\n/* Set up patches */\npatchEllipsis({ viewport$, document$ })\npatchIndeterminate({ document$, tablet$ })\npatchScrollfix({ document$ })\npatchScrolllock({ viewport$, tablet$ })\n\n/* Set up header and main area observable */\nconst header$ = watchHeader(getComponentElement(\"header\"), { viewport$ })\nconst main$ = document$\n .pipe(\n map(() => getComponentElement(\"main\")),\n switchMap(el => watchMain(el, { viewport$, header$ })),\n shareReplay(1)\n )\n\n/* Set up control component observables */\nconst control$ = merge(\n\n /* Consent */\n ...getComponentElements(\"consent\")\n .map(el => mountConsent(el, { target$ })),\n\n /* Dialog */\n ...getComponentElements(\"dialog\")\n .map(el => mountDialog(el, { alert$ })),\n\n /* Header */\n ...getComponentElements(\"header\")\n .map(el => mountHeader(el, { viewport$, header$, main$ })),\n\n /* Color palette */\n ...getComponentElements(\"palette\")\n .map(el => mountPalette(el)),\n\n /* Progress bar */\n ...getComponentElements(\"progress\")\n .map(el => mountProgress(el, { progress$ })),\n\n /* Search */\n ...getComponentElements(\"search\")\n .map(el => mountSearch(el, { index$, keyboard$ })),\n\n /* Repository information */\n ...getComponentElements(\"source\")\n .map(el => mountSource(el))\n)\n\n/* Set up content component observables */\nconst content$ = defer(() => merge(\n\n /* Announcement bar */\n ...getComponentElements(\"announce\")\n .map(el => mountAnnounce(el)),\n\n /* Content */\n ...getComponentElements(\"content\")\n .map(el => mountContent(el, { viewport$, target$, print$ })),\n\n /* Search highlighting */\n ...getComponentElements(\"content\")\n .map(el => feature(\"search.highlight\")\n ? mountSearchHiglight(el, { index$, location$ })\n : EMPTY\n ),\n\n /* Header title */\n ...getComponentElements(\"header-title\")\n .map(el => mountHeaderTitle(el, { viewport$, header$ })),\n\n /* Sidebar */\n ...getComponentElements(\"sidebar\")\n .map(el => el.getAttribute(\"data-md-type\") === \"navigation\"\n ? at(screen$, () => mountSidebar(el, { viewport$, header$, main$ }))\n : at(tablet$, () => mountSidebar(el, { viewport$, header$, main$ }))\n ),\n\n /* Navigation tabs */\n ...getComponentElements(\"tabs\")\n .map(el => mountTabs(el, { viewport$, header$ })),\n\n /* Table of contents */\n ...getComponentElements(\"toc\")\n .map(el => mountTableOfContents(el, {\n viewport$, header$, main$, target$\n })),\n\n /* Back-to-top button */\n ...getComponentElements(\"top\")\n .map(el => mountBackToTop(el, { viewport$, header$, main$, target$ }))\n))\n\n/* Set up component observables */\nconst component$ = document$\n .pipe(\n switchMap(() => content$),\n mergeWith(control$),\n shareReplay(1)\n )\n\n/* Subscribe to all components */\ncomponent$.subscribe()\n\n/* ----------------------------------------------------------------------------\n * Exports\n * ------------------------------------------------------------------------- */\n\nwindow.document$ = document$ /* Document observable */\nwindow.location$ = location$ /* Location subject */\nwindow.target$ = target$ /* Location target observable */\nwindow.keyboard$ = keyboard$ /* Keyboard observable */\nwindow.viewport$ = viewport$ /* Viewport observable */\nwindow.tablet$ = tablet$ /* Media tablet observable */\nwindow.screen$ = screen$ /* Media screen observable */\nwindow.print$ = print$ /* Media print observable */\nwindow.alert$ = alert$ /* Alert subject */\nwindow.progress$ = progress$ /* Progress indicator subject */\nwindow.component$ = component$ /* Component observable */\n", "/******************************************************************************\nCopyright (c) Microsoft Corporation.\n\nPermission to use, copy, modify, and/or distribute this software for any\npurpose with or without fee is hereby granted.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\nPERFORMANCE OF THIS SOFTWARE.\n***************************************************************************** */\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\n\nvar extendStatics = function(d, b) {\n extendStatics = Object.setPrototypeOf ||\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\n return extendStatics(d, b);\n};\n\nexport function __extends(d, b) {\n if (typeof b !== \"function\" && b !== null)\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\n extendStatics(d, b);\n function __() { this.constructor = d; }\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n}\n\nexport var __assign = function() {\n __assign = Object.assign || function __assign(t) {\n for (var s, i = 1, n = arguments.length; i < n; i++) {\n s = arguments[i];\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\n }\n return t;\n }\n return __assign.apply(this, arguments);\n}\n\nexport function __rest(s, e) {\n var t = {};\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\n t[p] = s[p];\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\n t[p[i]] = s[p[i]];\n }\n return t;\n}\n\nexport function __decorate(decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n}\n\nexport function __param(paramIndex, decorator) {\n return function (target, key) { decorator(target, key, paramIndex); }\n}\n\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\n function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\n var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\n var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\n var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\n var _, done = false;\n for (var i = decorators.length - 1; i >= 0; i--) {\n var context = {};\n for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\n for (var p in contextIn.access) context.access[p] = contextIn.access[p];\n context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\n var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\n if (kind === \"accessor\") {\n if (result === void 0) continue;\n if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\n if (_ = accept(result.get)) descriptor.get = _;\n if (_ = accept(result.set)) descriptor.set = _;\n if (_ = accept(result.init)) initializers.unshift(_);\n }\n else if (_ = accept(result)) {\n if (kind === \"field\") initializers.unshift(_);\n else descriptor[key] = _;\n }\n }\n if (target) Object.defineProperty(target, contextIn.name, descriptor);\n done = true;\n};\n\nexport function __runInitializers(thisArg, initializers, value) {\n var useValue = arguments.length > 2;\n for (var i = 0; i < initializers.length; i++) {\n value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\n }\n return useValue ? value : void 0;\n};\n\nexport function __propKey(x) {\n return typeof x === \"symbol\" ? x : \"\".concat(x);\n};\n\nexport function __setFunctionName(f, name, prefix) {\n if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\n return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\n};\n\nexport function __metadata(metadataKey, metadataValue) {\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\n}\n\nexport function __awaiter(thisArg, _arguments, P, generator) {\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\n return new (P || (P = Promise))(function (resolve, reject) {\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\n step((generator = generator.apply(thisArg, _arguments || [])).next());\n });\n}\n\nexport function __generator(thisArg, body) {\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === \"function\" ? Iterator : Object).prototype);\n return g.next = verb(0), g[\"throw\"] = verb(1), g[\"return\"] = verb(2), typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\n function verb(n) { return function (v) { return step([n, v]); }; }\n function step(op) {\n if (f) throw new TypeError(\"Generator is already executing.\");\n while (g && (g = 0, op[0] && (_ = 0)), _) try {\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\n if (y = 0, t) op = [op[0] & 2, t.value];\n switch (op[0]) {\n case 0: case 1: t = op; break;\n case 4: _.label++; return { value: op[1], done: false };\n case 5: _.label++; y = op[1]; op = [0]; continue;\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\n default:\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\n if (t[2]) _.ops.pop();\n _.trys.pop(); continue;\n }\n op = body.call(thisArg, _);\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\n }\n}\n\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n var desc = Object.getOwnPropertyDescriptor(m, k);\n if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\n desc = { enumerable: true, get: function() { return m[k]; } };\n }\n Object.defineProperty(o, k2, desc);\n}) : (function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n o[k2] = m[k];\n});\n\nexport function __exportStar(m, o) {\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\n}\n\nexport function __values(o) {\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\n if (m) return m.call(o);\n if (o && typeof o.length === \"number\") return {\n next: function () {\n if (o && i >= o.length) o = void 0;\n return { value: o && o[i++], done: !o };\n }\n };\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\n}\n\nexport function __read(o, n) {\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\n if (!m) return o;\n var i = m.call(o), r, ar = [], e;\n try {\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\n }\n catch (error) { e = { error: error }; }\n finally {\n try {\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\n }\n finally { if (e) throw e.error; }\n }\n return ar;\n}\n\n/** @deprecated */\nexport function __spread() {\n for (var ar = [], i = 0; i < arguments.length; i++)\n ar = ar.concat(__read(arguments[i]));\n return ar;\n}\n\n/** @deprecated */\nexport function __spreadArrays() {\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\n r[k] = a[j];\n return r;\n}\n\nexport function __spreadArray(to, from, pack) {\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\n if (ar || !(i in from)) {\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\n ar[i] = from[i];\n }\n }\n return to.concat(ar || Array.prototype.slice.call(from));\n}\n\nexport function __await(v) {\n return this instanceof __await ? (this.v = v, this) : new __await(v);\n}\n\nexport function __asyncGenerator(thisArg, _arguments, generator) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\n return i = Object.create((typeof AsyncIterator === \"function\" ? AsyncIterator : Object).prototype), verb(\"next\"), verb(\"throw\"), verb(\"return\", awaitReturn), i[Symbol.asyncIterator] = function () { return this; }, i;\n function awaitReturn(f) { return function (v) { return Promise.resolve(v).then(f, reject); }; }\n function verb(n, f) { if (g[n]) { i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; if (f) i[n] = f(i[n]); } }\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\n function fulfill(value) { resume(\"next\", value); }\n function reject(value) { resume(\"throw\", value); }\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\n}\n\nexport function __asyncDelegator(o) {\n var i, p;\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\n}\n\nexport function __asyncValues(o) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var m = o[Symbol.asyncIterator], i;\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\n}\n\nexport function __makeTemplateObject(cooked, raw) {\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\n return cooked;\n};\n\nvar __setModuleDefault = Object.create ? (function(o, v) {\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\n}) : function(o, v) {\n o[\"default\"] = v;\n};\n\nexport function __importStar(mod) {\n if (mod && mod.__esModule) return mod;\n var result = {};\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\n __setModuleDefault(result, mod);\n return result;\n}\n\nexport function __importDefault(mod) {\n return (mod && mod.__esModule) ? mod : { default: mod };\n}\n\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\n}\n\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\n}\n\nexport function __classPrivateFieldIn(state, receiver) {\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\n}\n\nexport function __addDisposableResource(env, value, async) {\n if (value !== null && value !== void 0) {\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\n var dispose, inner;\n if (async) {\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\n dispose = value[Symbol.asyncDispose];\n }\n if (dispose === void 0) {\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\n dispose = value[Symbol.dispose];\n if (async) inner = dispose;\n }\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\n env.stack.push({ value: value, dispose: dispose, async: async });\n }\n else if (async) {\n env.stack.push({ async: true });\n }\n return value;\n}\n\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\n var e = new Error(message);\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\n};\n\nexport function __disposeResources(env) {\n function fail(e) {\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\n env.hasError = true;\n }\n var r, s = 0;\n function next() {\n while (r = env.stack.pop()) {\n try {\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\n if (r.dispose) {\n var result = r.dispose.call(r.value);\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\n }\n else s |= 1;\n }\n catch (e) {\n fail(e);\n }\n }\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\n if (env.hasError) throw env.error;\n }\n return next();\n}\n\nexport default {\n __extends,\n __assign,\n __rest,\n __decorate,\n __param,\n __metadata,\n __awaiter,\n __generator,\n __createBinding,\n __exportStar,\n __values,\n __read,\n __spread,\n __spreadArrays,\n __spreadArray,\n __await,\n __asyncGenerator,\n __asyncDelegator,\n __asyncValues,\n __makeTemplateObject,\n __importStar,\n __importDefault,\n __classPrivateFieldGet,\n __classPrivateFieldSet,\n __classPrivateFieldIn,\n __addDisposableResource,\n __disposeResources,\n};\n", "/**\n * Returns true if the object is a function.\n * @param value The value to check\n */\nexport function isFunction(value: any): value is (...args: any[]) => any {\n return typeof value === 'function';\n}\n", "/**\n * Used to create Error subclasses until the community moves away from ES5.\n *\n * This is because compiling from TypeScript down to ES5 has issues with subclassing Errors\n * as well as other built-in types: https://github.com/Microsoft/TypeScript/issues/12123\n *\n * @param createImpl A factory function to create the actual constructor implementation. The returned\n * function should be a named function that calls `_super` internally.\n */\nexport function createErrorClass(createImpl: (_super: any) => any): T {\n const _super = (instance: any) => {\n Error.call(instance);\n instance.stack = new Error().stack;\n };\n\n const ctorFunc = createImpl(_super);\n ctorFunc.prototype = Object.create(Error.prototype);\n ctorFunc.prototype.constructor = ctorFunc;\n return ctorFunc;\n}\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface UnsubscriptionError extends Error {\n readonly errors: any[];\n}\n\nexport interface UnsubscriptionErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (errors: any[]): UnsubscriptionError;\n}\n\n/**\n * An error thrown when one or more errors have occurred during the\n * `unsubscribe` of a {@link Subscription}.\n */\nexport const UnsubscriptionError: UnsubscriptionErrorCtor = createErrorClass(\n (_super) =>\n function UnsubscriptionErrorImpl(this: any, errors: (Error | string)[]) {\n _super(this);\n this.message = errors\n ? `${errors.length} errors occurred during unsubscription:\n${errors.map((err, i) => `${i + 1}) ${err.toString()}`).join('\\n ')}`\n : '';\n this.name = 'UnsubscriptionError';\n this.errors = errors;\n }\n);\n", "/**\n * Removes an item from an array, mutating it.\n * @param arr The array to remove the item from\n * @param item The item to remove\n */\nexport function arrRemove(arr: T[] | undefined | null, item: T) {\n if (arr) {\n const index = arr.indexOf(item);\n 0 <= index && arr.splice(index, 1);\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { UnsubscriptionError } from './util/UnsubscriptionError';\nimport { SubscriptionLike, TeardownLogic, Unsubscribable } from './types';\nimport { arrRemove } from './util/arrRemove';\n\n/**\n * Represents a disposable resource, such as the execution of an Observable. A\n * Subscription has one important method, `unsubscribe`, that takes no argument\n * and just disposes the resource held by the subscription.\n *\n * Additionally, subscriptions may be grouped together through the `add()`\n * method, which will attach a child Subscription to the current Subscription.\n * When a Subscription is unsubscribed, all its children (and its grandchildren)\n * will be unsubscribed as well.\n *\n * @class Subscription\n */\nexport class Subscription implements SubscriptionLike {\n /** @nocollapse */\n public static EMPTY = (() => {\n const empty = new Subscription();\n empty.closed = true;\n return empty;\n })();\n\n /**\n * A flag to indicate whether this Subscription has already been unsubscribed.\n */\n public closed = false;\n\n private _parentage: Subscription[] | Subscription | null = null;\n\n /**\n * The list of registered finalizers to execute upon unsubscription. Adding and removing from this\n * list occurs in the {@link #add} and {@link #remove} methods.\n */\n private _finalizers: Exclude[] | null = null;\n\n /**\n * @param initialTeardown A function executed first as part of the finalization\n * process that is kicked off when {@link #unsubscribe} is called.\n */\n constructor(private initialTeardown?: () => void) {}\n\n /**\n * Disposes the resources held by the subscription. May, for instance, cancel\n * an ongoing Observable execution or cancel any other type of work that\n * started when the Subscription was created.\n * @return {void}\n */\n unsubscribe(): void {\n let errors: any[] | undefined;\n\n if (!this.closed) {\n this.closed = true;\n\n // Remove this from it's parents.\n const { _parentage } = this;\n if (_parentage) {\n this._parentage = null;\n if (Array.isArray(_parentage)) {\n for (const parent of _parentage) {\n parent.remove(this);\n }\n } else {\n _parentage.remove(this);\n }\n }\n\n const { initialTeardown: initialFinalizer } = this;\n if (isFunction(initialFinalizer)) {\n try {\n initialFinalizer();\n } catch (e) {\n errors = e instanceof UnsubscriptionError ? e.errors : [e];\n }\n }\n\n const { _finalizers } = this;\n if (_finalizers) {\n this._finalizers = null;\n for (const finalizer of _finalizers) {\n try {\n execFinalizer(finalizer);\n } catch (err) {\n errors = errors ?? [];\n if (err instanceof UnsubscriptionError) {\n errors = [...errors, ...err.errors];\n } else {\n errors.push(err);\n }\n }\n }\n }\n\n if (errors) {\n throw new UnsubscriptionError(errors);\n }\n }\n }\n\n /**\n * Adds a finalizer to this subscription, so that finalization will be unsubscribed/called\n * when this subscription is unsubscribed. If this subscription is already {@link #closed},\n * because it has already been unsubscribed, then whatever finalizer is passed to it\n * will automatically be executed (unless the finalizer itself is also a closed subscription).\n *\n * Closed Subscriptions cannot be added as finalizers to any subscription. Adding a closed\n * subscription to a any subscription will result in no operation. (A noop).\n *\n * Adding a subscription to itself, or adding `null` or `undefined` will not perform any\n * operation at all. (A noop).\n *\n * `Subscription` instances that are added to this instance will automatically remove themselves\n * if they are unsubscribed. Functions and {@link Unsubscribable} objects that you wish to remove\n * will need to be removed manually with {@link #remove}\n *\n * @param teardown The finalization logic to add to this subscription.\n */\n add(teardown: TeardownLogic): void {\n // Only add the finalizer if it's not undefined\n // and don't add a subscription to itself.\n if (teardown && teardown !== this) {\n if (this.closed) {\n // If this subscription is already closed,\n // execute whatever finalizer is handed to it automatically.\n execFinalizer(teardown);\n } else {\n if (teardown instanceof Subscription) {\n // We don't add closed subscriptions, and we don't add the same subscription\n // twice. Subscription unsubscribe is idempotent.\n if (teardown.closed || teardown._hasParent(this)) {\n return;\n }\n teardown._addParent(this);\n }\n (this._finalizers = this._finalizers ?? []).push(teardown);\n }\n }\n }\n\n /**\n * Checks to see if a this subscription already has a particular parent.\n * This will signal that this subscription has already been added to the parent in question.\n * @param parent the parent to check for\n */\n private _hasParent(parent: Subscription) {\n const { _parentage } = this;\n return _parentage === parent || (Array.isArray(_parentage) && _parentage.includes(parent));\n }\n\n /**\n * Adds a parent to this subscription so it can be removed from the parent if it\n * unsubscribes on it's own.\n *\n * NOTE: THIS ASSUMES THAT {@link _hasParent} HAS ALREADY BEEN CHECKED.\n * @param parent The parent subscription to add\n */\n private _addParent(parent: Subscription) {\n const { _parentage } = this;\n this._parentage = Array.isArray(_parentage) ? (_parentage.push(parent), _parentage) : _parentage ? [_parentage, parent] : parent;\n }\n\n /**\n * Called on a child when it is removed via {@link #remove}.\n * @param parent The parent to remove\n */\n private _removeParent(parent: Subscription) {\n const { _parentage } = this;\n if (_parentage === parent) {\n this._parentage = null;\n } else if (Array.isArray(_parentage)) {\n arrRemove(_parentage, parent);\n }\n }\n\n /**\n * Removes a finalizer from this subscription that was previously added with the {@link #add} method.\n *\n * Note that `Subscription` instances, when unsubscribed, will automatically remove themselves\n * from every other `Subscription` they have been added to. This means that using the `remove` method\n * is not a common thing and should be used thoughtfully.\n *\n * If you add the same finalizer instance of a function or an unsubscribable object to a `Subscription` instance\n * more than once, you will need to call `remove` the same number of times to remove all instances.\n *\n * All finalizer instances are removed to free up memory upon unsubscription.\n *\n * @param teardown The finalizer to remove from this subscription\n */\n remove(teardown: Exclude): void {\n const { _finalizers } = this;\n _finalizers && arrRemove(_finalizers, teardown);\n\n if (teardown instanceof Subscription) {\n teardown._removeParent(this);\n }\n }\n}\n\nexport const EMPTY_SUBSCRIPTION = Subscription.EMPTY;\n\nexport function isSubscription(value: any): value is Subscription {\n return (\n value instanceof Subscription ||\n (value && 'closed' in value && isFunction(value.remove) && isFunction(value.add) && isFunction(value.unsubscribe))\n );\n}\n\nfunction execFinalizer(finalizer: Unsubscribable | (() => void)) {\n if (isFunction(finalizer)) {\n finalizer();\n } else {\n finalizer.unsubscribe();\n }\n}\n", "import { Subscriber } from './Subscriber';\nimport { ObservableNotification } from './types';\n\n/**\n * The {@link GlobalConfig} object for RxJS. It is used to configure things\n * like how to react on unhandled errors.\n */\nexport const config: GlobalConfig = {\n onUnhandledError: null,\n onStoppedNotification: null,\n Promise: undefined,\n useDeprecatedSynchronousErrorHandling: false,\n useDeprecatedNextContext: false,\n};\n\n/**\n * The global configuration object for RxJS, used to configure things\n * like how to react on unhandled errors. Accessible via {@link config}\n * object.\n */\nexport interface GlobalConfig {\n /**\n * A registration point for unhandled errors from RxJS. These are errors that\n * cannot were not handled by consuming code in the usual subscription path. For\n * example, if you have this configured, and you subscribe to an observable without\n * providing an error handler, errors from that subscription will end up here. This\n * will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onUnhandledError: ((err: any) => void) | null;\n\n /**\n * A registration point for notifications that cannot be sent to subscribers because they\n * have completed, errored or have been explicitly unsubscribed. By default, next, complete\n * and error notifications sent to stopped subscribers are noops. However, sometimes callers\n * might want a different behavior. For example, with sources that attempt to report errors\n * to stopped subscribers, a caller can configure RxJS to throw an unhandled error instead.\n * This will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onStoppedNotification: ((notification: ObservableNotification, subscriber: Subscriber) => void) | null;\n\n /**\n * The promise constructor used by default for {@link Observable#toPromise toPromise} and {@link Observable#forEach forEach}\n * methods.\n *\n * @deprecated As of version 8, RxJS will no longer support this sort of injection of a\n * Promise constructor. If you need a Promise implementation other than native promises,\n * please polyfill/patch Promise as you see appropriate. Will be removed in v8.\n */\n Promise?: PromiseConstructorLike;\n\n /**\n * If true, turns on synchronous error rethrowing, which is a deprecated behavior\n * in v6 and higher. This behavior enables bad patterns like wrapping a subscribe\n * call in a try/catch block. It also enables producer interference, a nasty bug\n * where a multicast can be broken for all observers by a downstream consumer with\n * an unhandled error. DO NOT USE THIS FLAG UNLESS IT'S NEEDED TO BUY TIME\n * FOR MIGRATION REASONS.\n *\n * @deprecated As of version 8, RxJS will no longer support synchronous throwing\n * of unhandled errors. All errors will be thrown on a separate call stack to prevent bad\n * behaviors described above. Will be removed in v8.\n */\n useDeprecatedSynchronousErrorHandling: boolean;\n\n /**\n * If true, enables an as-of-yet undocumented feature from v5: The ability to access\n * `unsubscribe()` via `this` context in `next` functions created in observers passed\n * to `subscribe`.\n *\n * This is being removed because the performance was severely problematic, and it could also cause\n * issues when types other than POJOs are passed to subscribe as subscribers, as they will likely have\n * their `this` context overwritten.\n *\n * @deprecated As of version 8, RxJS will no longer support altering the\n * context of next functions provided as part of an observer to Subscribe. Instead,\n * you will have access to a subscription or a signal or token that will allow you to do things like\n * unsubscribe and test closed status. Will be removed in v8.\n */\n useDeprecatedNextContext: boolean;\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetTimeoutFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearTimeoutFunction = (handle: TimerHandle) => void;\n\ninterface TimeoutProvider {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n delegate:\n | {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n }\n | undefined;\n}\n\nexport const timeoutProvider: TimeoutProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setTimeout(handler: () => void, timeout?: number, ...args) {\n const { delegate } = timeoutProvider;\n if (delegate?.setTimeout) {\n return delegate.setTimeout(handler, timeout, ...args);\n }\n return setTimeout(handler, timeout, ...args);\n },\n clearTimeout(handle) {\n const { delegate } = timeoutProvider;\n return (delegate?.clearTimeout || clearTimeout)(handle as any);\n },\n delegate: undefined,\n};\n", "import { config } from '../config';\nimport { timeoutProvider } from '../scheduler/timeoutProvider';\n\n/**\n * Handles an error on another job either with the user-configured {@link onUnhandledError},\n * or by throwing it on that new job so it can be picked up by `window.onerror`, `process.on('error')`, etc.\n *\n * This should be called whenever there is an error that is out-of-band with the subscription\n * or when an error hits a terminal boundary of the subscription and no error handler was provided.\n *\n * @param err the error to report\n */\nexport function reportUnhandledError(err: any) {\n timeoutProvider.setTimeout(() => {\n const { onUnhandledError } = config;\n if (onUnhandledError) {\n // Execute the user-configured error handler.\n onUnhandledError(err);\n } else {\n // Throw so it is picked up by the runtime's uncaught error mechanism.\n throw err;\n }\n });\n}\n", "/* tslint:disable:no-empty */\nexport function noop() { }\n", "import { CompleteNotification, NextNotification, ErrorNotification } from './types';\n\n/**\n * A completion object optimized for memory use and created to be the\n * same \"shape\" as other notifications in v8.\n * @internal\n */\nexport const COMPLETE_NOTIFICATION = (() => createNotification('C', undefined, undefined) as CompleteNotification)();\n\n/**\n * Internal use only. Creates an optimized error notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function errorNotification(error: any): ErrorNotification {\n return createNotification('E', undefined, error) as any;\n}\n\n/**\n * Internal use only. Creates an optimized next notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function nextNotification(value: T) {\n return createNotification('N', value, undefined) as NextNotification;\n}\n\n/**\n * Ensures that all notifications created internally have the same \"shape\" in v8.\n *\n * TODO: This is only exported to support a crazy legacy test in `groupBy`.\n * @internal\n */\nexport function createNotification(kind: 'N' | 'E' | 'C', value: any, error: any) {\n return {\n kind,\n value,\n error,\n };\n}\n", "import { config } from '../config';\n\nlet context: { errorThrown: boolean; error: any } | null = null;\n\n/**\n * Handles dealing with errors for super-gross mode. Creates a context, in which\n * any synchronously thrown errors will be passed to {@link captureError}. Which\n * will record the error such that it will be rethrown after the call back is complete.\n * TODO: Remove in v8\n * @param cb An immediately executed function.\n */\nexport function errorContext(cb: () => void) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n const isRoot = !context;\n if (isRoot) {\n context = { errorThrown: false, error: null };\n }\n cb();\n if (isRoot) {\n const { errorThrown, error } = context!;\n context = null;\n if (errorThrown) {\n throw error;\n }\n }\n } else {\n // This is the general non-deprecated path for everyone that\n // isn't crazy enough to use super-gross mode (useDeprecatedSynchronousErrorHandling)\n cb();\n }\n}\n\n/**\n * Captures errors only in super-gross mode.\n * @param err the error to capture\n */\nexport function captureError(err: any) {\n if (config.useDeprecatedSynchronousErrorHandling && context) {\n context.errorThrown = true;\n context.error = err;\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { Observer, ObservableNotification } from './types';\nimport { isSubscription, Subscription } from './Subscription';\nimport { config } from './config';\nimport { reportUnhandledError } from './util/reportUnhandledError';\nimport { noop } from './util/noop';\nimport { nextNotification, errorNotification, COMPLETE_NOTIFICATION } from './NotificationFactories';\nimport { timeoutProvider } from './scheduler/timeoutProvider';\nimport { captureError } from './util/errorContext';\n\n/**\n * Implements the {@link Observer} interface and extends the\n * {@link Subscription} class. While the {@link Observer} is the public API for\n * consuming the values of an {@link Observable}, all Observers get converted to\n * a Subscriber, in order to provide Subscription-like capabilities such as\n * `unsubscribe`. Subscriber is a common type in RxJS, and crucial for\n * implementing operators, but it is rarely used as a public API.\n *\n * @class Subscriber\n */\nexport class Subscriber extends Subscription implements Observer {\n /**\n * A static factory for a Subscriber, given a (potentially partial) definition\n * of an Observer.\n * @param next The `next` callback of an Observer.\n * @param error The `error` callback of an\n * Observer.\n * @param complete The `complete` callback of an\n * Observer.\n * @return A Subscriber wrapping the (partially defined)\n * Observer represented by the given arguments.\n * @nocollapse\n * @deprecated Do not use. Will be removed in v8. There is no replacement for this\n * method, and there is no reason to be creating instances of `Subscriber` directly.\n * If you have a specific use case, please file an issue.\n */\n static create(next?: (x?: T) => void, error?: (e?: any) => void, complete?: () => void): Subscriber {\n return new SafeSubscriber(next, error, complete);\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected isStopped: boolean = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected destination: Subscriber | Observer; // this `any` is the escape hatch to erase extra type param (e.g. R)\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * There is no reason to directly create an instance of Subscriber. This type is exported for typings reasons.\n */\n constructor(destination?: Subscriber | Observer) {\n super();\n if (destination) {\n this.destination = destination;\n // Automatically chain subscriptions together here.\n // if destination is a Subscription, then it is a Subscriber.\n if (isSubscription(destination)) {\n destination.add(this);\n }\n } else {\n this.destination = EMPTY_OBSERVER;\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `next` from\n * the Observable, with a value. The Observable may call this method 0 or more\n * times.\n * @param {T} [value] The `next` value.\n * @return {void}\n */\n next(value?: T): void {\n if (this.isStopped) {\n handleStoppedNotification(nextNotification(value), this);\n } else {\n this._next(value!);\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `error` from\n * the Observable, with an attached `Error`. Notifies the Observer that\n * the Observable has experienced an error condition.\n * @param {any} [err] The `error` exception.\n * @return {void}\n */\n error(err?: any): void {\n if (this.isStopped) {\n handleStoppedNotification(errorNotification(err), this);\n } else {\n this.isStopped = true;\n this._error(err);\n }\n }\n\n /**\n * The {@link Observer} callback to receive a valueless notification of type\n * `complete` from the Observable. Notifies the Observer that the Observable\n * has finished sending push-based notifications.\n * @return {void}\n */\n complete(): void {\n if (this.isStopped) {\n handleStoppedNotification(COMPLETE_NOTIFICATION, this);\n } else {\n this.isStopped = true;\n this._complete();\n }\n }\n\n unsubscribe(): void {\n if (!this.closed) {\n this.isStopped = true;\n super.unsubscribe();\n this.destination = null!;\n }\n }\n\n protected _next(value: T): void {\n this.destination.next(value);\n }\n\n protected _error(err: any): void {\n try {\n this.destination.error(err);\n } finally {\n this.unsubscribe();\n }\n }\n\n protected _complete(): void {\n try {\n this.destination.complete();\n } finally {\n this.unsubscribe();\n }\n }\n}\n\n/**\n * This bind is captured here because we want to be able to have\n * compatibility with monoid libraries that tend to use a method named\n * `bind`. In particular, a library called Monio requires this.\n */\nconst _bind = Function.prototype.bind;\n\nfunction bind any>(fn: Fn, thisArg: any): Fn {\n return _bind.call(fn, thisArg);\n}\n\n/**\n * Internal optimization only, DO NOT EXPOSE.\n * @internal\n */\nclass ConsumerObserver implements Observer {\n constructor(private partialObserver: Partial>) {}\n\n next(value: T): void {\n const { partialObserver } = this;\n if (partialObserver.next) {\n try {\n partialObserver.next(value);\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n\n error(err: any): void {\n const { partialObserver } = this;\n if (partialObserver.error) {\n try {\n partialObserver.error(err);\n } catch (error) {\n handleUnhandledError(error);\n }\n } else {\n handleUnhandledError(err);\n }\n }\n\n complete(): void {\n const { partialObserver } = this;\n if (partialObserver.complete) {\n try {\n partialObserver.complete();\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n}\n\nexport class SafeSubscriber extends Subscriber {\n constructor(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((e?: any) => void) | null,\n complete?: (() => void) | null\n ) {\n super();\n\n let partialObserver: Partial>;\n if (isFunction(observerOrNext) || !observerOrNext) {\n // The first argument is a function, not an observer. The next\n // two arguments *could* be observers, or they could be empty.\n partialObserver = {\n next: (observerOrNext ?? undefined) as (((value: T) => void) | undefined),\n error: error ?? undefined,\n complete: complete ?? undefined,\n };\n } else {\n // The first argument is a partial observer.\n let context: any;\n if (this && config.useDeprecatedNextContext) {\n // This is a deprecated path that made `this.unsubscribe()` available in\n // next handler functions passed to subscribe. This only exists behind a flag\n // now, as it is *very* slow.\n context = Object.create(observerOrNext);\n context.unsubscribe = () => this.unsubscribe();\n partialObserver = {\n next: observerOrNext.next && bind(observerOrNext.next, context),\n error: observerOrNext.error && bind(observerOrNext.error, context),\n complete: observerOrNext.complete && bind(observerOrNext.complete, context),\n };\n } else {\n // The \"normal\" path. Just use the partial observer directly.\n partialObserver = observerOrNext;\n }\n }\n\n // Wrap the partial observer to ensure it's a full observer, and\n // make sure proper error handling is accounted for.\n this.destination = new ConsumerObserver(partialObserver);\n }\n}\n\nfunction handleUnhandledError(error: any) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n captureError(error);\n } else {\n // Ideal path, we report this as an unhandled error,\n // which is thrown on a new call stack.\n reportUnhandledError(error);\n }\n}\n\n/**\n * An error handler used when no error handler was supplied\n * to the SafeSubscriber -- meaning no error handler was supplied\n * do the `subscribe` call on our observable.\n * @param err The error to handle\n */\nfunction defaultErrorHandler(err: any) {\n throw err;\n}\n\n/**\n * A handler for notifications that cannot be sent to a stopped subscriber.\n * @param notification The notification being sent\n * @param subscriber The stopped subscriber\n */\nfunction handleStoppedNotification(notification: ObservableNotification, subscriber: Subscriber) {\n const { onStoppedNotification } = config;\n onStoppedNotification && timeoutProvider.setTimeout(() => onStoppedNotification(notification, subscriber));\n}\n\n/**\n * The observer used as a stub for subscriptions where the user did not\n * pass any arguments to `subscribe`. Comes with the default error handling\n * behavior.\n */\nexport const EMPTY_OBSERVER: Readonly> & { closed: true } = {\n closed: true,\n next: noop,\n error: defaultErrorHandler,\n complete: noop,\n};\n", "/**\n * Symbol.observable or a string \"@@observable\". Used for interop\n *\n * @deprecated We will no longer be exporting this symbol in upcoming versions of RxJS.\n * Instead polyfill and use Symbol.observable directly *or* use https://www.npmjs.com/package/symbol-observable\n */\nexport const observable: string | symbol = (() => (typeof Symbol === 'function' && Symbol.observable) || '@@observable')();\n", "/**\n * This function takes one parameter and just returns it. Simply put,\n * this is like `(x: T): T => x`.\n *\n * ## Examples\n *\n * This is useful in some cases when using things like `mergeMap`\n *\n * ```ts\n * import { interval, take, map, range, mergeMap, identity } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(5));\n *\n * const result$ = source$.pipe(\n * map(i => range(i)),\n * mergeMap(identity) // same as mergeMap(x => x)\n * );\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * Or when you want to selectively apply an operator\n *\n * ```ts\n * import { interval, take, identity } from 'rxjs';\n *\n * const shouldLimit = () => Math.random() < 0.5;\n *\n * const source$ = interval(1000);\n *\n * const result$ = source$.pipe(shouldLimit() ? take(5) : identity);\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * @param x Any value that is returned by this function\n * @returns The value passed as the first parameter to this function\n */\nexport function identity(x: T): T {\n return x;\n}\n", "import { identity } from './identity';\nimport { UnaryFunction } from '../types';\n\nexport function pipe(): typeof identity;\nexport function pipe(fn1: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction, fn3: UnaryFunction): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction,\n ...fns: UnaryFunction[]\n): UnaryFunction;\n\n/**\n * pipe() can be called on one or more functions, each of which can take one argument (\"UnaryFunction\")\n * and uses it to return a value.\n * It returns a function that takes one argument, passes it to the first UnaryFunction, and then\n * passes the result to the next one, passes that result to the next one, and so on. \n */\nexport function pipe(...fns: Array>): UnaryFunction {\n return pipeFromArray(fns);\n}\n\n/** @internal */\nexport function pipeFromArray(fns: Array>): UnaryFunction {\n if (fns.length === 0) {\n return identity as UnaryFunction;\n }\n\n if (fns.length === 1) {\n return fns[0];\n }\n\n return function piped(input: T): R {\n return fns.reduce((prev: any, fn: UnaryFunction) => fn(prev), input as any);\n };\n}\n", "import { Operator } from './Operator';\nimport { SafeSubscriber, Subscriber } from './Subscriber';\nimport { isSubscription, Subscription } from './Subscription';\nimport { TeardownLogic, OperatorFunction, Subscribable, Observer } from './types';\nimport { observable as Symbol_observable } from './symbol/observable';\nimport { pipeFromArray } from './util/pipe';\nimport { config } from './config';\nimport { isFunction } from './util/isFunction';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A representation of any set of values over any amount of time. This is the most basic building block\n * of RxJS.\n *\n * @class Observable\n */\nexport class Observable implements Subscribable {\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n source: Observable | undefined;\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n operator: Operator | undefined;\n\n /**\n * @constructor\n * @param {Function} subscribe the function that is called when the Observable is\n * initially subscribed to. This function is given a Subscriber, to which new values\n * can be `next`ed, or an `error` method can be called to raise an error, or\n * `complete` can be called to notify of a successful completion.\n */\n constructor(subscribe?: (this: Observable, subscriber: Subscriber) => TeardownLogic) {\n if (subscribe) {\n this._subscribe = subscribe;\n }\n }\n\n // HACK: Since TypeScript inherits static properties too, we have to\n // fight against TypeScript here so Subject can have a different static create signature\n /**\n * Creates a new Observable by calling the Observable constructor\n * @owner Observable\n * @method create\n * @param {Function} subscribe? the subscriber function to be passed to the Observable constructor\n * @return {Observable} a new observable\n * @nocollapse\n * @deprecated Use `new Observable()` instead. Will be removed in v8.\n */\n static create: (...args: any[]) => any = (subscribe?: (subscriber: Subscriber) => TeardownLogic) => {\n return new Observable(subscribe);\n };\n\n /**\n * Creates a new Observable, with this Observable instance as the source, and the passed\n * operator defined as the new observable's operator.\n * @method lift\n * @param operator the operator defining the operation to take on the observable\n * @return a new observable with the Operator applied\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * If you have implemented an operator using `lift`, it is recommended that you create an\n * operator by simply returning `new Observable()` directly. See \"Creating new operators from\n * scratch\" section here: https://rxjs.dev/guide/operators\n */\n lift(operator?: Operator): Observable {\n const observable = new Observable();\n observable.source = this;\n observable.operator = operator;\n return observable;\n }\n\n subscribe(observerOrNext?: Partial> | ((value: T) => void)): Subscription;\n /** @deprecated Instead of passing separate callback arguments, use an observer argument. Signatures taking separate callback arguments will be removed in v8. Details: https://rxjs.dev/deprecations/subscribe-arguments */\n subscribe(next?: ((value: T) => void) | null, error?: ((error: any) => void) | null, complete?: (() => void) | null): Subscription;\n /**\n * Invokes an execution of an Observable and registers Observer handlers for notifications it will emit.\n *\n * Use it when you have all these Observables, but still nothing is happening.\n *\n * `subscribe` is not a regular operator, but a method that calls Observable's internal `subscribe` function. It\n * might be for example a function that you passed to Observable's constructor, but most of the time it is\n * a library implementation, which defines what will be emitted by an Observable, and when it be will emitted. This means\n * that calling `subscribe` is actually the moment when Observable starts its work, not when it is created, as it is often\n * the thought.\n *\n * Apart from starting the execution of an Observable, this method allows you to listen for values\n * that an Observable emits, as well as for when it completes or errors. You can achieve this in two\n * of the following ways.\n *\n * The first way is creating an object that implements {@link Observer} interface. It should have methods\n * defined by that interface, but note that it should be just a regular JavaScript object, which you can create\n * yourself in any way you want (ES6 class, classic function constructor, object literal etc.). In particular, do\n * not attempt to use any RxJS implementation details to create Observers - you don't need them. Remember also\n * that your object does not have to implement all methods. If you find yourself creating a method that doesn't\n * do anything, you can simply omit it. Note however, if the `error` method is not provided and an error happens,\n * it will be thrown asynchronously. Errors thrown asynchronously cannot be caught using `try`/`catch`. Instead,\n * use the {@link onUnhandledError} configuration option or use a runtime handler (like `window.onerror` or\n * `process.on('error)`) to be notified of unhandled errors. Because of this, it's recommended that you provide\n * an `error` method to avoid missing thrown errors.\n *\n * The second way is to give up on Observer object altogether and simply provide callback functions in place of its methods.\n * This means you can provide three functions as arguments to `subscribe`, where the first function is equivalent\n * of a `next` method, the second of an `error` method and the third of a `complete` method. Just as in case of an Observer,\n * if you do not need to listen for something, you can omit a function by passing `undefined` or `null`,\n * since `subscribe` recognizes these functions by where they were placed in function call. When it comes\n * to the `error` function, as with an Observer, if not provided, errors emitted by an Observable will be thrown asynchronously.\n *\n * You can, however, subscribe with no parameters at all. This may be the case where you're not interested in terminal events\n * and you also handled emissions internally by using operators (e.g. using `tap`).\n *\n * Whichever style of calling `subscribe` you use, in both cases it returns a Subscription object.\n * This object allows you to call `unsubscribe` on it, which in turn will stop the work that an Observable does and will clean\n * up all resources that an Observable used. Note that cancelling a subscription will not call `complete` callback\n * provided to `subscribe` function, which is reserved for a regular completion signal that comes from an Observable.\n *\n * Remember that callbacks provided to `subscribe` are not guaranteed to be called asynchronously.\n * It is an Observable itself that decides when these functions will be called. For example {@link of}\n * by default emits all its values synchronously. Always check documentation for how given Observable\n * will behave when subscribed and if its default behavior can be modified with a `scheduler`.\n *\n * #### Examples\n *\n * Subscribe with an {@link guide/observer Observer}\n *\n * ```ts\n * import { of } from 'rxjs';\n *\n * const sumObserver = {\n * sum: 0,\n * next(value) {\n * console.log('Adding: ' + value);\n * this.sum = this.sum + value;\n * },\n * error() {\n * // We actually could just remove this method,\n * // since we do not really care about errors right now.\n * },\n * complete() {\n * console.log('Sum equals: ' + this.sum);\n * }\n * };\n *\n * of(1, 2, 3) // Synchronously emits 1, 2, 3 and then completes.\n * .subscribe(sumObserver);\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Subscribe with functions ({@link deprecations/subscribe-arguments deprecated})\n *\n * ```ts\n * import { of } from 'rxjs'\n *\n * let sum = 0;\n *\n * of(1, 2, 3).subscribe(\n * value => {\n * console.log('Adding: ' + value);\n * sum = sum + value;\n * },\n * undefined,\n * () => console.log('Sum equals: ' + sum)\n * );\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Cancel a subscription\n *\n * ```ts\n * import { interval } from 'rxjs';\n *\n * const subscription = interval(1000).subscribe({\n * next(num) {\n * console.log(num)\n * },\n * complete() {\n * // Will not be called, even when cancelling subscription.\n * console.log('completed!');\n * }\n * });\n *\n * setTimeout(() => {\n * subscription.unsubscribe();\n * console.log('unsubscribed!');\n * }, 2500);\n *\n * // Logs:\n * // 0 after 1s\n * // 1 after 2s\n * // 'unsubscribed!' after 2.5s\n * ```\n *\n * @param {Observer|Function} observerOrNext (optional) Either an observer with methods to be called,\n * or the first of three possible handlers, which is the handler for each value emitted from the subscribed\n * Observable.\n * @param {Function} error (optional) A handler for a terminal event resulting from an error. If no error handler is provided,\n * the error will be thrown asynchronously as unhandled.\n * @param {Function} complete (optional) A handler for a terminal event resulting from successful completion.\n * @return {Subscription} a subscription reference to the registered handlers\n * @method subscribe\n */\n subscribe(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((error: any) => void) | null,\n complete?: (() => void) | null\n ): Subscription {\n const subscriber = isSubscriber(observerOrNext) ? observerOrNext : new SafeSubscriber(observerOrNext, error, complete);\n\n errorContext(() => {\n const { operator, source } = this;\n subscriber.add(\n operator\n ? // We're dealing with a subscription in the\n // operator chain to one of our lifted operators.\n operator.call(subscriber, source)\n : source\n ? // If `source` has a value, but `operator` does not, something that\n // had intimate knowledge of our API, like our `Subject`, must have\n // set it. We're going to just call `_subscribe` directly.\n this._subscribe(subscriber)\n : // In all other cases, we're likely wrapping a user-provided initializer\n // function, so we need to catch errors and handle them appropriately.\n this._trySubscribe(subscriber)\n );\n });\n\n return subscriber;\n }\n\n /** @internal */\n protected _trySubscribe(sink: Subscriber): TeardownLogic {\n try {\n return this._subscribe(sink);\n } catch (err) {\n // We don't need to return anything in this case,\n // because it's just going to try to `add()` to a subscription\n // above.\n sink.error(err);\n }\n }\n\n /**\n * Used as a NON-CANCELLABLE means of subscribing to an observable, for use with\n * APIs that expect promises, like `async/await`. You cannot unsubscribe from this.\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * #### Example\n *\n * ```ts\n * import { interval, take } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(4));\n *\n * async function getTotal() {\n * let total = 0;\n *\n * await source$.forEach(value => {\n * total += value;\n * console.log('observable -> ' + value);\n * });\n *\n * return total;\n * }\n *\n * getTotal().then(\n * total => console.log('Total: ' + total)\n * );\n *\n * // Expected:\n * // 'observable -> 0'\n * // 'observable -> 1'\n * // 'observable -> 2'\n * // 'observable -> 3'\n * // 'Total: 6'\n * ```\n *\n * @param next a handler for each value emitted by the observable\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n */\n forEach(next: (value: T) => void): Promise;\n\n /**\n * @param next a handler for each value emitted by the observable\n * @param promiseCtor a constructor function used to instantiate the Promise\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n * @deprecated Passing a Promise constructor will no longer be available\n * in upcoming versions of RxJS. This is because it adds weight to the library, for very\n * little benefit. If you need this functionality, it is recommended that you either\n * polyfill Promise, or you create an adapter to convert the returned native promise\n * to whatever promise implementation you wanted. Will be removed in v8.\n */\n forEach(next: (value: T) => void, promiseCtor: PromiseConstructorLike): Promise;\n\n forEach(next: (value: T) => void, promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n const subscriber = new SafeSubscriber({\n next: (value) => {\n try {\n next(value);\n } catch (err) {\n reject(err);\n subscriber.unsubscribe();\n }\n },\n error: reject,\n complete: resolve,\n });\n this.subscribe(subscriber);\n }) as Promise;\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): TeardownLogic {\n return this.source?.subscribe(subscriber);\n }\n\n /**\n * An interop point defined by the es7-observable spec https://github.com/zenparsing/es-observable\n * @method Symbol.observable\n * @return {Observable} this instance of the observable\n */\n [Symbol_observable]() {\n return this;\n }\n\n /* tslint:disable:max-line-length */\n pipe(): Observable;\n pipe(op1: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction, op3: OperatorFunction): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction,\n ...operations: OperatorFunction[]\n ): Observable;\n /* tslint:enable:max-line-length */\n\n /**\n * Used to stitch together functional operators into a chain.\n * @method pipe\n * @return {Observable} the Observable result of all of the operators having\n * been called in the order they were passed in.\n *\n * ## Example\n *\n * ```ts\n * import { interval, filter, map, scan } from 'rxjs';\n *\n * interval(1000)\n * .pipe(\n * filter(x => x % 2 === 0),\n * map(x => x + x),\n * scan((acc, x) => acc + x)\n * )\n * .subscribe(x => console.log(x));\n * ```\n */\n pipe(...operations: OperatorFunction[]): Observable {\n return pipeFromArray(operations)(this);\n }\n\n /* tslint:disable:max-line-length */\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: typeof Promise): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: PromiseConstructorLike): Promise;\n /* tslint:enable:max-line-length */\n\n /**\n * Subscribe to this Observable and get a Promise resolving on\n * `complete` with the last emission (if any).\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * @method toPromise\n * @param [promiseCtor] a constructor function used to instantiate\n * the Promise\n * @return A Promise that resolves with the last value emit, or\n * rejects on an error. If there were no emissions, Promise\n * resolves with undefined.\n * @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise\n */\n toPromise(promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n let value: T | undefined;\n this.subscribe(\n (x: T) => (value = x),\n (err: any) => reject(err),\n () => resolve(value)\n );\n }) as Promise;\n }\n}\n\n/**\n * Decides between a passed promise constructor from consuming code,\n * A default configured promise constructor, and the native promise\n * constructor and returns it. If nothing can be found, it will throw\n * an error.\n * @param promiseCtor The optional promise constructor to passed by consuming code\n */\nfunction getPromiseCtor(promiseCtor: PromiseConstructorLike | undefined) {\n return promiseCtor ?? config.Promise ?? Promise;\n}\n\nfunction isObserver(value: any): value is Observer {\n return value && isFunction(value.next) && isFunction(value.error) && isFunction(value.complete);\n}\n\nfunction isSubscriber(value: any): value is Subscriber {\n return (value && value instanceof Subscriber) || (isObserver(value) && isSubscription(value));\n}\n", "import { Observable } from '../Observable';\nimport { Subscriber } from '../Subscriber';\nimport { OperatorFunction } from '../types';\nimport { isFunction } from './isFunction';\n\n/**\n * Used to determine if an object is an Observable with a lift function.\n */\nexport function hasLift(source: any): source is { lift: InstanceType['lift'] } {\n return isFunction(source?.lift);\n}\n\n/**\n * Creates an `OperatorFunction`. Used to define operators throughout the library in a concise way.\n * @param init The logic to connect the liftedSource to the subscriber at the moment of subscription.\n */\nexport function operate(\n init: (liftedSource: Observable, subscriber: Subscriber) => (() => void) | void\n): OperatorFunction {\n return (source: Observable) => {\n if (hasLift(source)) {\n return source.lift(function (this: Subscriber, liftedSource: Observable) {\n try {\n return init(liftedSource, this);\n } catch (err) {\n this.error(err);\n }\n });\n }\n throw new TypeError('Unable to lift unknown Observable type');\n };\n}\n", "import { Subscriber } from '../Subscriber';\n\n/**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional teardown logic here. This will only be called on teardown if the\n * subscriber itself is not already closed. This is called after all other teardown logic is executed.\n */\nexport function createOperatorSubscriber(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n onFinalize?: () => void\n): Subscriber {\n return new OperatorSubscriber(destination, onNext, onComplete, onError, onFinalize);\n}\n\n/**\n * A generic helper for allowing operators to be created with a Subscriber and\n * use closures to capture necessary state from the operator function itself.\n */\nexport class OperatorSubscriber extends Subscriber {\n /**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional finalization logic here. This will only be called on finalization if the\n * subscriber itself is not already closed. This is called after all other finalization logic is executed.\n * @param shouldUnsubscribe An optional check to see if an unsubscribe call should truly unsubscribe.\n * NOTE: This currently **ONLY** exists to support the strange behavior of {@link groupBy}, where unsubscription\n * to the resulting observable does not actually disconnect from the source if there are active subscriptions\n * to any grouped observable. (DO NOT EXPOSE OR USE EXTERNALLY!!!)\n */\n constructor(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n private onFinalize?: () => void,\n private shouldUnsubscribe?: () => boolean\n ) {\n // It's important - for performance reasons - that all of this class's\n // members are initialized and that they are always initialized in the same\n // order. This will ensure that all OperatorSubscriber instances have the\n // same hidden class in V8. This, in turn, will help keep the number of\n // hidden classes involved in property accesses within the base class as\n // low as possible. If the number of hidden classes involved exceeds four,\n // the property accesses will become megamorphic and performance penalties\n // will be incurred - i.e. inline caches won't be used.\n //\n // The reasons for ensuring all instances have the same hidden class are\n // further discussed in this blog post from Benedikt Meurer:\n // https://benediktmeurer.de/2018/03/23/impact-of-polymorphism-on-component-based-frameworks-like-react/\n super(destination);\n this._next = onNext\n ? function (this: OperatorSubscriber, value: T) {\n try {\n onNext(value);\n } catch (err) {\n destination.error(err);\n }\n }\n : super._next;\n this._error = onError\n ? function (this: OperatorSubscriber, err: any) {\n try {\n onError(err);\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._error;\n this._complete = onComplete\n ? function (this: OperatorSubscriber) {\n try {\n onComplete();\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._complete;\n }\n\n unsubscribe() {\n if (!this.shouldUnsubscribe || this.shouldUnsubscribe()) {\n const { closed } = this;\n super.unsubscribe();\n // Execute additional teardown if we have any and we didn't already do so.\n !closed && this.onFinalize?.();\n }\n }\n}\n", "import { Subscription } from '../Subscription';\n\ninterface AnimationFrameProvider {\n schedule(callback: FrameRequestCallback): Subscription;\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n delegate:\n | {\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n }\n | undefined;\n}\n\nexport const animationFrameProvider: AnimationFrameProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n schedule(callback) {\n let request = requestAnimationFrame;\n let cancel: typeof cancelAnimationFrame | undefined = cancelAnimationFrame;\n const { delegate } = animationFrameProvider;\n if (delegate) {\n request = delegate.requestAnimationFrame;\n cancel = delegate.cancelAnimationFrame;\n }\n const handle = request((timestamp) => {\n // Clear the cancel function. The request has been fulfilled, so\n // attempting to cancel the request upon unsubscription would be\n // pointless.\n cancel = undefined;\n callback(timestamp);\n });\n return new Subscription(() => cancel?.(handle));\n },\n requestAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.requestAnimationFrame || requestAnimationFrame)(...args);\n },\n cancelAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.cancelAnimationFrame || cancelAnimationFrame)(...args);\n },\n delegate: undefined,\n};\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface ObjectUnsubscribedError extends Error {}\n\nexport interface ObjectUnsubscribedErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (): ObjectUnsubscribedError;\n}\n\n/**\n * An error thrown when an action is invalid because the object has been\n * unsubscribed.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n *\n * @class ObjectUnsubscribedError\n */\nexport const ObjectUnsubscribedError: ObjectUnsubscribedErrorCtor = createErrorClass(\n (_super) =>\n function ObjectUnsubscribedErrorImpl(this: any) {\n _super(this);\n this.name = 'ObjectUnsubscribedError';\n this.message = 'object unsubscribed';\n }\n);\n", "import { Operator } from './Operator';\nimport { Observable } from './Observable';\nimport { Subscriber } from './Subscriber';\nimport { Subscription, EMPTY_SUBSCRIPTION } from './Subscription';\nimport { Observer, SubscriptionLike, TeardownLogic } from './types';\nimport { ObjectUnsubscribedError } from './util/ObjectUnsubscribedError';\nimport { arrRemove } from './util/arrRemove';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A Subject is a special type of Observable that allows values to be\n * multicasted to many Observers. Subjects are like EventEmitters.\n *\n * Every Subject is an Observable and an Observer. You can subscribe to a\n * Subject, and you can call next to feed values as well as error and complete.\n */\nexport class Subject extends Observable implements SubscriptionLike {\n closed = false;\n\n private currentObservers: Observer[] | null = null;\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n observers: Observer[] = [];\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n isStopped = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n hasError = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n thrownError: any = null;\n\n /**\n * Creates a \"subject\" by basically gluing an observer to an observable.\n *\n * @nocollapse\n * @deprecated Recommended you do not use. Will be removed at some point in the future. Plans for replacement still under discussion.\n */\n static create: (...args: any[]) => any = (destination: Observer, source: Observable): AnonymousSubject => {\n return new AnonymousSubject(destination, source);\n };\n\n constructor() {\n // NOTE: This must be here to obscure Observable's constructor.\n super();\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n lift(operator: Operator): Observable {\n const subject = new AnonymousSubject(this, this);\n subject.operator = operator as any;\n return subject as any;\n }\n\n /** @internal */\n protected _throwIfClosed() {\n if (this.closed) {\n throw new ObjectUnsubscribedError();\n }\n }\n\n next(value: T) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n if (!this.currentObservers) {\n this.currentObservers = Array.from(this.observers);\n }\n for (const observer of this.currentObservers) {\n observer.next(value);\n }\n }\n });\n }\n\n error(err: any) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.hasError = this.isStopped = true;\n this.thrownError = err;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.error(err);\n }\n }\n });\n }\n\n complete() {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.isStopped = true;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.complete();\n }\n }\n });\n }\n\n unsubscribe() {\n this.isStopped = this.closed = true;\n this.observers = this.currentObservers = null!;\n }\n\n get observed() {\n return this.observers?.length > 0;\n }\n\n /** @internal */\n protected _trySubscribe(subscriber: Subscriber): TeardownLogic {\n this._throwIfClosed();\n return super._trySubscribe(subscriber);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._checkFinalizedStatuses(subscriber);\n return this._innerSubscribe(subscriber);\n }\n\n /** @internal */\n protected _innerSubscribe(subscriber: Subscriber) {\n const { hasError, isStopped, observers } = this;\n if (hasError || isStopped) {\n return EMPTY_SUBSCRIPTION;\n }\n this.currentObservers = null;\n observers.push(subscriber);\n return new Subscription(() => {\n this.currentObservers = null;\n arrRemove(observers, subscriber);\n });\n }\n\n /** @internal */\n protected _checkFinalizedStatuses(subscriber: Subscriber) {\n const { hasError, thrownError, isStopped } = this;\n if (hasError) {\n subscriber.error(thrownError);\n } else if (isStopped) {\n subscriber.complete();\n }\n }\n\n /**\n * Creates a new Observable with this Subject as the source. You can do this\n * to create custom Observer-side logic of the Subject and conceal it from\n * code that uses the Observable.\n * @return {Observable} Observable that the Subject casts to\n */\n asObservable(): Observable {\n const observable: any = new Observable();\n observable.source = this;\n return observable;\n }\n}\n\n/**\n * @class AnonymousSubject\n */\nexport class AnonymousSubject extends Subject {\n constructor(\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n public destination?: Observer,\n source?: Observable\n ) {\n super();\n this.source = source;\n }\n\n next(value: T) {\n this.destination?.next?.(value);\n }\n\n error(err: any) {\n this.destination?.error?.(err);\n }\n\n complete() {\n this.destination?.complete?.();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n return this.source?.subscribe(subscriber) ?? EMPTY_SUBSCRIPTION;\n }\n}\n", "import { Subject } from './Subject';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\n\n/**\n * A variant of Subject that requires an initial value and emits its current\n * value whenever it is subscribed to.\n *\n * @class BehaviorSubject\n */\nexport class BehaviorSubject extends Subject {\n constructor(private _value: T) {\n super();\n }\n\n get value(): T {\n return this.getValue();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n const subscription = super._subscribe(subscriber);\n !subscription.closed && subscriber.next(this._value);\n return subscription;\n }\n\n getValue(): T {\n const { hasError, thrownError, _value } = this;\n if (hasError) {\n throw thrownError;\n }\n this._throwIfClosed();\n return _value;\n }\n\n next(value: T): void {\n super.next((this._value = value));\n }\n}\n", "import { TimestampProvider } from '../types';\n\ninterface DateTimestampProvider extends TimestampProvider {\n delegate: TimestampProvider | undefined;\n}\n\nexport const dateTimestampProvider: DateTimestampProvider = {\n now() {\n // Use the variable rather than `this` so that the function can be called\n // without being bound to the provider.\n return (dateTimestampProvider.delegate || Date).now();\n },\n delegate: undefined,\n};\n", "import { Subject } from './Subject';\nimport { TimestampProvider } from './types';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * A variant of {@link Subject} that \"replays\" old values to new subscribers by emitting them when they first subscribe.\n *\n * `ReplaySubject` has an internal buffer that will store a specified number of values that it has observed. Like `Subject`,\n * `ReplaySubject` \"observes\" values by having them passed to its `next` method. When it observes a value, it will store that\n * value for a time determined by the configuration of the `ReplaySubject`, as passed to its constructor.\n *\n * When a new subscriber subscribes to the `ReplaySubject` instance, it will synchronously emit all values in its buffer in\n * a First-In-First-Out (FIFO) manner. The `ReplaySubject` will also complete, if it has observed completion; and it will\n * error if it has observed an error.\n *\n * There are two main configuration items to be concerned with:\n *\n * 1. `bufferSize` - This will determine how many items are stored in the buffer, defaults to infinite.\n * 2. `windowTime` - The amount of time to hold a value in the buffer before removing it from the buffer.\n *\n * Both configurations may exist simultaneously. So if you would like to buffer a maximum of 3 values, as long as the values\n * are less than 2 seconds old, you could do so with a `new ReplaySubject(3, 2000)`.\n *\n * ### Differences with BehaviorSubject\n *\n * `BehaviorSubject` is similar to `new ReplaySubject(1)`, with a couple of exceptions:\n *\n * 1. `BehaviorSubject` comes \"primed\" with a single value upon construction.\n * 2. `ReplaySubject` will replay values, even after observing an error, where `BehaviorSubject` will not.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n * @see {@link shareReplay}\n */\nexport class ReplaySubject extends Subject {\n private _buffer: (T | number)[] = [];\n private _infiniteTimeWindow = true;\n\n /**\n * @param bufferSize The size of the buffer to replay on subscription\n * @param windowTime The amount of time the buffered items will stay buffered\n * @param timestampProvider An object with a `now()` method that provides the current timestamp. This is used to\n * calculate the amount of time something has been buffered.\n */\n constructor(\n private _bufferSize = Infinity,\n private _windowTime = Infinity,\n private _timestampProvider: TimestampProvider = dateTimestampProvider\n ) {\n super();\n this._infiniteTimeWindow = _windowTime === Infinity;\n this._bufferSize = Math.max(1, _bufferSize);\n this._windowTime = Math.max(1, _windowTime);\n }\n\n next(value: T): void {\n const { isStopped, _buffer, _infiniteTimeWindow, _timestampProvider, _windowTime } = this;\n if (!isStopped) {\n _buffer.push(value);\n !_infiniteTimeWindow && _buffer.push(_timestampProvider.now() + _windowTime);\n }\n this._trimBuffer();\n super.next(value);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._trimBuffer();\n\n const subscription = this._innerSubscribe(subscriber);\n\n const { _infiniteTimeWindow, _buffer } = this;\n // We use a copy here, so reentrant code does not mutate our array while we're\n // emitting it to a new subscriber.\n const copy = _buffer.slice();\n for (let i = 0; i < copy.length && !subscriber.closed; i += _infiniteTimeWindow ? 1 : 2) {\n subscriber.next(copy[i] as T);\n }\n\n this._checkFinalizedStatuses(subscriber);\n\n return subscription;\n }\n\n private _trimBuffer() {\n const { _bufferSize, _timestampProvider, _buffer, _infiniteTimeWindow } = this;\n // If we don't have an infinite buffer size, and we're over the length,\n // use splice to truncate the old buffer values off. Note that we have to\n // double the size for instances where we're not using an infinite time window\n // because we're storing the values and the timestamps in the same array.\n const adjustedBufferSize = (_infiniteTimeWindow ? 1 : 2) * _bufferSize;\n _bufferSize < Infinity && adjustedBufferSize < _buffer.length && _buffer.splice(0, _buffer.length - adjustedBufferSize);\n\n // Now, if we're not in an infinite time window, remove all values where the time is\n // older than what is allowed.\n if (!_infiniteTimeWindow) {\n const now = _timestampProvider.now();\n let last = 0;\n // Search the array for the first timestamp that isn't expired and\n // truncate the buffer up to that point.\n for (let i = 1; i < _buffer.length && (_buffer[i] as number) <= now; i += 2) {\n last = i;\n }\n last && _buffer.splice(0, last + 1);\n }\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Subscription } from '../Subscription';\nimport { SchedulerAction } from '../types';\n\n/**\n * A unit of work to be executed in a `scheduler`. An action is typically\n * created from within a {@link SchedulerLike} and an RxJS user does not need to concern\n * themselves about creating and manipulating an Action.\n *\n * ```ts\n * class Action extends Subscription {\n * new (scheduler: Scheduler, work: (state?: T) => void);\n * schedule(state?: T, delay: number = 0): Subscription;\n * }\n * ```\n *\n * @class Action\n */\nexport class Action extends Subscription {\n constructor(scheduler: Scheduler, work: (this: SchedulerAction, state?: T) => void) {\n super();\n }\n /**\n * Schedules this action on its parent {@link SchedulerLike} for execution. May be passed\n * some context object, `state`. May happen at some point in the future,\n * according to the `delay` parameter, if specified.\n * @param {T} [state] Some contextual data that the `work` function uses when\n * called by the Scheduler.\n * @param {number} [delay] Time to wait before executing the work, where the\n * time unit is implicit and defined by the Scheduler.\n * @return {void}\n */\n public schedule(state?: T, delay: number = 0): Subscription {\n return this;\n }\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetIntervalFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearIntervalFunction = (handle: TimerHandle) => void;\n\ninterface IntervalProvider {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n delegate:\n | {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n }\n | undefined;\n}\n\nexport const intervalProvider: IntervalProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setInterval(handler: () => void, timeout?: number, ...args) {\n const { delegate } = intervalProvider;\n if (delegate?.setInterval) {\n return delegate.setInterval(handler, timeout, ...args);\n }\n return setInterval(handler, timeout, ...args);\n },\n clearInterval(handle) {\n const { delegate } = intervalProvider;\n return (delegate?.clearInterval || clearInterval)(handle as any);\n },\n delegate: undefined,\n};\n", "import { Action } from './Action';\nimport { SchedulerAction } from '../types';\nimport { Subscription } from '../Subscription';\nimport { AsyncScheduler } from './AsyncScheduler';\nimport { intervalProvider } from './intervalProvider';\nimport { arrRemove } from '../util/arrRemove';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncAction extends Action {\n public id: TimerHandle | undefined;\n public state?: T;\n // @ts-ignore: Property has no initializer and is not definitely assigned\n public delay: number;\n protected pending: boolean = false;\n\n constructor(protected scheduler: AsyncScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (this.closed) {\n return this;\n }\n\n // Always replace the current state with the new state.\n this.state = state;\n\n const id = this.id;\n const scheduler = this.scheduler;\n\n //\n // Important implementation note:\n //\n // Actions only execute once by default, unless rescheduled from within the\n // scheduled callback. This allows us to implement single and repeat\n // actions via the same code path, without adding API surface area, as well\n // as mimic traditional recursion but across asynchronous boundaries.\n //\n // However, JS runtimes and timers distinguish between intervals achieved by\n // serial `setTimeout` calls vs. a single `setInterval` call. An interval of\n // serial `setTimeout` calls can be individually delayed, which delays\n // scheduling the next `setTimeout`, and so on. `setInterval` attempts to\n // guarantee the interval callback will be invoked more precisely to the\n // interval period, regardless of load.\n //\n // Therefore, we use `setInterval` to schedule single and repeat actions.\n // If the action reschedules itself with the same delay, the interval is not\n // canceled. If the action doesn't reschedule, or reschedules with a\n // different delay, the interval will be canceled after scheduled callback\n // execution.\n //\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, delay);\n }\n\n // Set the pending flag indicating that this action has been scheduled, or\n // has recursively rescheduled itself.\n this.pending = true;\n\n this.delay = delay;\n // If this action has already an async Id, don't request a new one.\n this.id = this.id ?? this.requestAsyncId(scheduler, this.id, delay);\n\n return this;\n }\n\n protected requestAsyncId(scheduler: AsyncScheduler, _id?: TimerHandle, delay: number = 0): TimerHandle {\n return intervalProvider.setInterval(scheduler.flush.bind(scheduler, this), delay);\n }\n\n protected recycleAsyncId(_scheduler: AsyncScheduler, id?: TimerHandle, delay: number | null = 0): TimerHandle | undefined {\n // If this action is rescheduled with the same delay time, don't clear the interval id.\n if (delay != null && this.delay === delay && this.pending === false) {\n return id;\n }\n // Otherwise, if the action's delay time is different from the current delay,\n // or the action has been rescheduled before it's executed, clear the interval id\n if (id != null) {\n intervalProvider.clearInterval(id);\n }\n\n return undefined;\n }\n\n /**\n * Immediately executes this action and the `work` it contains.\n * @return {any}\n */\n public execute(state: T, delay: number): any {\n if (this.closed) {\n return new Error('executing a cancelled action');\n }\n\n this.pending = false;\n const error = this._execute(state, delay);\n if (error) {\n return error;\n } else if (this.pending === false && this.id != null) {\n // Dequeue if the action didn't reschedule itself. Don't call\n // unsubscribe(), because the action could reschedule later.\n // For example:\n // ```\n // scheduler.schedule(function doWork(counter) {\n // /* ... I'm a busy worker bee ... */\n // var originalAction = this;\n // /* wait 100ms before rescheduling the action */\n // setTimeout(function () {\n // originalAction.schedule(counter + 1);\n // }, 100);\n // }, 1000);\n // ```\n this.id = this.recycleAsyncId(this.scheduler, this.id, null);\n }\n }\n\n protected _execute(state: T, _delay: number): any {\n let errored: boolean = false;\n let errorValue: any;\n try {\n this.work(state);\n } catch (e) {\n errored = true;\n // HACK: Since code elsewhere is relying on the \"truthiness\" of the\n // return here, we can't have it return \"\" or 0 or false.\n // TODO: Clean this up when we refactor schedulers mid-version-8 or so.\n errorValue = e ? e : new Error('Scheduled action threw falsy error');\n }\n if (errored) {\n this.unsubscribe();\n return errorValue;\n }\n }\n\n unsubscribe() {\n if (!this.closed) {\n const { id, scheduler } = this;\n const { actions } = scheduler;\n\n this.work = this.state = this.scheduler = null!;\n this.pending = false;\n\n arrRemove(actions, this);\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, null);\n }\n\n this.delay = null!;\n super.unsubscribe();\n }\n }\n}\n", "import { Action } from './scheduler/Action';\nimport { Subscription } from './Subscription';\nimport { SchedulerLike, SchedulerAction } from './types';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * An execution context and a data structure to order tasks and schedule their\n * execution. Provides a notion of (potentially virtual) time, through the\n * `now()` getter method.\n *\n * Each unit of work in a Scheduler is called an `Action`.\n *\n * ```ts\n * class Scheduler {\n * now(): number;\n * schedule(work, delay?, state?): Subscription;\n * }\n * ```\n *\n * @class Scheduler\n * @deprecated Scheduler is an internal implementation detail of RxJS, and\n * should not be used directly. Rather, create your own class and implement\n * {@link SchedulerLike}. Will be made internal in v8.\n */\nexport class Scheduler implements SchedulerLike {\n public static now: () => number = dateTimestampProvider.now;\n\n constructor(private schedulerActionCtor: typeof Action, now: () => number = Scheduler.now) {\n this.now = now;\n }\n\n /**\n * A getter method that returns a number representing the current time\n * (at the time this function was called) according to the scheduler's own\n * internal clock.\n * @return {number} A number that represents the current time. May or may not\n * have a relation to wall-clock time. May or may not refer to a time unit\n * (e.g. milliseconds).\n */\n public now: () => number;\n\n /**\n * Schedules a function, `work`, for execution. May happen at some point in\n * the future, according to the `delay` parameter, if specified. May be passed\n * some context object, `state`, which will be passed to the `work` function.\n *\n * The given arguments will be processed an stored as an Action object in a\n * queue of actions.\n *\n * @param {function(state: ?T): ?Subscription} work A function representing a\n * task, or some unit of work to be executed by the Scheduler.\n * @param {number} [delay] Time to wait before executing the work, where the\n * time unit is implicit and defined by the Scheduler itself.\n * @param {T} [state] Some contextual data that the `work` function uses when\n * called by the Scheduler.\n * @return {Subscription} A subscription in order to be able to unsubscribe\n * the scheduled work.\n */\n public schedule(work: (this: SchedulerAction, state?: T) => void, delay: number = 0, state?: T): Subscription {\n return new this.schedulerActionCtor(this, work).schedule(state, delay);\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Action } from './Action';\nimport { AsyncAction } from './AsyncAction';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncScheduler extends Scheduler {\n public actions: Array> = [];\n /**\n * A flag to indicate whether the Scheduler is currently executing a batch of\n * queued actions.\n * @type {boolean}\n * @internal\n */\n public _active: boolean = false;\n /**\n * An internal ID used to track the latest asynchronous task such as those\n * coming from `setTimeout`, `setInterval`, `requestAnimationFrame`, and\n * others.\n * @type {any}\n * @internal\n */\n public _scheduled: TimerHandle | undefined;\n\n constructor(SchedulerAction: typeof Action, now: () => number = Scheduler.now) {\n super(SchedulerAction, now);\n }\n\n public flush(action: AsyncAction): void {\n const { actions } = this;\n\n if (this._active) {\n actions.push(action);\n return;\n }\n\n let error: any;\n this._active = true;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions.shift()!)); // exhaust the scheduler queue\n\n this._active = false;\n\n if (error) {\n while ((action = actions.shift()!)) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\n/**\n *\n * Async Scheduler\n *\n * Schedule task as if you used setTimeout(task, duration)\n *\n * `async` scheduler schedules tasks asynchronously, by putting them on the JavaScript\n * event loop queue. It is best used to delay tasks in time or to schedule tasks repeating\n * in intervals.\n *\n * If you just want to \"defer\" task, that is to perform it right after currently\n * executing synchronous code ends (commonly achieved by `setTimeout(deferredTask, 0)`),\n * better choice will be the {@link asapScheduler} scheduler.\n *\n * ## Examples\n * Use async scheduler to delay task\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * const task = () => console.log('it works!');\n *\n * asyncScheduler.schedule(task, 2000);\n *\n * // After 2 seconds logs:\n * // \"it works!\"\n * ```\n *\n * Use async scheduler to repeat task in intervals\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * function task(state) {\n * console.log(state);\n * this.schedule(state + 1, 1000); // `this` references currently executing Action,\n * // which we reschedule with new state and delay\n * }\n *\n * asyncScheduler.schedule(task, 3000, 0);\n *\n * // Logs:\n * // 0 after 3s\n * // 1 after 4s\n * // 2 after 5s\n * // 3 after 6s\n * ```\n */\n\nexport const asyncScheduler = new AsyncScheduler(AsyncAction);\n\n/**\n * @deprecated Renamed to {@link asyncScheduler}. Will be removed in v8.\n */\nexport const async = asyncScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { Subscription } from '../Subscription';\nimport { QueueScheduler } from './QueueScheduler';\nimport { SchedulerAction } from '../types';\nimport { TimerHandle } from './timerHandle';\n\nexport class QueueAction extends AsyncAction {\n constructor(protected scheduler: QueueScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (delay > 0) {\n return super.schedule(state, delay);\n }\n this.delay = delay;\n this.state = state;\n this.scheduler.flush(this);\n return this;\n }\n\n public execute(state: T, delay: number): any {\n return delay > 0 || this.closed ? super.execute(state, delay) : this._execute(state, delay);\n }\n\n protected requestAsyncId(scheduler: QueueScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n\n if ((delay != null && delay > 0) || (delay == null && this.delay > 0)) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n\n // Otherwise flush the scheduler starting with this action.\n scheduler.flush(this);\n\n // HACK: In the past, this was returning `void`. However, `void` isn't a valid\n // `TimerHandle`, and generally the return value here isn't really used. So the\n // compromise is to return `0` which is both \"falsy\" and a valid `TimerHandle`,\n // as opposed to refactoring every other instanceo of `requestAsyncId`.\n return 0;\n }\n}\n", "import { AsyncScheduler } from './AsyncScheduler';\n\nexport class QueueScheduler extends AsyncScheduler {\n}\n", "import { QueueAction } from './QueueAction';\nimport { QueueScheduler } from './QueueScheduler';\n\n/**\n *\n * Queue Scheduler\n *\n * Put every next task on a queue, instead of executing it immediately\n *\n * `queue` scheduler, when used with delay, behaves the same as {@link asyncScheduler} scheduler.\n *\n * When used without delay, it schedules given task synchronously - executes it right when\n * it is scheduled. However when called recursively, that is when inside the scheduled task,\n * another task is scheduled with queue scheduler, instead of executing immediately as well,\n * that task will be put on a queue and wait for current one to finish.\n *\n * This means that when you execute task with `queue` scheduler, you are sure it will end\n * before any other task scheduled with that scheduler will start.\n *\n * ## Examples\n * Schedule recursively first, then do something\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(() => {\n * queueScheduler.schedule(() => console.log('second')); // will not happen now, but will be put on a queue\n *\n * console.log('first');\n * });\n *\n * // Logs:\n * // \"first\"\n * // \"second\"\n * ```\n *\n * Reschedule itself recursively\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(function(state) {\n * if (state !== 0) {\n * console.log('before', state);\n * this.schedule(state - 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * console.log('after', state);\n * }\n * }, 0, 3);\n *\n * // In scheduler that runs recursively, you would expect:\n * // \"before\", 3\n * // \"before\", 2\n * // \"before\", 1\n * // \"after\", 1\n * // \"after\", 2\n * // \"after\", 3\n *\n * // But with queue it logs:\n * // \"before\", 3\n * // \"after\", 3\n * // \"before\", 2\n * // \"after\", 2\n * // \"before\", 1\n * // \"after\", 1\n * ```\n */\n\nexport const queueScheduler = new QueueScheduler(QueueAction);\n\n/**\n * @deprecated Renamed to {@link queueScheduler}. Will be removed in v8.\n */\nexport const queue = queueScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\nimport { SchedulerAction } from '../types';\nimport { animationFrameProvider } from './animationFrameProvider';\nimport { TimerHandle } from './timerHandle';\n\nexport class AnimationFrameAction extends AsyncAction {\n constructor(protected scheduler: AnimationFrameScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n protected requestAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay is greater than 0, request as an async action.\n if (delay !== null && delay > 0) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n // Push the action to the end of the scheduler queue.\n scheduler.actions.push(this);\n // If an animation frame has already been requested, don't request another\n // one. If an animation frame hasn't been requested yet, request one. Return\n // the current animation frame request id.\n return scheduler._scheduled || (scheduler._scheduled = animationFrameProvider.requestAnimationFrame(() => scheduler.flush(undefined)));\n }\n\n protected recycleAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle | undefined {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n if (delay != null ? delay > 0 : this.delay > 0) {\n return super.recycleAsyncId(scheduler, id, delay);\n }\n // If the scheduler queue has no remaining actions with the same async id,\n // cancel the requested animation frame and set the scheduled flag to\n // undefined so the next AnimationFrameAction will request its own.\n const { actions } = scheduler;\n if (id != null && actions[actions.length - 1]?.id !== id) {\n animationFrameProvider.cancelAnimationFrame(id as number);\n scheduler._scheduled = undefined;\n }\n // Return undefined so the action knows to request a new async id if it's rescheduled.\n return undefined;\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\nexport class AnimationFrameScheduler extends AsyncScheduler {\n public flush(action?: AsyncAction): void {\n this._active = true;\n // The async id that effects a call to flush is stored in _scheduled.\n // Before executing an action, it's necessary to check the action's async\n // id to determine whether it's supposed to be executed in the current\n // flush.\n // Previous implementations of this method used a count to determine this,\n // but that was unsound, as actions that are unsubscribed - i.e. cancelled -\n // are removed from the actions array and that can shift actions that are\n // scheduled to be executed in a subsequent flush into positions at which\n // they are executed within the current flush.\n const flushId = this._scheduled;\n this._scheduled = undefined;\n\n const { actions } = this;\n let error: any;\n action = action || actions.shift()!;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions[0]) && action.id === flushId && actions.shift());\n\n this._active = false;\n\n if (error) {\n while ((action = actions[0]) && action.id === flushId && actions.shift()) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AnimationFrameAction } from './AnimationFrameAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\n\n/**\n *\n * Animation Frame Scheduler\n *\n * Perform task when `window.requestAnimationFrame` would fire\n *\n * When `animationFrame` scheduler is used with delay, it will fall back to {@link asyncScheduler} scheduler\n * behaviour.\n *\n * Without delay, `animationFrame` scheduler can be used to create smooth browser animations.\n * It makes sure scheduled task will happen just before next browser content repaint,\n * thus performing animations as efficiently as possible.\n *\n * ## Example\n * Schedule div height animation\n * ```ts\n * // html:
\n * import { animationFrameScheduler } from 'rxjs';\n *\n * const div = document.querySelector('div');\n *\n * animationFrameScheduler.schedule(function(height) {\n * div.style.height = height + \"px\";\n *\n * this.schedule(height + 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * }, 0, 0);\n *\n * // You will see a div element growing in height\n * ```\n */\n\nexport const animationFrameScheduler = new AnimationFrameScheduler(AnimationFrameAction);\n\n/**\n * @deprecated Renamed to {@link animationFrameScheduler}. Will be removed in v8.\n */\nexport const animationFrame = animationFrameScheduler;\n", "import { Observable } from '../Observable';\nimport { SchedulerLike } from '../types';\n\n/**\n * A simple Observable that emits no items to the Observer and immediately\n * emits a complete notification.\n *\n * Just emits 'complete', and nothing else.\n *\n * ![](empty.png)\n *\n * A simple Observable that only emits the complete notification. It can be used\n * for composing with other Observables, such as in a {@link mergeMap}.\n *\n * ## Examples\n *\n * Log complete notification\n *\n * ```ts\n * import { EMPTY } from 'rxjs';\n *\n * EMPTY.subscribe({\n * next: () => console.log('Next'),\n * complete: () => console.log('Complete!')\n * });\n *\n * // Outputs\n * // Complete!\n * ```\n *\n * Emit the number 7, then complete\n *\n * ```ts\n * import { EMPTY, startWith } from 'rxjs';\n *\n * const result = EMPTY.pipe(startWith(7));\n * result.subscribe(x => console.log(x));\n *\n * // Outputs\n * // 7\n * ```\n *\n * Map and flatten only odd numbers to the sequence `'a'`, `'b'`, `'c'`\n *\n * ```ts\n * import { interval, mergeMap, of, EMPTY } from 'rxjs';\n *\n * const interval$ = interval(1000);\n * const result = interval$.pipe(\n * mergeMap(x => x % 2 === 1 ? of('a', 'b', 'c') : EMPTY),\n * );\n * result.subscribe(x => console.log(x));\n *\n * // Results in the following to the console:\n * // x is equal to the count on the interval, e.g. (0, 1, 2, 3, ...)\n * // x will occur every 1000ms\n * // if x % 2 is equal to 1, print a, b, c (each on its own)\n * // if x % 2 is not equal to 1, nothing will be output\n * ```\n *\n * @see {@link Observable}\n * @see {@link NEVER}\n * @see {@link of}\n * @see {@link throwError}\n */\nexport const EMPTY = new Observable((subscriber) => subscriber.complete());\n\n/**\n * @param scheduler A {@link SchedulerLike} to use for scheduling\n * the emission of the complete notification.\n * @deprecated Replaced with the {@link EMPTY} constant or {@link scheduled} (e.g. `scheduled([], scheduler)`). Will be removed in v8.\n */\nexport function empty(scheduler?: SchedulerLike) {\n return scheduler ? emptyScheduled(scheduler) : EMPTY;\n}\n\nfunction emptyScheduled(scheduler: SchedulerLike) {\n return new Observable((subscriber) => scheduler.schedule(() => subscriber.complete()));\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport function isScheduler(value: any): value is SchedulerLike {\n return value && isFunction(value.schedule);\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\nimport { isScheduler } from './isScheduler';\n\nfunction last(arr: T[]): T | undefined {\n return arr[arr.length - 1];\n}\n\nexport function popResultSelector(args: any[]): ((...args: unknown[]) => unknown) | undefined {\n return isFunction(last(args)) ? args.pop() : undefined;\n}\n\nexport function popScheduler(args: any[]): SchedulerLike | undefined {\n return isScheduler(last(args)) ? args.pop() : undefined;\n}\n\nexport function popNumber(args: any[], defaultValue: number): number {\n return typeof last(args) === 'number' ? args.pop()! : defaultValue;\n}\n", "export const isArrayLike = ((x: any): x is ArrayLike => x && typeof x.length === 'number' && typeof x !== 'function');", "import { isFunction } from \"./isFunction\";\n\n/**\n * Tests to see if the object is \"thennable\".\n * @param value the object to test\n */\nexport function isPromise(value: any): value is PromiseLike {\n return isFunction(value?.then);\n}\n", "import { InteropObservable } from '../types';\nimport { observable as Symbol_observable } from '../symbol/observable';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being Observable (but not necessary an Rx Observable) */\nexport function isInteropObservable(input: any): input is InteropObservable {\n return isFunction(input[Symbol_observable]);\n}\n", "import { isFunction } from './isFunction';\n\nexport function isAsyncIterable(obj: any): obj is AsyncIterable {\n return Symbol.asyncIterator && isFunction(obj?.[Symbol.asyncIterator]);\n}\n", "/**\n * Creates the TypeError to throw if an invalid object is passed to `from` or `scheduled`.\n * @param input The object that was passed.\n */\nexport function createInvalidObservableTypeError(input: any) {\n // TODO: We should create error codes that can be looked up, so this can be less verbose.\n return new TypeError(\n `You provided ${\n input !== null && typeof input === 'object' ? 'an invalid object' : `'${input}'`\n } where a stream was expected. You can provide an Observable, Promise, ReadableStream, Array, AsyncIterable, or Iterable.`\n );\n}\n", "export function getSymbolIterator(): symbol {\n if (typeof Symbol !== 'function' || !Symbol.iterator) {\n return '@@iterator' as any;\n }\n\n return Symbol.iterator;\n}\n\nexport const iterator = getSymbolIterator();\n", "import { iterator as Symbol_iterator } from '../symbol/iterator';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being an Iterable */\nexport function isIterable(input: any): input is Iterable {\n return isFunction(input?.[Symbol_iterator]);\n}\n", "import { ReadableStreamLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport async function* readableStreamLikeToAsyncGenerator(readableStream: ReadableStreamLike): AsyncGenerator {\n const reader = readableStream.getReader();\n try {\n while (true) {\n const { value, done } = await reader.read();\n if (done) {\n return;\n }\n yield value!;\n }\n } finally {\n reader.releaseLock();\n }\n}\n\nexport function isReadableStreamLike(obj: any): obj is ReadableStreamLike {\n // We don't want to use instanceof checks because they would return\n // false for instances from another Realm, like an + + +--> + +
+
    +
  • +

    Step 3: Install Java 17 on your computer.

    +
  • +
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    Step 4: Start the "ChunkyLauncher.jar" with the command, '</path/to/Java 17/java>' -jar '</path/to/ChunkyLauncher.jar>' --launcher.5 6

    +
  • +
+

macOS

+

On M1-equipped macs, which are aarch64 (ARM-based), Rosetta 2 enables an emulation, of sorts, of x64 macOS applications. Please ensure that both the JRE and OpenJFX have matching architectures. We recommended native aarch64, although x64 performance should be similar.

+
    +
  • +

    Step 3: Install or extract Java 17 on your computer.

    +
  • +
  • +

    Step 4: Start the "ChunkyLauncher.jar" with the command, "</path/to/java 17/java>" -jar "</path/to/ChunkyLauncher.jar>" --launcher.5 6

    +
  • +
+

Install JavaFX

+

Chunky requires JavaFX to be installed to funtion in GUI mode. JavaFX is not required for headless operation of Chunky. The Chunky Launcher will attempt to detect the location to which JavaFX is installed to whenever it is started normally. If it cannot detect JavaFX, the 'Install JavaFX' window will open.

+
+

Figure 1: 'Install JavaFX' Window

+
+ + Chunky First-Time Setup + +
+
+ +

The Launcher will attempt to set the computer configuration options automatically, but they can be set manually if the values are incorrect. Once the computer configuration options have been set to match the configuration of your computer, click Download and Install.

+

Chunky First-Time Setup

+

The first time you start the Chunky Launcher, you will be asked to pick a settings directory for Chunky:

+
+

Figure 2: 'Chunky First-Time Setup' Window

+
+ + Chunky First-Time Setup + +
+
+ +

The recommended directory is usually the best option. Click Use Selected Directory to continue. You will see the main Chunky Launcher window next.

+

Manual Setup

+

If you encountered issues with the normal setup, or if you desire to use a custom setup, then follow these instructions.

+ +

Further setup instructions for Windows, Linux, and macOS are located below.

+

Windows

+
    +
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    Step 4: If you downloaded the Java 17 installer, then run it to install Java 17 on your computer. If you downloaded the Java 17 ZIP archive, then extract it to a safe place on your computer.

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  • +
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    Step 5: Extract from the OpenJFX ZIP archive the "bin", "legal", and "lib" folders to a location on your computer. "C:\Program Files\openjfx" and "C:\Users\<username>\.chunky\javafx" are default installation locations that the Chunky Launcher can detect automatically. Take note of the path of the folder to which you extracted the folders.

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    Step 6: Start the "ChunkyLauncher.jar" with the command, "<path\to\Java 17\java.exe>" --module-path <path\to\javafx\lib> --add-modules javafx.controls,javafx.fxml -jar "<path\to\ChunkyLauncher.jar>" --launcher.5 6

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Linux

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    Step 4: Install Java 17 on your computer.

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    Step 5: Extract from the OpenJFX ZIP archive the "legal" and "lib" folders to a location on your computer. "/usr/share/openjfx" and "/home/<username>/.chunky/javafx" are default installation locations that the Chunky Launcher can detect automatically. Take note of the path of the folder to which you extracted the folders.

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    Step 6: Start the "ChunkyLauncher.jar" with the command, '</path/to/Java 17/java>' --module-path '</path/to/javafx/lib>' --add-modules javafx.controls,javafx.fxml -jar '</path/to/ChunkyLauncher.jar>' --launcher.5 6

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  • +
+

macOS

+

On M1-equipped macs, which are aarch64 (ARM-based), Rosetta 2 enables an emulation, of sorts, of x64 macOS applications. Please ensure that both the JRE and OpenJFX have matching architectures. We recommended native aarch64, although x64 performance should be similar.

+
    +
  • +

    Step 4: Install or extract Java 17 on your computer.

    +
  • +
  • +

    Step 5: Extract from the OpenJFX ZIP archive the "legal" and "lib" folders to a location on your computer. Take note of the path of the folder to which you extracted the folders.

    +
  • +
  • +

    Step 6: Start the "ChunkyLauncher.jar" with the command, "</path/to/java 17/java>" --module-path "</path/to/javafx/lib>" --add-modules javafx.controls,javafx.fxml -jar "</path/to/ChunkyLauncher.jar>" --launcher.5 6

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+

Troubleshooting

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If you get an unchecked exception caused by java.lang.NoClassDefFoundError: javafx/stage/Stage when starting the Chunky Launcher, then, if using Windows, verify that OpenJFX is installed to either "C:\Program Files\openjfx" or "C:\Users\<username>\.chunky\javafx".6 If the error persists, or if OpenJFX is purposely installed to another directory, then use the following command to start the Chunky Launcher: java --module-path "<path\to\javafx\lib>" --add-modules javafx.controls,javafx.fxml -jar "<path\to\ChunkyLauncher.jar>" --launcher.5 6

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  1. +

    Installers for Windows, Linux and macOS are planned. 

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  2. +
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    The bare minimum to run Chunky is Java 8 update 60 (which includes OpenJFX), 512MB of allocated RAM, and 270 MB of storage for core files. 

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    Ensure that the OS and Architecture correctly match your system. 

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    We have not tested OpenJFX 19 at this time, but it is assumed that it will work. 

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    It is important that quotation marks " " be included around any file paths to ensure that special characters like hyphens -, spaces , etc., do not cause issues. 

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    Replace text within angle brackets < > with the actual paths to the files on your computer, and do not include the angle brackets in the actual command or input. 

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+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/getting_started/your_first_render/index.html b/getting_started/your_first_render/index.html new file mode 100644 index 0000000..c65adbb --- /dev/null +++ b/getting_started/your_first_render/index.html @@ -0,0 +1,2533 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Your First Render - Chunky Manual + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Your First Render From Start To Finish

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+

Info

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This guide uses the Stable release of Chunky.

+
+

Installation

+

Please follow the Installation instructions.

+

Getting camera position

+
+

This part is for taking an in-game view and rendering it. Feel free to skip this part if you are more confident!

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+

Open Minecraft, and load a world you wish to render. Move your player to the location of what you wish to render, and ensure that you are facing the right direction, too. Record the values of the fields outlined in red (shown in Figure 1). You will need these to position the camera correctly in Chunky. Save and quit your world.

+
+

Figure 1: Recording position and direction information in Minecraft

+
+ + Minecraft Debug Screen + +
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+ +
+

In this example, the coordinates and direction values are as follows: X = 32.2 ; Y = 71.7 ; Z = -232.7 ; Yaw = 67.5 ; Pitch = 8.2 (rounded to 1 decimal place).

+
+

Selecting Chunks

+

If Chunky isn't running yet, then launch it. You should see something like what is shown in Figure 2.

+
+

Figure 2: Chunky with no world loaded

+
+ + Chunky with no world loaded + +
+
+ +

Currently, no world is loaded into Chunky. Click on Change World, located in the Map View tab in the right panel to select a world to load. You should be presented with a window like the one shown in Figure 3.

+
+

Figure 3: The world selection dialog box

+
+ + World selection dialog box + +
+
+ +

Once you have located the world, click on Load selected world. The Map tab will load an interactive map view of your world, as shown in Figure 4.

+
+

Figure 4: The map view of the loaded world

+
+ + Map view of the loaded world + +
+
+ +

Select the dimension of your world that you want to render using the buttons in the right panel found in the Map View tab, and then select the chunks you wish to render using the controls listed below in the Map tab.

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    Left-click a chunk to select or deselect the chunk.

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    Hold Shift and Left-click and drag to select a rectangular area.

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    Hold Ctrl + Shift and Left-click and drag to deselect a rectangular area.

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    Left-click and drag to pan the map view across the world.

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    Zoom in and out using the scroll wheel.

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  • +

    Right-click to access a menu with a few options.

    +
  • +
+
+

Selecting fewer chunks can decrease rendering time, but they will be completely missing from the render. Try to only select what the camera can see!

+
+

Setting up your render

+
+

This part of the process is where you can customize settings to your heart's content. The guide will only cover the absolute basics, so it is recommended to experiment.

+
+

Loading Chunks

+

To load chunks, either right click on the map view located in the center panel and click on New scene from selection, or click on Load selected chunks, which is found in the Scene tab in the left panel, which contains render controls. After loading the selected chunks, the center panel should automatically switch to the Render Preview tab, which displays a 3D preview of the chunks selected from your world. The progress bar at the bottom should be filled. The time it takes to load the selected chunks increases with the number of chunks selected.

+
+

Figure 5: The render preview

+
+ + Render preview + +
+
+ +

A few settings to change...

+

There are a few options inside the Scene tab that you may wish to change.

+

Canvas size is the resolution you want the preview and the final render to be. Higher values take longer to render, so using a lower resolution, such as 960x540, can massively boost preview / test render performance. The x2 button can quickly double the measures of both dimensions to 1920x1080.

+

Save dump once every X is effectively an auto-save feature. Every time Chunky reaches an SPP value that is a multiple of X that you set, it will save your scene. Chunky will not render while dumping so do not set this too low unless you believe your system is unstable.

+

If you want to match the Chunky camera position to the player's position in-game, then Load entities > Players should be disabled.

+

Previewing

+

Pressing Start and allowing Chunky to render the scene for a few seconds to get an idea of how the render will look at the end is a good idea. You can always press Reset to return to changing settings.

+

Camera

+

Next, open the Camera tab.

+
+

Figure 6: The Camera tab

+
+ + Camera tab + +
+
+ +

Click the Position & Orientation dropdown to expand it. Unfortunately, you cannot simply copy the values taken from the Minecraft debug screen. A few adjustments must be made first, because there are some differences that must be accounted for. Below is a set of conversions:

+
Chunky Camera X = Minecraft X
+Chunky Camera Y = Minecraft Y + 1.62
+Chunky Camera Z = Minecraft Z
+
+Chunky Camera Yaw = 90 - Minecraft Yaw
+Camera Pitch = Minecraft Pitch - 90
+
+

Using the above conversions with our example results in the following values:

+
+

Chunky Camera X = 32.2 ; Chunky Camera Y = 73.32 ; Z = -232.7 ; Yaw = 22.5 ; Pitch = -81.8

+
+

Enter the X-, Y-, and Z-coordinates for the camera into the three input fields on the Position row, pressing the Enter key after each one. Do the same with the Camera pitch and yaw values, but place them into the first two input fields of the Orientation row, pressing the Enter key after each one. If Load entities > Players in the Scene tab was enabled when you clicked Load selected chunks, then the camera may clip into the player after you enter the values, as shown in Figure 7.

+
+

Figure 7: Camera clipping into player

+
+ + Camera clipping into player + +
+
+ +

To remove the player, open the Entities tab, select the player which the camera is clipping into (likely the first and only one on the list), and then press the - button.

+
+

Figure 8: Player removed from the scene

+
+ + Player removed from the scene + +
+
+ +

The default Field of View (FoV) for Minecraft is 70 degrees vertical. Assuming a 16:9 aspect ratio for both Minecraft and the Chunky render canvas resolution, the camera view with the default Chunky FoV of 70 degrees and the Standard projection mode should match the view in Mincraft.

+
+

Dynamic FoV

+

If dynamic FoV is enabled in Minecraft, flying in Minecraft will increase the FoV. Disable dynamic FoV in Minecraft by setting FOV Effects in Video Settings to 0% to get the same FoV as in Chunky, assuming both FoV settings match.

+
+

Lighting

+

Open the Lighting tab.

+
+

Figure 9: The Lighting tab

+
+ + Lighting tab + +
+
+ +

Here you can adjust the amount of light the Sky, Emitters (torches, glowstone, etc.), and Sun produce. The default values should be perfect for daytime renders. Adjusting the Sun azimuth (yaw / rotation) and altitude (height) can change the lighting of the scene dramatically.

+

For this example, I will simply set the Sun altitude to 25.

+
+

Emitters can significantly increase render times, and often require a much higher SPP to look smooth! Not rendering long enough will leave much noise, or "fireflies".

+
+

Sky and Fog

+

Open the Sky & Fog tab.

+
+

Figure 10: The Sky & Fog tab

+
+ + Sky & Fog tab + +
+
+ +

There is not too much to explain here. The Sky mode setting lets you chose between a simulated sky, solid color, color gradient, and skymaps / skycubes. Cloud X, Cloud Y, and Cloud Z control the location of the clouds, and Cloud size controls the size of the clouds, if they are enabled using Enable clouds. Fog density controls the thickness of the fog; set it to 0 to disable it. There is an example fog density listed as a guide. Fog produces much noise, so expect longer render times.

+

Water

+

Open the Water tab.

+
+

Figure 11: The Water tab

+
+ + Water tab + +
+
+ +

By default, the water will have a slight wave effect applied to it. You can disable it by enabling Still water. The Water visibility setting affects how far underwater you can see. The Water opacity setting controls how transparent the surface of the water is. Setting it to 0 makes the water clear, and setting it to 1 makes the water a solid color. By default, water color is biome-tinted, but you can override this by enabling Use custom water color.

+

Entities

+

Open the Entities tab.

+

Adjust whatever you want in the entity tab to your liking. Press - to remove the selected entity from the render, and press + to add new entities.

+
+

Entities usually have a minimal effect on render times.

+
+

Materials & Postprocessing tabs

+

These tabs shall not be covered in this guide. Explore and experiment on your own. Read the articles for the Materials tab and for the Postprocessing tab for more information.

+

Advanced

+

Open the Advanced tab.

+
+

Figure 12: The Advanced tab

+
+ + Advanced tab + +
+
+ +

Adjust the CPU utilization and Render threads as you see fit. Chunky renders solely using the CPU, though a GPU rendering plugin is in development.

+
+

If you plan to use your PC while it is rendering or have a weaker computer, then reduce the CPU utilization or the Render threads as you see fit. Typically, reducing the number of threads that Chunky uses provides much more control over actual system usage. Be aware that reduced CPU load and fewer threads can significantly increase render times!

+
+

Set Ray Depth to whatever you want. A value anywhere from 3 to 8 is usually good enough for most scenes. Increasing ray depth increases render times but improves accuracy and render quality; a balance is required.

+

Enable Shutdown computer when render completes if you want your computer to shut down after the target SPP has been reached.

+
+

If you are using Linux, then this option will have no effect unless you allow the shutdown command to run without needing sudo, since the shutdown command requires sudo permissions by default. For obvious reasons, Chunky won't store your sudo password for when it's time to execute the command. You can find a guide for allowing the shutdown command to run without sudo on the internet fairly easily.

+
+

You may wish to change the image Output mode here too.

+

Just before we render

+

Set the Target SPP to whatever you want.

+
+

SPP stands for Samples Per Pixel. Lower target SPP values will be reached sooner, but images rendered to lower SPP values may have more noise / grain / fireflies. A higher target SPP value will take longer to render to, but the image will be less noisy.

+
+

Typically, 32-1024 SPP is good for daylight renders without emitters (torches, lava, glowstone, etc.) enabled. For daylight renders with emitters, 4096-16384 SPP is better. For night-time renders or indoor renders with emitters, 16384 SPP or more is required to yield a sufficiently noise-free image.

+

Save the scene

+
+

Figure 13: Scene name, save, and load controls

+
+ + Scene name, save, and load controls + +
+
+ +

In the top left of the Chunky window, enter a more reasonable scene name in the Scene input field. Then click the Save button, which is marked with a blue disk icon. To load a scene, click on the Load scene button, which is marked with a blue disk icon with a green arrow.

+

Render

+

When you are ready, click Start, and wait for your beautiful image to be produced.

+
+

This could take anywhere between two minutes and two years. Sit tight!

+
+

Should you need to stop at any point, click Pause, wait for CPU usage to dip down to idle, and then click the Save button. Wait for Chunky to finish saving the scene. Then it is safe to close Chunky. Failure to do so can lead to loss of render progress if not saving dumps frequently.

+

Profit!

+

You can use either Save current frame or Copy current frame at any point during the render progress to get your render. If the target SPP has been reached, then you can find the finished render in (assuming default locations):

+
    +
  • +

    Windows: "C:\Users\<username>\.chunky\scenes\<scene_name>\snapshots"

    +
  • +
  • +

    Linux: "/home/<username>/.chunky/scenes/<scene_name>/snapshots"

    +
  • +
+

Alternatively, on the left control panel, inside the Scene tab, click Open Scene Directory.

+

Figure 14 shows the finished product of this guide with a few minor tweaks to the sky simulation, the addition of fog, changes to the lighting intensities and color, and changes to the water.

+
+

Figure 14: The finished render

+
+ + Finished render + +
+
+ +
+

This guide was adapted and updated from a guide by EmeraldSnorlax.

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Chunky

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+ Render photorealistic scenes of your Minecraft worlds + with path tracing. Supports Minecraft 1.2.1 and up. +

+ + Download Chunky + + Visit Gallery +
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+ + + + All your worlds +

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+ Chunky supports Minecraft Java Edition 1.2.1 and up. New blocks from + snapshots are usually added within a few days. +

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+ Thanks to the built-in + Cubic Chunks + support, not even the sky is a limit. +

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+ + + + Extend Chunky +

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+ Add new blocks, new post-processors or even change the entire rendering + engine. +

+

+ Take a look at the + available plugins or + start developing your own plugin. +

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+ + + + Render anywhere +

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Chunky works on Windows, Linux and macOS.

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+ Rendering scenes on servers without a GUI is possible with the headless + mode. +

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+ + + + Join the community +

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+ Get help, share your renders, chat about new Chunky features and learn a + lot about path tracing. +

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+ Come join our + Discord server! +

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+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/install/index.html b/install/index.html new file mode 100644 index 0000000..e68e058 --- /dev/null +++ b/install/index.html @@ -0,0 +1,15 @@ + + + + + + Redirecting... + + + + + + +Redirecting... + + diff --git a/js/timeago.min.js b/js/timeago.min.js new file mode 100644 index 0000000..a8530a5 --- /dev/null +++ b/js/timeago.min.js @@ -0,0 +1,2 @@ +/* Taken from https://cdnjs.cloudflare.com/ajax/libs/timeago.js/4.0.2/timeago.min.js */ +!function(s,n){"object"==typeof exports&&"undefined"!=typeof module?n(exports):"function"==typeof define&&define.amd?define(["exports"],n):n((s=s||self).timeago={})}(this,function(s){"use strict";var a=["second","minute","hour","day","week","month","year"];function n(s,n){if(0===n)return["just now","right now"];var e=a[Math.floor(n/2)];return 1=m[t]&&t=m[e]&&e 0) { + var locale = nodes[0].getAttribute('locale'); + timeago.render(nodes, locale); + } + }) +} else { + var nodes = document.querySelectorAll('.timeago'); + if (nodes.length > 0) { + var locale = nodes[0].getAttribute('locale'); + timeago.render(nodes, locale); + } +} diff --git a/license/index.html b/license/index.html new file mode 100644 index 0000000..2c844a3 --- /dev/null +++ b/license/index.html @@ -0,0 +1,2009 @@ + + + + + + + + + + + + + + + + + + + + + License - Chunky Manual + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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License

+

Chunky itself is released under the GNU General Public License v3.0.

+

Except where otherwise noted, the content of the Chunky Manual is available under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.

+

When sharing parts of the manual, please attribute the "Chunky Documentation Team" and include a link to this manual.

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+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/minecraft_compatibility/index.html b/minecraft_compatibility/index.html new file mode 100644 index 0000000..33ca081 --- /dev/null +++ b/minecraft_compatibility/index.html @@ -0,0 +1,15 @@ + + + + + + Redirecting... + + + + + + +Redirecting... + + diff --git a/news/index.html b/news/index.html new file mode 100644 index 0000000..e0c38c7 --- /dev/null +++ b/news/index.html @@ -0,0 +1,15 @@ + + + + + + Redirecting... + + + + + + +Redirecting... + + diff --git a/path_tracing/index.html b/path_tracing/index.html new file mode 100644 index 0000000..7213da5 --- /dev/null +++ b/path_tracing/index.html @@ -0,0 +1,15 @@ + + + + + + Redirecting... + + + + + + +Redirecting... + + diff --git a/plugin_api/index.html b/plugin_api/index.html new file mode 100644 index 0000000..91ab23d --- /dev/null +++ b/plugin_api/index.html @@ -0,0 +1,15 @@ + + + + + + Redirecting... + + + + + + +Redirecting... + + diff --git a/plugins/chunky_plugins/index.html b/plugins/chunky_plugins/index.html new file mode 100644 index 0000000..bf0d411 --- /dev/null +++ b/plugins/chunky_plugins/index.html @@ -0,0 +1,2145 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Chunky Plugins - Chunky Manual + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Chunky Plugins

+

The functionality of Chunky can be extended with plugins. Plugins can add new blocks, new post-processors, and even new renderer implementations.

+

Get plugins

+

Installation

+

Plugins are usually distributed as JAR files. To install a plugin, follow the instructions below.

+
    +
  • +

    Step 1: Download the plugin JAR file.

    +
  • +
  • +

    Step 2: Move the plugin to the "plugins" directory of the Chunky settings directory. If you do not know where it is located, then skip this step.

    +
  • +
  • +

    Step 3: Start the Chunky Launcher.

    +
  • +
  • +

    Step 4: Click the Manage plugins button to open the 'Plugin Manager' dialog box.

    +
  • +
  • +

    Step 5: If you completed Step 2, then follow Steps 8 through 9. If you did not complete Step 2, then continue to Step 6.

    +
  • +
  • +

    Step 6: The plugin should not be listed in the 'Plugin Manager' dialog box. Click the Add button.

    +
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  • +

    Step 7: Browse for the plugin JAR file and select it.

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  • +

    Step 8: The plugin should be listed in the 'Plugin Manager' dialog box. Verify that the checkbox on its list entry is checked.

    +
  • +
  • +

    Step 9: Click Save. Chunky will attempt to load the plugin every time it is launched.

    +
  • +
+

Repeat the process for any other plugins. Plugins are loaded in the order that they appear on the list. The loading order usually does not matter, but changing it can solve incompatibility problems in some cases. Read the documentations of the plugins that are being used for further information.

+
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Figure 1: 'Plugin Manager' dialog box

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Plugin Development

+

A good way to start developing plugins is to take a look at the source code of existing plugins to dive into Chunky's plugin API. Interfaces and methods that are considered stable for plugin use are annotated with the @PluginApi annotation in Chunky's code.

+

If you have questions about the API or need any help, the #tech channel on our Discord server is a good place to start.

+

Gradle configuration

+

To build a plugin for Chunky, you need, well, Chunky. More precisely, chunky-core is needed as a dependency1 in order to build the plugin (and also provide you code completion and javadoc). We recommend using Gradle, and a simple "build.gradle" config for a plugin could look like this:

+
apply plugin: 'java'
+
+compileJava {
+  sourceCompatibility = JavaVersion.VERSION_1_8
+  targetCompatibility = JavaVersion.VERSION_1_8
+}
+
+repositories {
+  mavenLocal()
+  mavenCentral()
+  maven {
+    url 'https://repo.lemaik.de/'
+  }
+}
+
+dependencies {
+  compileOnly 'se.llbit:chunky-core:2.4.0'
+}
+
+

Plugin manifest

+

Similar to Bukkit plugins, Chunky plugins contain a manifest file that contains information about the plugin name, version, and, most importantly, which class of it Chunky should load. This file must be named "plugin.json" and be located at the root of the plugin JAR file.

+
{
+  "name": "Demo Plugin",
+  "author": "You",
+  "main": "com.example.chunkydemoplugin.DemoPlugin",
+  "version": "1.0",
+  "targetVersion": "2.4.0",
+  "description": "A demo plugin."
+}
+
+

The fields should be pretty self-explanatory. The targetVersion is the version of Chunky that your plugin supports.2 If any other Chunky version is used, a warning will be printed to the console to notify the user, but Chunky will still attempt to load the plugin.

+

The fully-qualified class name in main is the main class of your plugin, which must implement the se.llbit.chunky.Plugin interface.

+

Plugin entrypoint

+

For the demo plugin, the implementation could look like this. Note how the class name and package correspond to the main value from the manifest:

+
package com.example.chunkydemoplugin;
+
+import se.llbit.chunky.Plugin;
+import se.llbit.chunky.main.Chunky;
+import se.llbit.chunky.main.ChunkyOptions;
+import se.llbit.chunky.ui.ChunkyFx;
+
+public class DemoPlugin implements Plugin {
+  @Override
+  public void attach(Chunky chunky) {
+    // TODO add your plugin functionality here
+  }
+
+  public static void main(String[] args) throws Exception {
+    // Start Chunky with this plugin attached
+    Chunky.loadDefaultTextures();
+    Chunky chunky = new Chunky(ChunkyOptions.getDefaults());
+    new DemoPlugin().attach(chunky);
+    ChunkyFx.startChunkyUI(chunky);
+  }
+}
+
+
+

About the main method

+

The main method is added only for convenience. This way, you can launch Chunky with this plugin enabled directly from within your IDE, which is also useful for attaching a debugger. When loading a plugin from a JAR, Chunky will create an instance of the plugin class and invoke the attach method. You should put all plugin initialization logic there.

+
+

Demo plugins

+

To demonstrate some features of the Plugin API, llbit created a few demo plugins.

+ +

The Ambient Occlusion plugin and the Depth Buffer plugin use a deprecated API to add renderers to Chunky. The Chunky AOV plugin adds these renderers using the new API.

+ + + + + + + +
+
+
    +
  1. +

    leMaik's Maven repository contains all release builds of Chunky starting with 2.3.0 as well as the nightly builds as maven snapshots. 

    +
  2. +
  3. +

    Chunky doesn't support range checks yet but they may be added in the future. That would allow you to specify e.g. >= 2.4.0 for compatibility with 2.4.0 or later. 

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Plugin List

+

Below is a list of known plugins. If a plugin is missing, feel free to add it to this page by submitting a pull request with all of the required information.

+

Animation Plugin

+

ThatRedox · GitHub Repository · Releases

+

This plugin adds functionality to render an animation without completely reloading the scene on every frame. It adds a Keyframe Editor tab, which allows creation and editing keyframes and an option to load JSON files from a folder.

+

The current release of the plugin functions normally when used with the Stable release or the Stable snapshot release of Chunky; however, there are glitches that occur when it is used with the Snapshot release of Chunky.

+

AOV Plugin

+

ThatRedox · GitHub Repository · Releases

+

This plugin adds Arbitrary Output Variable renderers to Chunky. The renderers added are listed below.

+
    +
  • +

    Albedo

    +
  • +
  • +

    Normal

    +
  • +
  • +

    Ambient Occlusion

    +
  • +
  • +

    Depth Buffer

    +
  • +
+

Bloom Plugin

+

aTom3333 · GitHub Repository · Releases

+

This plugin adds a bloom post-processing filter to Chunky.

+

Installation

+

The 0.2.1 release of the plugin requires the Stable release or the Stable snapshot release of Chunky, while the 0.3.0 release of the plugin requires the Snapshot release of Chunky.

+

BVH Plugin

+

aTom3333 · GitHub Repository · Releases

+

This plugin adds an additional BVH to Chunky.

+
    +
  • PACKED_SAH_MA: This BVH implementation is based on the SAH_MA implementation, and uses three to four times less memory than SAH_MA does, while also being slightly faster.
  • +
+

ChunkyCL Plugin

+

ThatRedox · GitHub Repository

+

This plugin adds a work-in-progress OpenCL ray tracer to Chunky. Not all blocks and features are supported.

+
+

Experimental

+

This plugin is in early beta state and does not support all Chunky features yet. Additionally, while this plugin is still available for download, as of now, it is not being actively supported or developed.

+
+
+

Renderer switching in Chunky 2.4.0 or later

+

As of Chunky 2.4.0, renderer switching is supported. The ChunkyCLRenderer of the ChunkyCL plugin cannot yet be used in conjunction with the Denoising Plugin, although loading both plugins concurrently does not cause an exception anymore.

+

Plugins which have not yet been updated to support the new addRenderer API feature (such as the Ambient Occlusion Plugin and Depth Buffer Plugin) are still supported and are added with the name of PluginRenderer.

+
+

Debug Plugin

+

ThatRedox · GitHub Repository

+

This plugin adds tools to help developers debug Chunky.

+

Installation

+

This plugin does not have any releases, and must be built from source. Follow the instructions on the GitHub repository.

+

Denoising Plugin

+

leMaik · GitHub Repository · Releases

+

This plugin adds AI denoiser functionality using Intel Open Image Denoise. It is very effective at reducing noise and can be used to effectively cut render times greatly.

+

Installation

+
    +
  • Step 1: Download the correct release of the plugin from the GitHub repository for the version of Chunky on which you want the denoiser to run, and install it according to the plugin installation instructions.
  • +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
VersionPlugin ReleasePlugin File
Chunky 2.4+v0.4.0chunky-denoiser.jar
Chunky 2.0-2.3v0.3.2chunky-denoiser-chunky2.jar
Chunky 1v0.3.2chunky-denoiser-chunky1.jar
+
    +
  • +

    Step 2: Download the Precompiled Intel Open Image Denoise Binary Packages for your OS. (for example, on Windows, it would be "oidn-1.4.3.x64.vc14.windows.zip".)

    +
  • +
  • +

    Step 3: Extract the OIDN ZIP file to a safe location on your computer, such as "C:\Program Files\oidn-1.4.3.x64.vc14.windows". Alternatively, you may optionally extract only "oidnDenoise.exe", "OpenImageDenoise.dll", and "tbb12.dll" to that chosen safe location. These are the minimum required files at the time of writing.

    +
  • +
  • +

    Step 4: Launch Chunky.

    +
  • +
  • +

    Step 5: Open the Denoiser tab in the left control panel.

    +
  • +
  • +

    Step 6: Click the ... button, and then browse for "oidnDenoise.exe", which is typically located in the "bin" folder of the extracted OIDN ZIP file.

    +
  • +
+

Discord Rich Presence

+

leMaik · GitHub Repository · Releases

+

This plugin adds Discord rich presence integration to Chunky.

+

Installation

+
    +
  • Step 1: Download the correct release of the plugin from the GitHub repository for the version of Chunky on which you want the plugin to run, and install it according to the plugin installation instructions. Make sure that the plugin is last in the list of plugins selected to be loaded to avoid problems.
  • +
+ + + + + + + + + + + + + + + + + +
VersionPlugin Release
Chunky 2.4+v1.1.0
Chunky 2.0-2.3v1.0.0
+
    +
  • Step 2: Launch Chunky and render normally.
  • +
+

Editor Plugin

+

NotStirred · GitHub Repository · Releases

+

This plugin adds world editing functionality that is intended to replace the current editing functionality that is native to Chunky.

+

Excel Plugin

+

aTom3333 · GitHub Repository · Releases

+

This plugin adds an ODS Output mode to Chunky so that an "image viewer" like Excel can view the render.

+

JPEGXL Plugin

+

aTom3333 · GitHub Repository

+

This plugin adds a JPEG-XL Output mode to Chunky.

+

Installation

+

This plugin does not have any releases, and must be built from source. Follow the instructions on the GitHub repository.

+

Magick Export Plugin

+

ShirleyNekoDev · GitHub Repository · Releases

+

This plugin is a work-in-progress plugin that adds more render Output modes, such as OpenEXR and PNG16, using ImageMagick or GraphicsMagick.

+

Octree Plugin

+

aTom3333 · GitHub Repository · Releases

+

This plugin adds more octree implementations with a range of uses and benefits. See the GitHub repository for more information and on the different octree implementations and their uses. Notable implementations include those listed below.

+
    +
  • +

    Disk Implementation: This implementation caches the octree to disk. It is extremely slow compared to other octree implementations, but it bypasses memory limits when loading large chunk selections.

    +
  • +
  • +

    Garbage-collected Implementation: This implementation is generally faster during octree creation and octree loading. The peak memory usage of this implementation is higher, however.

    +
  • +
  • +

    Dictionary Implementation: This implementation uses less memory than PACKED does. It is slightly slower while rendering and loading, however.

    +
  • +
  • +

    Small DAG Implementation: This implementation uses even less memory than DICTIONARY does. It is slightly slower while rendering and loading, however.

    +
  • +
+

One more option is available but is not listed here. Further information is located in the GitHub repository.

+

Schematics Plugin

+

ShirleyNekoDev · GitHub Repository · Releases

+

This plugin allows loading of Minecraft schematic files as scenes. Schematic formats supported by the plugin include MCEdit Schematics ("Alpha" / legacy world format); and Sponge Schematics.

+
+

Experimental

+

This plugin is still in alpha stage, and there are several known issues. See the GitHub repository for more information.

+
+

Installation

+

This plugin only works with the Snapshot release of Chunky.

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Scene Format

+

Dump

+

The ".dump" file stores a header containing width, height, SPP, render time; and the actual dump, which is three "doubles" per pixel. Doubles are double-precision floating-point format (sometimes called FP64 or float64).

+

Old Dump Format

+

GZIP stream of header + dump stored in column major order

+

New Dump Format

+

0x44 0x55 0x4D 0x50 <1 as int> <header> <dump compressed with fpc magic>

+ +

<width int> <height int> <spp int> <render time in millis long>

+

Octree

+

The octree file is GZIP-compressed and contains a version integer, block palette, world octree, water octree, grass tinting, foliage tinting, and water tinting data. The first 4 bytes are a version number and currently must be between v3 and v6. v3-v4 octrees are currently converted to v5 for loading, as data nodes (only used for water and lava) were replaced by new per-variant types.

+

There are a few different octrees that are available within Chunky. These are NODE (legacy), PACKED (default), and BIGPACKED, all which have different pros and cons. Available octrees can be expanded via plugins such as aTom3333's Octree plugin.

+

There are a few different BVH build methods available within Chunky. Thses are SAH_MA (default), SAH, and MIDPOINT, all which have different pros and cons. Available BVHs can be expanded via plugins such as aTom3333's BVH plugin.

+

Octree Format

+

<version int> <block palette data> <world octree data> <water octree data> <grass tinting data> <foliage tinting data> <water tinting data if version >= 4>

+

The section of code

+

Block Palette Data

+

Stores NBT tags for each block.

+

<version int == 4> <number of block types> <Serialized NBT tags for each block in order>

+

World and water Octree Data

+

"octree is pretty complex lol"

+

"The octree itself is something like storing it depth first with 0xFFFF FFFF as a node and the type if it is a leaf."

+

World / Tint Textures

+

Stores tint colors for grass, foliage, and water as WorldTexture.

+

<number of tiles (chunks)> for each tile: <chunk x coordinate int> <chunk y coordinate int> <chunk texture in x major order, rgb as floats in linear color space>

+

Emittergrid

+

The ".emittergrid" is only generated if Emitter Sampling Strategy is set to ONE or All. Is also GZIP-compressed.

+
    +
  • +

    Version 0 - <version as int> <grid size as int> <cell size as int> for each emitter position <positions as ints, -x, -y, -z corner, +0.5 to get center> for each grid <number of emitters in grid, index of emitters in positions array>

    +
  • +
  • +

    Version 1 -<version as int> <cell size as int> <grid offset x> <grid size x> <grid offset y> ...

    +
  • +
  • +

    Version 2 - <x,y,z center float, radius as float> for emitter position

    +
  • +
+

Scene Description Format (SDF)

+

Most of the settings in Chunky scenes are stored in Scene Description files using a JSON-based file format. This page documents the SDF file format. The documentation is currently incomplete, and may lag behind the current Chunky version as new versions are released. Check the version history at the end of this page to see the latest updates made to the SDF documentation.

+

SDF JSON files are stored in the scene directory and the filename is based on the scene name with .json appended. For example, the JSON file for a scene named "MyScene" would be "MyScene.json".

+

Structure

+

General

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
sdfVersionInteger9Scene Description Format (SDF) version
nameStringScene name
widthInteger400Canvas width
heightInteger400Canvas height
yClipMinIntegerClipping world when loading into scene
yClipMaxIntegerClipping world when loading into scene
yMinIntegerSlicing map view (impacts octree offset)
yMaxIntegerSlicing map view (impacts octree offset)
exposureNumber1Camera exposure
postprocess{"NONE", “TONEMAP2”, "GAMMA", "TONEMAP3", "TONEMAP1"}“GAMMA”Tonemapping operator
outputMode{"PNG", "TIFF_32", “PFM”}PNGImage output mode
renderTimeNumberCurrent cumulative rendering time
sppIntegerCurrent samples per pixel (SPP)
sppTargetInteger1000Render SPP target
rayDepthInteger5Ray recursion depth
pathTraceBooleanfalseRendering mode (true = path tracing, false = preview)
dumpFrequencyInteger500How often the current render state is saved (samples per state save)
saveSnapshotsBooleanfalseWhether a snapshot image is saved for each render dump
emittersEnabledBooleanfalseWhether emitters should emit light or not
emitterIntensityNumber13.0Controls intensity of emitters
sunEnabledBooleantrueWhether the sun should emit light or not
stillWaterBooleanfalseWhether water should be still or wavy
waterOpacityNumber {0 to 1}0.42Opacity of water
waterVisibilityNumber9.0Distance rays can travel in water in blocks
useCustomWaterColorBooleanfalseToggle between biome tinted water and custom water color
waterColorRGB ObjectSee below
fogColorRGB ObjectSee below
fastFogBooleantrueFaster fog algorithm
biomeColorsEnabledBooleantrueEnable biome tint
transparentSkyBooleanfalseTreat sky as transparent
fogDensityNumber0.0Fog density
skyFogDensityNumber {0 to 1}1.0Controls the amount fog blends into the sky
waterWorldEnabledBooleanfalseEnable water world
waterWorldHeightNumber63.0Controls height of water world
waterWorldHeightOffsetEnabledBooleantrueApplies Minecraft water offset
waterWorldClipEnabledBooleantrue
renderActorsBooleantrue
worldWorld ObjectSee below
cameraCamera ObjectSee below
sunSun ObjectSee below
skySky ObjectSee below
cameraPresetsArray of Camera Preset ObjectsSee below
materialsMaterial Array ObjectSee below
chunkListArray of integer arraysChunks in the scene
entitiesArray of Entity ObjectsStatic entities in the scene, e.g. paintings
actorsArray of Actor ObjectsPosable entities such as players.
entityLoadingPreferencesentityLoadingPreferences ObjectSee below
octreeImplementation{“PACKED”, “NODE”, “BIGPACKED”}“PACKED”Octree implementation to use
bvhImplementation{“SAH_MA”, “SAH”, “MIDPOINT”}“SAH_MA”BVH implementation to use
emitterSamplingStrategy{“NONE”, “ONE”, “ALL”}“NONE”Enables NEE for emitters for one or all per bounce
preventNormalEmitterWithSamplingBooleantrueAttempts to prevent normal emitters and just use NEE
animationTimeNumber0.0
renderer{“PathTracingRenderer”}“PathTracingRenderer”Change renderer used for path tracing
previewRenderer{“PreviewRenderer”}“PreviewRenderer”Change renderer used for previews
additionalData{}{}Unknown
+

RGB Object

+ + + + + + + + + + + + + + + + + + + + + +
KeyValue range
redNumber {0 to 1}
greenNumber {0 to 1}
blueNumber {0 to 1}
+

World Object

+ + + + + + + + + + + + + + + + + +
KeyValue range
pathString
dimensionInteger {0 to 2}
+

Camera Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
nameString“camera 1”
positionXYZ ObjectSee [below](#xyz-objec
orientationDirection ObjectSee below
projectionMode{"PINHOLE", "PARALLEL", "FISHEYE", "STEREOGRAPHIC", "PANORAMIC", "PANORAMIC_SLOT", “ODS_LEFT”, “ODS_RIGHT”}“PINHOLE”Camera projection mode
fovNumber70.0Field of View
dofNumber"Infinity"Depth of Field, also accepts numbers like "0.0"
focalOffsetNumber2.0Distance to target
shiftXY ObjectSee XYZ object
+

XYZ Object

+

Note - XY Object is a XYZ Object just without the Z component.

+ + + + + + + + + + + + + + + + + + + + + +
KeyValue range
xNumber
yNumber
zNumber
+

Direction Object

+ + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDescription
rollNumberIn radians
pitchNumberIn radians
yawNumberIn radians
+

Sun Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
altitudeNumber {0 to PI/2}1.0471975511965976The direction to the sun above the horizon (60 degrees in radians)
azimuthNumber {0 to 2PI}1.2566370614359172The direction to the sun measured from north (-72 degrees in radians)
intensityNumber1.25Sunlight scaling factor
colorRGB ObjectSee above
drawTexturebooleantrueWhether to draw the resource pack texture for the sun or not
+

Sky Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
skyYawNumber {0 to 2PI}0.0Offset angle for the sky map in radians
skyMirroredBooleantrueEnables mirroring of the skymap at the horizon (use when the vertical skymap angle is 90 degrees)
skyLightNumber1.0Sky light scaling factor
mode{"SIMULATED", "SOLID_COLOR", “GRADIENT”, “SKYMAP_PANORAMIC”, “SKYMAP_SPHERICAL”, “SKYBOX”, “BLACK”}"SIMULATED"Sky rendering mode
horizonOffsetNumber0.0Offset the horizon to simulate a curved earth. This helps hiding the horizon below distant objects.
cloudsEnabledBooleanfalseEnable clouds
cloudSizeNumber64.0Scale cloud map
cloudOffsetXYZ ObjectSee above
gradientArray of Gradient ObjectsSee below
color“RGB” ObjectNot really an RGB object.. but kinda?
simulatedSky{"Preetham", “Nishita”}"Preetham"Select method of rendering a simulated sky
skyCacheResolutionInteger128Internal resolution to be used for simulated sky, is interpolated
skymapStringPath to skymap
skyboxArray of six StringsArray of six paths to skybox images
+

Gradient Object

+ + + + + + + + + + + + + + + + + +
KeyValue range
rgbString (RGB HEX)
posNumber
+

Camera Preset Object

+ + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
"camera object: name"Camera Object"camera name" is the value of the name field
+

Material Array Object

+ + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
"block / entity name"Material ObjectIe "minecraft:acacia_log": {...}
+

Material Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
emittanceNumber {0+}How much light the material emits
specularNumber {0 to 1}Specular reflection coefficient
roughnessNumber {0 to 1}Blurriness of reflection
iorNumberIndex of refraction
metalnessNumber {0 to 1}Percentage of rays tinted by material color (complex fresnel)
+

Entity Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
kindStringMinecraft entity name
positionXYZ ObjectSee above
rotationIntegerEntity rotation
designBanner Design ObjectSee below
textArray of four Text ObjectsSee below
directionIntegerEntity rotation
material{“oak”, "dark_oak"} TODOSign Material
artStringMinecraft art ID
angleNumberart angle? Legit just at n90 degrees.
placementIntegerHead placement?
skinStringHead texture URL
+ + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
baseIntegerBanner base
patternsArrange of Patterns ObjectSee below
+

Patterns Object

+ + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
pattern{"b", "bs", "ts", "ls", "rs", "cs", "ms", "drs", "dls", "ss", "cr", "sc", "ld", "rud", "lud", "rd", "vh", "vhr", "hh", "hhb", "bl", "br", "tl", "tr", "bt", "tt", "bts", "tts", "mc", "mr", "bo", "cbo", "bri", "gra", "gru", "cre", "sku", "flo", "moj", "glb", "pig"}Banner pattern code
colorInteger
+

Text Object

+ + + + + + + + + + + + + + + + + +
KeyValue range
textString
colorInteger
+

Actor Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
kindStringMinecraft posable name
positionXYZ ObjectSee above
scaleNumberScale actor
headScaleNumberScale actor head
showArmsBooleanHide / show actor arms
gearArray of Gear ObjectsSee below
posePose ObjectSee below
invisibleBooleanIf actor is invisible
noBasePlateBooleanIf armour_stand base plate is visible
+

Gear Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
headID_Skin Object“head”
OR
{“feet”, “legs”, “chest”}“id”: “...”Minecraft item ID
+

ID_Skin Object

+ + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
idString“minecraft:player_head”
skinStringURL for skin texture
+

Pose Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
allArray of three NumbersArray of parts Roll, Pitch, and Yaw
headArray of three NumbersArray of parts Roll, Pitch, and Yaw
chestArray of three NumbersArray of parts Roll, Pitch, and Yaw
leftArmArray of three NumbersArray of parts Roll, Pitch, and Yaw
rightArmArray of three NumbersArray of parts Roll, Pitch, and Yaw
leftLegArray of three NumbersArray of parts Roll, Pitch, and Yaw
rightLegArray of three NumbersArray of parts Roll, Pitch, and Yaw
+

entityLoadingPreferences Object

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyValue rangeDefault valueDescription
se.llbit.chunky.entity.BooktrueWhether to load book entities
se.llbit.chunky.entity.ArmorStandtrueWhether to load armor stand entities
se.llbit.chunky.entity.PaintingEntitytrueWhether to load painting entities
se.llbit.chunky.entity.PlayerEntitytrueWhether to load player entities
othertrueWhether to load “other” entities
+

Scripting

+

A simple way to process scene files is by using a scripting language such as Python. For example, below is a Python script that generates individual scenes for each chunk in a square grid of chunks. The script uses an original scene as template for the new scenes.

+
import json
+import os.path
+original_scene = 'D:\Users\Jesper\.chunky\scenes\shore-sun.json'
+scene_dir = os.path.abspath(os.path.join(original_scene, os.pardir))
+with open(original_scene, 'r') as f:
+    scene = json.load(f)
+for x in range(-10, 1):
+    for z in range(110, 119):
+        scene_name = 'chunk_%dx_%dz' % (x, z)
+        scene['name'] = scene_name
+        scene['chunkList'] = [ [ x, z ] ]
+        scene['spp'] = 0
+        scene['renderTime'] = 0
+        new_scene = os.path.join(scene_dir, scene_name + '.json')
+        print('Writing scene file %s' % new_scene)
+        with open(new_scene, 'w') as f:
+            json.dump(scene, f)
+
+

Version History

+
    +
  • Version 2 (Chunky 1.2.0 to 1.2.3)
  • +
  • Version 3 (Chunky 1.3-alpha1 to 1.3.3)
  • +
  • Version 4 (Chunky 1.3.4)
      +
    • removed clearWater (Boolean)
    • +
    • added waterOpacity (Number)
    • +
    • added waterVisibility (Number)
    • +
    • added waterColor (RGB Object)
    • +
    • added useCustomWaterColor (Boolean)
    • +
    +
  • +
  • Version 5 (Chunky 1.3.5-alpha5)
      +
    • removed atmosphereEnabled (Boolean)
    • +
    • removed volumetricFogEnabled (Boolean)
    • +
    • added fogDensity (Number)
    • +
    • added fogColor (RGB Object)
    • +
    • added fastFog (Boolean)
    • +
    +
  • +
  • Version 6 (Chunky 1.3.5-alpha5)
      +
    • Changed postprocess from Integer to Enum
    • +
    • Added outputMode (Enum)
    • +
    +
  • +
  • Version 7 (Chunky 1.3.8)
      +
    • Added renderActors (Boolean)
    • +
    • Added actors (Array of Entity Objects)
    • +
    +
  • +
  • Version 8 (Chunky 1.4.3)
      +
    • Added materials (material properties)
    • +
    +
  • +
  • Version 9 (Chunky 1.4.4)
      +
    • Changed entity pose format.
    • +
    • Added entity armor items.
    • +
    +
  • +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ + + +
+
+
+
+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/reference/user_interface/chunky/chunky_gui/index.html b/reference/user_interface/chunky/chunky_gui/index.html new file mode 100644 index 0000000..97152f6 --- /dev/null +++ b/reference/user_interface/chunky/chunky_gui/index.html @@ -0,0 +1,2083 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Chunky GUI - Chunky Manual + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
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+
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+
+
+ + + + +
+
+ + + + + + + + + + + + +

Chunky GUI

+

The GUI of Chunky is built using JavaFX and is separated into three main resizable control panels. These panels have tabs which contain additional controls. The control panel on the left contains render controls, the control panel in the middle contains the world map view and the render preview, and the control panel on the right contains general controls. Scene management controls are at the top of the window, and information about render progress is displayed at the bottom of the window, along with a render progress bar.

+
+

Figure 1: The Chunky GUI

+
+ + Chunky GUI + +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ + + +
+
+
+
+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/reference/user_interface/chunky/map/index.html b/reference/user_interface/chunky/map/index.html new file mode 100644 index 0000000..2c832f8 --- /dev/null +++ b/reference/user_interface/chunky/map/index.html @@ -0,0 +1,2264 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Map - Chunky Manual + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
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+ + + + + + + + + + + + +

Map

+

The Map tab is the default view when Chunky is launched. It displays a 2D overhead view of the currently-loaded world. From this tab, chunk selections are made before being loaded.

+
+

Figure 1: The Map view

+
+ + Map View + +
+
+ +

The map will display one of two display modes, depending on the map Scale. At a map scale of 13 or greater, Chunky will display individual blocks of the world (albeit in a simplified manner), and at a map scale of 12 or less, Chunky will display the biome map of the world, like the one in Figure 2.

+
+

Figure 2: The biome map

+
+ + Biome map + +
+
+ +
    +
  • +

    Left-click and drag: Move the map view.

    +
  • +
  • +

    Left-click: Select or deselect a chunk, if the map scale is 16 or greater; or region, if the map scale is 15 or less.

    +
  • +
  • +

    Shift + Left-click and drag: Create a resizable rectangular chunk selection. Shift does not need to be held down continuously after the resizable rectangle appears. Upon release of left-click, a selection of chunks is made.

    +
  • +
  • +

    Ctrl + Shift + Left-click and drag: Create a resizeable rectangular "de-selection". Upon release of left-click, the chunks within the rectangular de-selection will be removed from the selection.

    +
  • +
  • +

    Mouse wheel: Changes the map scale (zoom). Alternatively, the Scale control can be used.

    +
  • +
  • +

    Right-click: Opens a context menu with some selection- and scene-related options.

    +
  • +
+
+

Figure 3: Map view controls

+ + + + + + + + + + + + + +
+ + Chunk outline + +

+ Prior to left-clicking, an outline of the highlighted chunk will be shown. +

+
+ + Chunk selected + +

+ After left-clicking, the outline will be filled in and selected. +

+
+ + Region outline + +

+ Prior to left-clicking, an outline of the highlighted region will be shown. +

+
+ + Region selected + +

+ After left-clicking, the region outline will be filled in and selected. +

+
+ + Resizable selection + +

+ Resizable selection +

+
+ +
+
+ +

Right-click Menu

+

Right-clicking in the map opens a context menu containing some selection- and scene-related options.

+
+

Figure 4: Map tab right-click menu

+
+ + Map tab right-click menu + +
+
+ +
    +
  • +

    New scene from selection: Creates a new scene from the selected chunks.

    +
  • +
  • +

    Clear selection: Clears the chunk selection.

    +
  • +
  • +

    Move camera here: Moves the scene camera selected in the Camera tab to the coordinates of the right-click.

    +
  • +
  • +

    Select camera-visible chunks: Selects the chunks visible to the scene camera and currently visible in the map view.

    +
  • +
+

Details

+

The map view displays a box containing information about the chunk, if any, and the block, if any, that the cursor is hovering over, and the size of the current chunk selection.

+
+

Figure 5: The map view details box

+
+ + Map details + +
+
+ +

The three lines in the box provide the following information:

+
    +
  1. +

    The coordinates of the chunk that the cursor is hovering over; and the biome that is at the location of the block that is at Y = 0 and the X- and Z-coordinates of the block over which the cursor is hovering.

    +
  2. +
  3. +

    The X- and Z-coordinates of the block over which the cursor is hovering.

    +
  4. +
  5. +

    The number of chunks that are currently selected.

    +
  6. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ + + +
+
+
+
+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/reference/user_interface/chunky/render_controls/advanced/index.html b/reference/user_interface/chunky/render_controls/advanced/index.html new file mode 100644 index 0000000..17f486b --- /dev/null +++ b/reference/user_interface/chunky/render_controls/advanced/index.html @@ -0,0 +1,2206 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Advanced - Chunky Manual + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
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+ + + + +
+
+ + + + + + + + + + + + +

Render Controls - Advanced

+

The Advanced tab contains advanced controls for Chunky and the render.

+
+

Figure 1: The Advanced tab

+
+ + Advanced tab + +
+
+ +
    +
  • +

    Render threads: Changes the number of threads that Chunky should use for rendering. Chunky must be restarted for changes to take effect.

    +
  • +
  • +

    CPU utilization: Attempts to change the maximum CPU usage of each render thread by adding sleep cycles to the rendering process. It is recommended to use Render threads for more predictable CPU usage scaling.

    +
  • +
  • +

    Ray depth: Changes the maximum number of times a ray is allowed to bounce around the scene before being terminated or exiting into the sky. Greater values increase render accuracy and render quality at the cost of rendering performance. Typically, values from 3 to 6 are enough for outdoor scenes, while indoor scenes benefit from greater values, such as 10.1

    +
  • +
  • +

    Merge render dump: Opens a file explorer dialog box to browse for a "scene.dump" file to merge the render progress contained therein with the render progress of the currently-loaded scene, even if there is no progress. The resolution of the render dump must match the resolution of the render canvas of the current scene. This function is useful for multi-PC rendering.2

    +
  • +
  • +

    Shutdown computer when render completes: Changes whether the computer shuts down after the target SPP has been reached and the scene has been saved.3

    +
  • +
  • +

    Fast fog: Changes the formula for fog rendering, which can improve rendering performance at the cost of fog quality. This decrease in fog quality is usually only noticeable when fog is viewed through alpha (transparent) textures.

    +
  • +
  • +

    Sky cache resolution: Changes the resolution of the simulated sky, when the Sky mode in the Sky & Fog tab is set to Simulated. Larger values increase the accuracy of the simulation at the cost of render performance.

    +
  • +
  • +

    Current animation time: Changes the virtual time, measured in seconds, in the scene, which causes animated textures to change according to its value. Positive values beyond the range of the slider can be entered into the associated input field.

    +
  • +
  • +

    Output mode: Dropdown menu to select the image format in which Chunky should save the render once the target SPP is reached.

    +
      +
    • +

      PFM: Sets Chunky to save the render in PFM (Portable FloatMap) format. This format is a RAW format, with 96 bits per pixel (HDR). It is mainly used in conjunction with the Denoiser plugin and OIDN.

      +
    • +
    • +

      PNG: Sets Chunky to save the render in PNG (Portable Network Graphics) format. This format is a lossless format, with 24 bits per pixel (SDR). It often maintains original quality with relatively small file size and is often used on websites.

      +
    • +
    • +

      TIFF_32: Sets Chunky to save the render in TIFF_32 format. This format is a RAW format, with 96 bits per pixel (HDR).

      +
    • +
    +
  • +
+

Other output formats can be added to Chunky using plugins.

+
    +
  • +

    Octree implementation: Dropdown menu to select the type of octree used to store world block data for the scene. Chunks must be reloaded for changes to take effect.

    +
      +
    • +

      BIGPACKED: Sets Chunky to use a BIGPACKED octree to store world block data for the scene. BIGPACKED is not as memory-efficient as PACKED, requiring twice as much memory as PACKED, but there is no limitation on its size.

      +
    • +
    • +

      NODE: Sets Chunky to use a NODE octree to store world block data for the scene. NODE is the legacy octree implementation; it is not memory-efficient, but there is no limitation on its size.

      +
    • +
    • +

      PACKED: Sets Chunky to use a PACKED octree to store world block data for the scene. PACKED is the default octree implementation; it is more memory-efficient than both NODE and BIGPACKED, but it is limited to a maximum octree size of 231 nodes, or about 400,000 chunks.

      +
    • +
    +
  • +
+

Other octree implementations can be added to Chunky using plugins.

+
    +
  • +

    BVH build method: Dropdown menu to select the method used to build the BVH of the scene, which contains the "entities" in the scene. Chunks must be reloaded for changes to take effect.

    +
      +
    • +

      SAH_MA: Sets Chunky to use the SAH_MA method to build the BVH of the scene. SAH_MA is the default BVH build method; it is fast and nearly optimal.

      +
    • +
    • +

      SAH: Sets Chunky to use the SAH method to build the BVH of the scene. SAH is a slow and non-optimal build method, as well as a bugged one.

      +
    • +
    • +

      MIDPOINT: Sets Chunky to use the MIDPOINT method to build the BVH of the scene. MIDPOINT is a fast but not optimal build method.

      +
    • +
    +
  • +
+

Other BVH build methods can be added to Chunky using plugins.

+
    +
  • Emitter grid size: Changes the size of the cells of the emittergrid, measured in meters (blocks), when Emitter Sampling Strategy is enabled. Smaller values can increase rendering performance, but can lead to light cut-off.
  • +
+

If Emitter Sampling Strategy is enabled for the currently-loaded scene when the Emitter grid size is changed, then the chunks must be reloaded for changes to take effect.

+
    +
  • +

    Prevent normal emitter when using emitter sampling: Disables lighting contribution from emitters via random sampling when Emitter Sampling Strategy is enabled. This can further reduce noise when ESS is enabled. However, reflections of emitters are not rendered properly. These effects are shown in Figure 2.

    +
  • +
  • +

    Renderer: Dropdown menu to select the renderer that Chunky should use to render the scene when the Start control is used.

    + +
  • +
+

Other renderers can be added to Chunky using plugins.

+
    +
  • +

    Preview Renderer: Dropdown menu to select the renderer that Chunky should use to render the preview of the scene before the Start control is used.

    +
      +
    • PreviewRenderer: Sets Chunky to use the preview renderer, which renders a basic preview of the scene.
    • +
    +
  • +
+

Other preview renderers can be added to Chunky using plugins.

+
+

Figure 2: Effect of the Prevent normal emitter when using emitter sampling control

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+ + Effect of the 'Prevent normal emitter when using emitter sampling' control + +
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  1. +

    It should be noted that some features break at different ray depths. minecraft:light does not emit light below Ray depth: 5 (issue #1477). ESS: NONE does not function below Ray depth: 3 (although blocks will still glow at Ray depth: 2). Sunlight (Sun Sampling Strategy: OFF, FAST, and HIGH_QUALITY), sky light, and Emitter Sampling Strategy: (ONE, ONE_BLOCK, and ALL) do not function below Ray depth: 2, although the sky texture is still visible at Ray depth: 1

    +
  2. +
  3. +

    The value of the Target SPP should be greater than the sum of the current SPP of the currently-loaded scene and the current SPP of the render dump to be merged to prevent unexpected behavior. 

    +
  4. +
  5. +

    On Linux, this control will have no effect unless the shutdown command, which, by default, requires sudo to be run, is allowed to be run without sudo

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Render Controls - Camera

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The Camera tab contains controls for the virtual camera in the scene.

+
+

Figure 1: The Camera tab

+
+ + Camera tab + +
+
+ +
    +
  • +

    Load preset: Dropdown menu to select a camera preset to load for the selected camera.

    +
      +
    • +

      Isometric West-North (North-West): Sets the Projection mode of the selected camera to Parallel, and points the camera North-West with an altitude angle of 45 degrees below the horizon.

      +
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      Isometric North-East: Sets the Projection mode of the selected camera to Parallel, and points the camera North-East with an altitude angle of 45 degrees below the horizon.

      +
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      Isometric East-South (South-East): Sets the Projection mode of the selected camera to Parallel, and points the camera South-East with an altitude angle of 45 degrees below the horizon.

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      Isometric South-West: Sets the Projection mode of the selected camera to Parallel, and points the camera South-West with an altitude angle of 45 degrees below the horizon.

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      Skybox Right: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera East.

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      Skybox Left: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera West.

      +
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      Skybox Up: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera upward, with North being at the bottom of the frame.

      +
    • +
    • +

      Skybox Down: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera downward, with South being at the bottom of the frame.

      +
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    • +

      Skybox Front (North): Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera North.

      +
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      Skybox Back: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera South.

      +
    • +
    +
  • +
  • +

    Camera: Input field to set a name for the current camera. By clicking the button immediately to the right of the input field, a dropdown menu containing a list of all named cameras can be accessed. A camera can be switched to by clicking on its list entry.

    +
  • +
  • +

    Clone: Creates a copy of the currently-selected camera.

    +
  • +
  • +

    Remove: Removes the currently-selected camera from the list.

    +
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+

Position and Orientation Controls

+
    +
  • +

    Position & Orientation: Collapsible panel that contains controls to change the position, orientation, and lens shift of the selected camera.

    +
      +
    • +

      Position: Each input field on this row changes the X, Y, or Z coordinate of the selected camera, respectively.

      +
    • +
    • +

      Orientation: Each input field on this row changes the yaw, pitch, or roll of the selected camera, respectively, in degrees.

      +
    • +
    • +

      Lens shift: Each input field on this row changes the horizontal lens shift or the vertical lens shift of the selected camera, respectively. Lens shift is relative to the canvas height. Figure 2 displays an example of the effect of lens shift.

      +
    • +
    +
  • +
  • +

    Camera to player: Moves the selected camera to the location of one of the players, if loaded. "Which one? No clue."1

    +
  • +
  • +

    Center camera: Moves the selected camera to the center of the loaded chunks.

    +
  • +
+

Camera Projection Controls

+
    +
  • +

    Projection mode: Dropdown menu to select the camera projection type for the selected camera. Figure 3 shows a comparison of the different camera projection modes.

    +
      +
    • +

      Standard: Sets the selected camera to use pinhole projection, which is similar to how many cameras work, and is how Minecraft works.

      +
    • +
    • +

      Parallel: Sets the selected camera to use parallel projection, in which the camera is infinitely distant from the scene, and has an infinite focal length (zoom). This causes parallel lines in the three-dimensional scene to remain parallel in the two-dimensional image, which causes all blocks to appear the same size, regardless of "distance" from the camera.

      +
    • +
    • +

      Fisheye: Sets the selected camera to use full-frame fisheye projection, which maps a portion of the surface of a sphere to a two-dimensional image.

      +
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    • +

      Stereographic: Sets the selected camera to use stereographic projection, which is an alternative to fisheye projection that has less distortion at the edges of the image.

      +
    • +
    • +

      Panoramic (equirectangular): Sets the selected camera to use equirectangular projection, which maps a portion of the surface of a sphere to a two-dimensional image, transforming spherical coordinates into planar coordinates.

      +
    • +
    • +

      Panoramic (slot): Sets the selected camera to use slot panoramic projection, which behaves like a pinhole camera in the vertical direction, and like a fisheye camera in the horizontal direction.

      +
    • +
    • +

      Omni-directional Stereo (left eye): Sets the selected camera to use omni-directional stereo projection, which is identical to equirectangular projection, but with interpupillary distance factored in, to create distinct images for viewing on a VR system. This mode creates an image to be viewed by the left eye.

      +
    • +
    • +

      Omni-directional Stereo (right eye): Sets the selected camera to use omni-directional stereo projection. This mode creates an image to be viewed by the right eye.

      +
    • +
    +
  • +
+

Camera Focus Controls

+
    +
  • +

    Field of view (zoom): Changes the vertical field of view of the selected camera. Positive values beyond the range of the slider can be entered into the associated input field.

    +
  • +
  • +

    Depth of field: Changes the depth of field, measured in centimeters (100 centimeters = 1 meter = 1 block), of the selected camera.

    +
  • +
  • +

    Subject distance: Changes the distance to the focus point, measured in meters (blocks), of the selected camera. Only effective when Depth of field is not set to infinity.

    +
  • +
  • +

    Autofocus: Focuses the selected camera on the set target by setting the Subject distance to the distance to the set target and setting the Depth of field to the one hundredth of the square of the distance to the set target.

    +
  • +
+
+

Figure 2: Using lens shift to achieve a tilt-shift effect to keep the portal borders parallel

+
+ + Lens shift example + +
+
+ +


+
+

Figure 3: Comparison of the different camera projection modes, at their default FoV values and a canvas aspect ratio of 2:1.

+ +
+ + + + + + + + +
+
+
    +
  1. +

    This control is out-of-date, and was removed in the 2.5.0 snapshots. Its replacement is the Camera to entity control in the Entities tab. 

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Render Controls - Entities

+

The Entities tab contains controls for any entities in the scene.

+
+

Figure 1: The Entities tab

+
+ + Entities tab + +
+
+ +

General Controls

+

A table at the top of the Entities tab displays a list of all loaded entities in the scene. The column headers can be clicked to reorder the entities by Name or Type. An entity in the list can be clicked to select it.

+
    +
  • +

    -: Removes the selected entity from the scene.

    +
  • +
  • +

    +: Adds a new player entity to the scene at the location of the render preview target, if one is set, or the location of the camera, if none is set.

    +
  • +
  • +

    Camera to entity: Moves the selected camera to the location of the selected entity, if any.

    +
  • +
  • +

    Player to camera: Moves the selected entity to the location of the selected camera.

    +
  • +
  • +

    Entity to target: Moves the selected entity to the location of the set target.

    +
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  • +

    Face camera: Sets the selected entity to face the selected camera.1

    +
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  • +

    Face target: Sets the selected entity to face the set target.1

    +
  • +
+

Player Controls

+

If the selected entity is a player, then controls pertaining to player entities become available.

+
+

Figure 2: Player entity controls

+
+ + Player entity controls + +
+
+ +
    +
  • +

    Player model: Dropdown menu to select the player model of the selected player.

    +
      +
    • +

      Steve: Sets the selected player to use the "Steve" model, the arms of which are 4 pixels wide.

      +
    • +
    • +

      Alex: Sets the selected player to use the "Alex" model, the arms of which are 3 pixels wide.

      +
    • +
    +
  • +
  • +

    Skin: Input field to set the path to the PNG file to be used as the skin of the selected player.

    +
  • +
  • +

    Select skin...: Opens a file explorer dialog box to browse for a PNG file to be used as the skin of the selected player.

    +
  • +
  • +

    Download skin...: Opens the 'Input player identifier' dialog box.

    +
  • +
  • +

    Show second layer: Changes whether the second (outer) layer, if any, of the skin of the selected player is visible.

    +
  • +
  • +

    Scale: Changes the size of the selected player. Positive values beyond the range of the slider can be entered into the associated input field.

    +
  • +
  • +

    Head scale: Changes the size of the head of the selected player. Positive values beyond the range of the slider can be entered into the associated input field.

    +
  • +
  • +

    Pose part: Dropdown menu to select the part of the selected player to be manipulatable by the pitch, yaw, and roll controls.

    +
  • +
  • +

    pitch: Changes the pitch of the selected body part of the selected player.

    +
  • +
  • +

    yaw: Changes the yaw of the selected body part of the selected player.

    +
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  • +

    roll: Changes the roll of the selected body part of the selected player.

    +
  • +
  • +

    Gear: Input fields to set the Minecraft item to be placed onto the body part of the selected player, the name of which part is the identifier of the input field.

    +
      +
    • +

      leftHand: Input field to set the Minecraft item to be placed into the left hand of the selected player.2

      +
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    • +

      rightHand: Input field to set the Minecraft item to be placed into the right hand of the selected player.2

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      head: Input field to set the type of Minecraft helmet to be placed onto the head of the selected player.3

      +
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    • +

      chest: Input field to set the type of Minecraft chestplate to be placed onto the chest of the selected player.3

      +
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      legs: Input field to set the type of Minecraft leggings to be placed onto the legs of the selected player.3

      +
    • +
    • +

      feet: Input field to set the type of Minecraft boots to be placed onto the feet of the selected player.3

      +
    • +
    +
  • +
+

Armor Stand Controls

+

If the selected entity is an armor stand, then controls pertaining to armor stand entities become available.

+
+

Figure 3: Armor stand entity controls

+
+ + Armor stand entity controls + +
+
+ +
    +
  • +

    Scale: Changes the size of the selected armor stand. Positive values beyond the range of the slider can be entered into the associated input field.

    +
  • +
  • +

    Head scale: Changes the size of the head of the selected armor stand. Positive values beyond the range of the slider can be entered into the associated input field.

    +
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  • +

    Pose part: Dropdown menu to select the part of the selected armor stand to be manipulatable by the pitch, yaw, and roll controls.

    +
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    pitch: Changes the pitch of the selected body part of the selected armor stand.

    +
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  • +

    yaw: Changes the yaw of the selected body part of the selected armor stand.

    +
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  • +

    roll: Changes the roll of the selected body part of the selected armor stand.

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    Gear: Input fields to set the Minecraft item to be placed onto the body part of the selected armor stand, the name of which part is the identifier of the input field.

    +
      +
    • +

      leftHand: Input field to set the Minecraft item to be placed into the left hand of the selected armor stand.2

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      rightHand: Input field to set the Minecraft item to be placed into the right hand of the selected armor stand.2

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      head: Input field to set the type of Minecraft helmet to be placed onto the head of the selected armor stand.3

      +
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      chest: Input field to set the type of Minecraft chestplate to be placed onto the chest of the selected armor stand.3

      +
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      legs: Input field to set the type of Minecraft leggings to be placed onto the legs of the selected armor stand.3

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      feet: Input field to set the type of Minecraft boots to be placed onto the feet of the selected armor stand.3

      +
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  • +
+

Book and Lectern Controls

+

If the selected entity is a book or a book on a lectern, then controls pertaining to book and "lectern" entities become available.

+
+

Figure 4: Book entity controls

+
+ + Book entity controls + +
+
+ +
    +
  • +

    Opening angle: Changes the size of the angle between the two sides of the selected book, which changes how widely the book is opened.

    +
  • +
  • +

    Page 1 angle: Changes the angle between the plane of the first page of the selected book and the plane on which that book is "resting".

    +
  • +
  • +

    Page 2 angle: Changes the angle between the plane of the second page of the selected book and the plane on which that book is "resting".

    +
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  • +

    Scale: Changes the size of the selected book. Positive values beyond the range of the slider can be entered into the associated input field.

    +
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  • +

    pitch: Changes the pitch of the selected book.

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    yaw: Changes the yaw of the selected book.

    +
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    roll: Changes the roll of the selected book.

    +
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+

Beacon Beam Controls

+

If the selected entity is a beacon beam, then controls pertaining to beacon beam entities become available.

+
+

Figure 5: Beacon beam entity controls

+
+ + Beacon beam entity controls + +
+
+ +
    +
  • +

    Height: Changes the height of the selected beacon beam.

    +
  • +
  • +

    Start height: List of all beacon control points. Each is the Y-coordinate, relative to the bottom of the selected beacon beam, of a one-block segment of that beacon beam, the properties of which and of all beacon beam segments above it and below the next control segment, when its list item is selected, become manipulatable by other controls. An item in the list can be clicked to select it.

    +
  • +
  • +

    Delete: Removes the selected control point from the list.

    +
  • +
  • +

    : Input field for a Y-coordinate, relative to the bottom of the selected beacon beam, of a segment of the beacon beam to be used as a control point.

    +
  • +
  • +

    Add: Creates a control point of a segment of the selected beacon beam, the Y-coordinate, relative to the bottom of that beacon beam, of which be specified in the input field immediately to the left, if it does not already exist.

    +
  • +
  • +

    Emittance: Changes the intensity of the light emitted from the selected section of the selected beacon beam. This value is multiplied by the value of the Emitter intensity control in the Lighting tab. Positive values beyond the range of the slider can be entered into the associated input field.

    +
  • +
  • +

    Specular: Changes the specularity of the selected section of the selected beacon beam.

    +
  • +
  • +

    Smoothness: Changes the smoothness of the selected section of the selected beacon beam.

    +
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  • +

    IoR: Changes the Index of Refraction of the selected section of the selected beacon beam.

    +
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  • +

    Pick color: Opens a color selector dialog box to change the color of the selected section of the selected beacon beam.

    +
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  • +

    Scale: Changes the size of the selected beacon beam.

    +
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  • +

    pitch: Changes the pitch of the selected beacon beam.

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    yaw: Changes the yaw of the selected beacon beam.

    +
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    roll: Changes the roll of the selected beacon beam.

    +
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+
+

Input player identifier

+

The 'Input player identifier' dialog box, shown in Figure 6, allows a Minecraft username or UUID to be entered to download the skin associated with Minecraft user specified by the username or UUID and apply it as the skin of the selected player.

+
+

Figure 6: Input player identifier dialog box

+
+ + Input player identifier dialog box + +
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+ +
    +
  • +

    UUID / player name: Input field for the username or UUID of the Minecraft user, the skin of which should be downloaded and applied to the selected player.

    +
  • +
  • +

    OK: Downloads the skin associated with the Minecraft user and applies it as the skin of the selected player if the username or UUID specified were valid.

    +
  • +
  • +

    Cancel: Closes the 'Input player identifier' dialog box without applying any changes.

    +
  • +
+ + + + + + + +
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    +
  1. +

    This control is currently not functional. 

    +
  2. +
  3. +

    Held items are currently not supported in Chunky. 

    +
  4. +
  5. +

    Armor items must be set using proper Minecraft item ID format, such as minecraft:iron_helmet

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Render Controls - Help

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The Help tab contains some basic information about the camera controls.

+
+

Figure 1: The Help tab

+
+ + Help tab + +
+
+ +

Content

+ + +
+

Camera key bindings:
+W move forward
+S move backwards
+A strafe left
+D strafe right
+R move up
+F move down

+

Holding SHIFT makes the basic movement keys move 0.1 of the normal speed.
+Holding CTRL makes the basic movement keys move 100 of the normal speed.

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This page no longer exists.

+

Unlike in earlier versions of the manual, the Render Controls article has been broken down into separate pages. This page only exists as a redirection point to the parts of the guide that exist.

+

Render Controls

+

Scene

+

Lighting

+

Sky & Fog

+

Water

+

Camera

+

Entities

+

Materials

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Postprocessing

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Advanced

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Help

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Render Controls - Lighting

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The Lighting tab contains controls for the lighting in the scene.

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Figure 1: The Lighting tab

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Sky Light Controls

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  • Sky light: Changes the intensity of the light emitted from the sky. Positive values beyond the range of the slider can be entered into the associated input field.
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Emitter Controls

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  • Enable emitters: Changes whether emitters (blocks that are set to emit light; by default, these will be most blocks that already emit light in Minecraft, such as torches, glowstone, etc., but this can be changed in the Materials tab) are enabled. When enabled, these blocks will contribute lighting to the scene. When disabled, these blocks will behave like all other blocks.
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Figure 2: Enabling emitters enables the emittance of light from set blocks

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    Emitter intensity: Changes the intensity of the light emitted from emitters, if they are enabled. This setting applies to all materials, and is a multiplier of the base emittance value of each material, which can be changed in the Materials tab. Positive values beyond the range of the slider can be entered into the associated input field.

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    Emitter Sampling Strategy: Dropdown menu to select the Emitter Sampling Strategy method to be used while rendering. ESS is only effective when emitters are enabled.

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      NONE: Disables Emitter Sampling Strategy.

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      ONE: Samples one randomly-selected emitter within the cell of intersection and its adjacent cells per ray intersection.

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      ALL: Samples every emitter within the cell of intersection and its adjacent cells per ray intersection.

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If Emitter Sampling Strategy is enabled when it was previously disabled for the currently-loaded scene, then the chunks must be reloaded for changes to take effect.

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Sunlight Controls

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    Enable sunlight: Changes whether the sun in Chunky emits light.

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    Draw sun: Changes whether the texture of the sun in Chunky is drawn onto the sky.

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    Sun intensity: Changes the intensity of the light emitted from the sun. This setting is effective only when sunlight is enabled. Positive values beyond the range of the slider can be entered into the associated input field.

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    Sun azimuth: Changes the horizontal direction of the sun in the sky from a reference direction of East (positive X).

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    Sun altitude: Changes the vertical direction of the sun in the sky from a reference altitude of the horizon.

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    Sun color: Opens a color selector dialog box to change the color of the light emitted from the sun. This does not change the color of the texture of the sun.

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Render Controls - Materials

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The Materials tab contains controls for the properties of different materials in the scene.

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Figure 1: The Materials tab

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    Filter: Input field for a string of text to filter the items in the materials list to those matching the contents of the string.

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    List of all materials (blocks and certain "entities") supported by the current Chunky version. An item in the list can be clicked to select it.

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    Material Properties: Controls to change the properties of the selected material.

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      Emittance: Changes the intensity of the light emitted from the selected material. This value is multiplied by the value of the Emitter intensity control in the Lighting tab. Positive values beyond the range of the slider can be entered into the associated input field.

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      Specular: Changes the specularity of the selected material.

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      Smoothness: Changes the smoothness of the selected material.

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      IoR: Changes the Index of Refraction of the selected material.

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      Metalness: Changes the metalness of the selected material.

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Figure 2: Comparison of different Specular levels

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Figure 3: Comparison of different Smoothness levels

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Figure 4: Comparison of different IoR levels

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Figure 5: Comparison of different Metalness levels

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Figure 6: Comparison of Metalness and Specular properties

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Render Controls - Postprocessing

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The Postprocessing tab contains controls for postprocessing of the render.

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Figure 1: The Postprocessing tab

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+ + Postprocessing tab + +
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    Exposure: Changes the linear exposure of the image.

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    Postprocessing filter: Dropdown menu to select the postprocessing filter (tone mapping) applied to the render. Chunky includes the following postprocessing filters.

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      None: Disables use of any postprocessing filters on the render.

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      ACES filmic tone mapping: Uses the ACES filmic tone mapping curve approximation by Krzysztof Narkowicz.

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      Gamma correction: Perfoms gamma correction only (the most basic tone mapping).

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      Hable tone mapping: Uses John Hable's Uncharted 2 tonemapping function. This postprocessing filter is currently missing gamma correction; this will be fixed in a later release. The current implementation of the postprocessing filter may be moved to a plugin later.

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      Tonemap operator 1: Uses the tone mapping formula by Jim Hejl and Richard Burgess-Dawson.

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Other postprocessing filters can be added through the use of plugins, such as the Bloom plugin, which adds a postprocessing filter for bloom effects.

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The best postprocessing filter to use depends on the scene and the look which you are attempting to achieve.

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Figure 2: Comparison of different postprocessing filters (full images)

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Render Progress Controls

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The render progress controls are located at the bottom of the left control panel. Beneath these controls, along the bottom of the window, is a set of render progress indicators.

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Figure 1: Render Progress Controls

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    Start: Starts or resumes the renderer.

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    Pause: Pauses the renderer. The current SPP must finish rendering before the renderer can pause.

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    Reset: Resets the render progress to 0 SPP and generates a render preview.

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    Target SPP: Sets the SPP value at which the renderer should stop. This value can be altered while the render is in progress. Values beyond the range of the slider can be entered into the associated input field.

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Render Information

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Chunky displays information about the progress of the current render at the bottom of the window.

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    Render time: The amount of time the renderer has been active.

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    Rendering: Indicates the number of SPP of the target SPP that have been rendered.

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    SPP: The number of SPP that the renderer has rendered.

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    SPS: An average measure of the number of samples per second the renderer is producing.1

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    ETA: Estimate of the amount of time until the renderer renders the target SPP. The estimate is based on the SPS, the current SPP, and the target SPP.

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At the bottom of the window is a progress bar that displays the progress of the render.

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    The SPP counter will only increase when every pixel in the image has been sampled. For example, a 1920x1080 image contains about 2.07 million pixels (megapixels), and every pixel must be sampled before the SPP counter will increase. 

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Render Controls - Scene

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The Scene tab contains general controls for Chunky and the scene.

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Figure 1: The Scene tab

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+ + Scene tab + +
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    Open Scene Directory: Opens the directory of the currently-loaded scene, if any, or the directory in which Chunky stores scenes.

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    Export settings: Opens the 'Settings Export' dialog box.

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    Import settings: Opens the 'Settings Import' dialog box.

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    Restore default settings: Prompts the user to restore all scene settings to the defaults.

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    Load selected chunks: Loads chunks selected in the map view.

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    Reload chunks: Reloads the chunks that are currently loaded.

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Canvas Controls

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    Canvas size: Input field for the resolution of the render canvas, measured in pixels. Alternatively, select one of four resolution presets from the dropdown menu, which is accessed by clicking the button immediately to the right of the input field.

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      400x400

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      1024x768: XGA

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      960x540: qHD

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      1920x1080: Full HD

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    Apply: Applies the resolution specified in the input field to the render canvas. Alternatively, press Enter while the input field is in focus.

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    Set default: Sets the resolution specified in the input field as the default resolution for new scenes.

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    x0.5: Multiplies each dimension of the resolution specified in the input field by 0.5.

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    x1.5: Multiplies each dimension of the resolution specified in the input field by 1.5.

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    x2: Multiplies each dimension of the resolution specified in the input field by 2.

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Entity Loading Controls

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    Load entities: Collapsible panel that contains controls to select which types of entities are loaded upon scene creation.

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      Players: Deselecting this option does not cause any currently-loaded entities of this type to be unloaded when Load selected chunks or Reload chunks is next used. Such entities must be removed from the scene through use of the controls in the Entities tab.

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      Armor stands: Deselecting this option does not cause any currently-loaded entities of this type to be unloaded when Load selected chunks or Reload chunks is next used. Such entities must be removed from the scene through use of the controls in the Entities tab.

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      Books: Deselecting this option does not cause any currently-loaded entities of this type to be unloaded when Load selected chunks or Reload chunks is next used. Such entities must be removed from the scene through use of the controls in the Entities tab.

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      Paintings: Deselecting this option causes any currently-loaded entities of this type to be unloaded when Load selected chunks or Reload chunks is next used.

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      Other: "Entities" such as candle flames and campfires fall under this type. Deselecting this option causes any currently-loaded entities of this type to be unloaded when Load selected chunks or Reload chunks is next used.

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    Select All: Selects all items in the list.

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    Deselect All: Deselects all items in the list.

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  • Enable biome colors: Changes whether foliage as rendered in Chunky is tinted according to in-game biome foliage coloring.
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Autosave Controls

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    Save dump once every...: Changes whether Chunky saves the scene and saves a render dump of the current render progress whenever a multiple of the specified number of SPP has passed since the render started.

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    ..."X" frames: Input field for number of SPP a multiple of which must be rendered to before the scene and a render dump of the scene should be saved. Alternatively, select one of six preset values from the dropdown menu, which is accessed by clicking the button immediately to the right of the input field.

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      50 SPP

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      100 SPP

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      500 SPP

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      1000 SPP

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      2500 SPP

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      5000 SPP

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    Save snapshot for every dump: Changes whether Chunky saves a snapshot of the render progress at the time a dump is saved when a dump is saved.

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    Y min clip: Changes the minimum Y level of blocks to be loaded whenever Load selected chunks or Reload chunks is used. Values beyond the range of the slider can be entered into the associated input field.

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    Y max clip: Changes the maximum Y level of blocks to be loaded whenever Load selected chunks or Reload chunks is used. Values beyond the range of the slider can be entered into the associated input field.

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Settings Export

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The 'Settings Export' dialog box, shown in Figure 2, allows information describing a choice of the currently-set Chunky settings to be exported as a JSON-formatted string of text.

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Figure 2: 'Settings Export' dialog box

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    Settings to export: A list of settings which can be selected to be exported in the JSON string.

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    Settings JSON: Output field for the JSON-formatted string of text, the contents of which can be copied and saved for later.

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    Done: Closes the 'Settings Export' dialog box.

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Settings Import

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The 'Settings Import' dialog box, shown in Figure 3, allows a JSON-formatted string of text that contains information describing Chunky settings, usually one exported from the 'Settings Export' dialog box, to be imported to immediately change all settings described in the JSON string to the values corresponding to each setting described in the JSON string.

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Figure 3: 'Settings Import' dialog box

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    Settings JSON: Input field for a JSON-formatted string of text that describes Chunky settings and their corresponding values.

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    OK: Applies the settings specified in the JSON string, if any, and closes the 'Settings Import' dialog box.

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    Cancel: Closes the 'Settings Import' dialog box without changing any settings.

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Render Controls - Sky & Fog

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The Sky & Fog tab contains controls for the appearance of the sky in the scene, and for fog.

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Figure 1: The Sky & Fog tab

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+ + Sky & Fog tab + +
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    Sky mode: Dropdown menu to select the type of sky to be used for the scene.

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      Simulated: Draws a simulated sky that changes according to the position of the sun in the sky.

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      Solid Color: Sets the entire sky to render as a single solid color.

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      Color Gradient: Draws the sky as a vertical gradient of colors.

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      Skymap (panoramic): Sets the sky to use an equirectangular skymap as its texture.

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      Skymap (spherical): Sets the sky to use a angular skymap as its texture.

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      Skybox: Sets the sky to use up to six separate images as textures of the faces of a virtual cube surrounding the scene.

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      Black: Sets the color of the entire sky to black.

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Sky Mode Settings

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Simulated

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    Sky Mode: Dropdown menu to select the simulation model for the sky.

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      Preetham: A faster simulation of daytime skies. It is more similar to the Minecraft sky. An example panorama of the Preetham sky is displayed in Figure 3.

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      Nishita: A slower and more realistic sky simulation that can also simulate twilight. An example panorama of the Nishita sky is displayed in Figure 3.

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    Horizon offset: Offsets the simulated horizon downward from its default position.

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Solid Color

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  • Pick Color: Opens a color selector dialog box to change the color of the sky and the light emitted from it.
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Color Gradient

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The color gradient editor, which is displayed in Figure 2, displays the currently-set color gradient, and has controls to change the color gradient. The editor contains color control markers, which set the color for a position on the gradient. Click any color control marker to select it for editing.

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Figure 2: Color Gradient editor

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+ + Sky color gradient editor + +
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    Load preset: Dropdown menu to select a color gradient preset for the sky.

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    <: Switch the selected marker to the one immediately to the left.

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    >: Switch the selected marker to the one immediately to the right.

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    -: Removes the currently-selected marker.

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    +: Insert a new marker halfway between the currently-selected marker and the marker that is immediately to the right.

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    Pick Color: Opens a color selector dialog box to set the color for the currently-selected color control marker.

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    Import: Opens the 'Import Gradient' dialog box, which allows a JSON-formatted string of text that contains information describing the color gradient settings, usually one exported from the 'Gradient Export' dialog box, to be imported to immediately change the color gradient settings to the values described in the JSON string.

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    Export: Opens the 'Gradient Export' dialog box, which allows the current color gradient settings to be exported as a JSON-formatted string of text that describes the current color gradient settings.

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Skymap (panoramic)

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    Load skymap: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as a skymap.

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    Vertical resolution: Changes how the skymap is displayed on the sky.

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      Half (mirrored): Stretches the skymap on the sky such that the bottom of the skymap is on the horizon and the skymap is mirrored below the horizon.

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      Full: Displays the skymap on the sky such that the whole skymap is stretched over the whole sky.

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    Skymap rotation: Changes the horizontal rotation of the skymap.

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For more information about skymaps, read the Skymaps article.

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Skymap (spherical)

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    Load skymap: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as a skymap.

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    Skymap rotation: Changes the horizontal rotation of the skymap.

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Skybox

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    Load skybox textures:

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      Up: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as the top face of the skybox.

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      Down: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as the bottom face of the skybox.

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      Front: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as the front (North) face of the skybox.

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      Back: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as the back (South) face of the skybox.

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      Left: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as the left (West) face of the skybox.

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      Right: Opens a file explorer dialog box to browse for an image file (PNG, JPG, HDR, PFM) to be loaded as the right (East) face of the skybox.

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    Skybox rotation: Changes the horizontal rotation of the skybox.

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Figure 3: Preetham sky and Nishita sky panoramas

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+ + Preetham sky panorama + +
+ + Nishita sky panorama + +
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+ +
+
    +
  • Transparent sky: Renders the sky as transparent (alpha = 100%). Note that this does not affect the lighting that the skymap emits, and only applies to direct ray hits on the sky.
  • +
+

Cloud Controls

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  • +

    Enable clouds: Toggles the existence of clouds similar to the 3D (Fancy graphics) clouds in Minecraft.

    +
  • +
  • +

    Cloud size: Changes the size of the clouds, which is measured in blocks per pixel of the clouds.png texture.

    +
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    Cloud X: Changes the offset of the clouds on the X-axis in blocks.

    +
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  • +

    Cloud Y: Changes the altitude of the clouds on the Y-axis.

    +
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    Cloud Z: Changes the offset of the clouds on the Z-axis in blocks.

    +
  • +
+

Fog Controls

+
    +
  • +

    Fog density: Changes the density of the fog. A value of 0 disables fog completely. See Figure 4 for a comparison of different fog density levels.

    +
  • +
  • +

    Sky fog blending: Changes how much the fog is blended with the sky.

    +
  • +
  • +

    Fog color: Opens a color selector dialog box to change the color of the fog.

    +
  • +
+
+

Figure 4: Comparison of different Fog density levels

+
+ + Comparison of different fog density levels + +
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Render Controls - Water

+

The Water tab contains controls for the appearance of the water in the scene.

+
+

Figure 1: The Water tab

+
+ + Water tab + +
+
+ +
    +
  • +

    Still water: Changes whether waves are on the surface of the water.

    +
  • +
  • +

    Water visibility: Changes the distance that rays can travel through water before being terminated. Positive values beyond the range of the slider can be entered into the associated input field.

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    Water opacity: Changes the opacity of the surface of the water.

    +
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    Use custom water color: Disables biome tinting for water and sets the water color to a custom color.

    +
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    Pick color: Opens a color selector dialog box to change the color of the water. This control is only effective if Use custom water color is enabled.

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    Save as defaults: Saves the current water settings as the default water settings for new scenes.

    +
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+

Water World Mode Controls

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    Water world mode: Changes whether an infinite water plane is present in the scene.

    +
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    Water height: Changes the altitude of the water in the Y-axis. Values between the Y min clip and the Y max clip can be entered into the associated input field.

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    Lower water by Minecraft offset: Changes whether the altitude of the water plane is decreased by the distance between block level and in-game water level.

    +
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    Hide the water plane in loaded chunks: Changes whether the water plane is visible within loaded chunks.

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Render Preview

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The render preview displays an interactive 3D preview of the loaded chunks. While a render is in progress, it will display the live progress of the render.

+
+

Figure 1: The render preview

+
+ + Render preview + +
+
+ +

Chunky will automatically switch to the render preview once selected chunks are loaded or a different scene is loaded. If a "scene.dump" file (render progress) has been saved for the loaded scene, then the render preview will display the state of the render at the point where it was saved. If no "scene.dump" file exists for that scene, then Chunky will generate a preview of the loaded chunks based on the camera settings, with crosshairs in the center for targeting.

+

Figure 2 shows the render preview displaying live render progress.

+
+

Figure 2: The render preview displaying live render progress

+
+ + Render preview displaying live render progress + +
+
+ +
    +
  • Right-click: Opens a context menu with camera and canvas appearance controls.
  • +
+

Camera Controls

+
    +
  • +

    Left-click and drag: Changes the view angle of the camera.

    +
  • +
  • +

    Scroll wheel: Changes the camera FoV.

    +
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+

Movement Controls

+
    +
  • +

    W: Move forward one block.

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  • +

    S: Move backward one block.

    +
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    A: Strafe left one block.

    +
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    D: Strafe right one block.

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    R: Move upward one block.

    +
  • +
  • +

    F: Move downward one block.

    +
  • +
+

Modifier Controls

+

Hold down a modifier key to multiply the movement of the camera when using the movement controls.

+
    +
  • +

    Shift: 0.1x blocks

    +
  • +
  • +

    Ctrl: 100x blocks

    +
  • +
  • +

    Ctrl + Shift: 10x blocks

    +
  • +
+

Right-click Menu

+

Right-clicking the render preview displays a context menu containing some camera controls and some canvas appearance controls.

+
+

Figure 3: The render preview right-click menu

+
+ + Render preview right-click menu + +
+
+ +
    +
  • +

    Set target: Changes the currently-targeted object to the object of the right-click. This is useful for Autofocus.

    +
  • +
  • +

    Show Guides: Enables an overlay that displays guidelines that divide the canvas into thirds to help compose shots.

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    Canvas scale: Sets the apparent canvas size to fixed scale values between 25% and 400%.

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      25%

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      50%

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      75%

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      100%

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      150%

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      200%

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      300%

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      400%

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      Fit to Screen: (Default) Automatically scales the canvas to fit inside the bounds of the render preview tab.

      +
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    +
  • +
+

Details

+

The render preview displays a box containing information about the currently-targeted object, if any, and camera information, in the lower left-hand corner.

+
+

Figure 4: The render preview details box

+
+ + Render preview target details + +
+
+ +

The four lines in the box provide the following information:

+
    +
  1. +

    Distance to the currently-targeted object in meters (blocks).

    +
  2. +
  3. +

    Block ID and blockstate of the currently-targeted block, if any (does not include entities).

    +
  4. +
  5. +

    Location of the camera in Minecraft coordinates.

    +
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  7. +

    Direction the camera is facing.

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About

+

The About tab, located in the right control panel, contains some useful links, the Chunky copyright, and the Chunky credits.

+
+

Figure 1: The About tab

+
+ + About tab + +
+
+ +
    +
  • View Credits: Opens the 'Chunky Credits' window.
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Chunks

+

The Chunks tab, located in the right control panel, contains controls for to the map view and world chunks.

+
+

Figure 1: The Chunks tab

+
+ + Chunks tab + +
+
+ +
    +
  • +

    Clear selection: Clears the map view chunk selection.

    +
  • +
  • +

    Export chunks to ZIP: Opens a 'Save As' dialog box to export the selected chunks as region files containing the chunks to a ZIP archive.

    +
  • +
  • +

    Export view to PNG: Opens a 'Save As' dialog box to export the current map view as a PNG file.

    +
  • +
  • +

    Delete selected chunks: Displays a confirmation prompt for the user to delete the selected chunks from the currently-loaded world. (Chunks can be re-generated by Minecraft, but all user-created data in the chunks will be lost. It is a good idea to keep a backup of your world before performing this action.)

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Map View

+

The Map View tab, located in the right control panel, contains controls for the map view.

+
+

Figure 1: The Map View tab

+
+ + Map View tab + +
+
+ +
    +
  • +

    Change World: Opens the 'Select World' dialog box.

    +
  • +
  • +

    Reload: Reloads the currently-loaded world.

    +
  • +
  • +

    Dimension: Switch the map view to display one of the vanilla Minecraft dimensions.

    +
      +
    • +

      Overworld: Switches the map view to display the Overworld dimension of the currently-loaded world.

      +
    • +
    • +

      Nether: Switches the map view to display the Nether dimension of the currently-loaded world. If the Nether for the world has not been generated, then the map view will display emptiness.

      +
    • +
    • +

      The End: Switches the map view to display the End dimension of the currently-loaded world. If the End for the world has not been generated, then the map view will display emptiness.

      +
    • +
    +
  • +
  • +

    Scale: Changes the scale of the map, which is measured in pixels per chunk. This results in the field of view (zoom) of the map view changing. (Alternatively, the scroll wheel can be used in the Map tab to change map scale.)

    +
  • +
  • +

    Min Y Level: Changes the minimum Y level of blocks to be displayed in the map view. Values beyond the range of the slider can be entered into the associated input field.

    +
  • +
  • +

    Max Y Level: Changes the maximum Y level of blocks to be displayed in the map view. Values beyond the range of the slider can be entered into the associated input field.

    +
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  • +

    Coordinates: The map view is always centered on the X- and Z-coordinates displayed.

    +
      +
    • +

      X=: Input field for the X-coordinate to center the map view over.

      +
    • +
    • +

      Z=: Input field for the Z-coordinate to center the map view over.

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  • +

    track player: Centers the map view on the coordinates of the player.

    +
  • +
  • +

    track camera: Centers the map view on the coordinates of the camera.

    +
  • +
  • +

    Show players: Changes whether the icons that indicate the locations of players in the world are visible.

    +
  • +
+
+

Select World

+

The 'Select World' dialog box, shown in Figure 2, displays a list of all detected worlds, along with some details about each world, and some world browsing controls at the bottom.

+
+

Figure 2: 'Select World' dialog box

+
+ + 'Select World' dialog box + +
+
+ +

By default, Chunky will display worlds from the "saves" folder of the Minecraft directory specified in the Chunky Launcher.

+

The column headers can be clicked to reorder the worlds by any listed detail. A world in the list can be clicked to select it.

+
    +
  • +

    Change world directory: Opens a file explorer dialog box to select a folder from which Chunky should display worlds in the list.

    +
  • +
  • +

    Browse for another world: Opens a file explorer dialog box to select a world for Chunky to load. The parent folder of the world that is selected becomes the folder from which Chunky displays worlds in the list.

    +
  • +
  • +

    Load selected world: Loads the currently-selected world. Alternatively, the world can be loaded by double-clicking its list entry.

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Options

+

The Options tab, located in the right control panel, contains some Chunky options.

+
+

Figure 1: The Options tab

+
+ + Options tab + +
+
+ +
    +
  • +

    Edit Resource Packs: Opens the 'Resource Packs' dialog box.

    +
  • +
  • +

    Disable default textures (needs restart): Disables the textures automatically loaded by Chunky from any detected Minecraft client.jar, and reverts to Chunky's internal textures (which are not recommended), and any loaded resource packs. Chunky must be restarted for changes to take effect.

    +
  • +
  • +

    Single color textures: Changes block textures to a single color which is the average of the colors on each pixel on the texture of the block. Chunky must be restarted for changes to take effect.

    +
  • +
  • +

    Show launcher when starting Chunky: Changes whether the Chunky launcher is shown when starting Chunky. It is recommended that this remain enabled.

    +
  • +
  • +

    Open Scenes Directory: Opens the directory to which Chunky saves scenes.

    +
  • +
  • +

    Change Scenes Directory: Opens the 'Scene Directory Picker' dialog box.

    +
  • +
+
+

Resource Packs

+

The 'Resource Packs' dialog box, shown in Figure 2, displays a list of currently-loaded resource packs along with some management controls at the bottom.

+
+

Figure 2: 'Resource Packs' dialog box

+
+ + 'Resource Packs' dialog box + +
+
+ +

A resource pack in the list can be clicked to select it.

+
    +
  • +

    Up: Moves the selected resource pack above the resource pack that is immediately above it.

    +
  • +
  • +

    Down: Moves the selected resource pack below the resource pack that is immediately below it.

    +
  • +
  • +

    Add: Opens a file explorer dialog box to browse for a ZIP file, JAR file, or "pack.mcmeta" file for Chunky to load as a resource pack.

    +
  • +
  • +

    Remove: Removes the selected resource pack from the list.

    +
  • +
  • +

    Apply: Applies the new resource pack configuration as the default and closes the 'Resource Packs' dialog box.

    +
  • +
+
+

Scene Directory Picker

+

The 'Scene Directory Picker' dialog box, shown in Figure 3, allows the directory in which Chunky stores scenes to be changed.

+
+

Figure 3: 'Scene Directory Picker' dialog box

+
+ + 'Scene Directory Picker' dialog box + +
+
+ +
    +
  • +

    Browse: Opens a file explorer dialog box to browse for a directory to which Chunky should save scenes. Alternatively, type the folder path in the input field to the left.

    +
  • +
  • +

    Create this directory: Enables or disables the creation of the directory (folder) specified in the input field above upon clicking Ok. This control only appears if the folder specified by the path typed in the input field does not exist.

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    Ok: Exits the 'Scene Directory Picker' dialog box and applies any changes made.

    +
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    Cancel: Exits the 'Scene Directory Picker' dialog box without applying any changes made.

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Scene Management

+

The scene management controls are located above the three control panels, near the top of the window.

+
+

Figure 1: Scene Management Controls

+
+ + Scene Management Controls + +
+
+ +
    +
  • +

    Scene: (name): Input field for the name of the currently-loaded scene. Press Enter to apply.

    +
  • +
  • +

    Save Scene Icon Save Scene: Saves the currently-loaded scene, including any render progress.

    +
  • +
  • +

    Load Scene Icon Load Scene: Opens the 'Select 3D Scene' dialog box.

    +
  • +
  • +

    Save current frame: Opens a 'Save As' dialog box to save the current frame of the render preview, the output file format of which can be selected.

    +
  • +
  • +

    Copy current frame: Copies the current frame of the render preview to the clipboard in the PNG file format.

    +
  • +
+
+

Select 3D Scene

+

The 'Select 3D Scene' dialog box, shown in Figure 2, displays a list of all detected scenes in Chunky's "scenes" directory, along with some render progress details for each scene, and more scene management controls at the bottom.

+
+

Figure 2: 'Select 3D Scene' dialog box

+
+ + 'Select 3D Scene' dialog box + +
+
+ +

The column headers can be clicked to reorder the scenes by any listed detail. A scene in the list can be clicked to select it.

+
    +
  • +

    Delete: Displays a confirmation prompt for the user to delete the currently-selected scene.

    +
  • +
  • +

    Export: Opens a 'Save As' dialog box to save the currently-selected scene as a ZIP file to another location.

    +
  • +
  • +

    Cancel: Closes the 'Select 3D Scene' dialog box.

    +
  • +
  • +

    Load selected scene: Loads the currently-selected scene, including any saved render progress. Alternatively, the scene can be loaded by double-clicking its list entry.

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Chunky Launcher GUI

+

The Chunky Launcher contains controls that are set before launching Chunky.

+
+

Figure 1: The Chunky Launcher

+
+ + The Chunky Launcher + +
+
+ +
    +
  • +

    Version select: Drop down list which allows you to select a downloaded Chunky version to launch.

    +
  • +
  • +

    Check for update: Checks for updates on the chosen update site.

    +
  • +
  • +

    Minecraft directory: Displays the path to the directory to which Minecraft is installed. It can be changed by clicking the ... button immediately to the right of the text box.

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  • +
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    Memory limit (MiB): Changes the amount of RAM that is allocated to Chunky. The default is 1024 MiB; however, it is highly recommended that you raise this value to better reflect the amount of memory in your system. Please take into account that the operating system and other applications will also require some memory, so don't over-set this. If Chunky fails to launch if this is raised past 2000 MiB, double-check that your Java installation is 64-bit.

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    Always open Launcher: Changes whether the Launcher is shown when starting Chunky. If it becomes disabled, it is possible to access the launcher again via the command line or an option in Chunky. This is slightly more complicated, however, so it is recommended to keep this option enabled.

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    Cancel: Closes the Chunky Launcher.

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    Launch: Attempts to launch the selected version of Chunky with the options set in the Launcher.

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Advanced Settings

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+

Figure 2: Chunky Launcher Advanced Settings

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+ + Chunky Launcher Advanced Settings + +
+
+ +
    +
  • +

    Update Site: Input field for the source of Chunky updates.

    +
      +
    • +

      https://chunkyupdate.llbit.se/: This should be used to obtain Chunky 1.X, which supports worlds saved in Minecraft versions up to 1.12.2.

      +
    • +
    • +

      https://chunkyupdate2.llbit.se/: This is for llbit's Chunky 2.0 for Minecraft 1.13. To obtain the latest version, which is "2.0beta6", you must set the Release channel to Snapshot. Otherwise, you will be stuck with an older version.

      +
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      https://chunkyupdate.lemaik.de/: This is the new default update site used to obtain Chunky 2.x.

      +
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      https://chunky-pr.lemaik.de/: This update site is used to download builds of open pull requests. Click Reload next to the Release channel dropdown menu and then set the Release Channel to PR #xxxx, with "xxxx" being the number of the open pull request. For more information, read this page.

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    Reset: Resets the Update Site to the default of https://chunkyupdate.lemaik.de/.

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    Java Runtime: Displays the path of the runtime used for Chunky. It can be changed by clicking the ... button immediately to the right of the text box. It does not change the runtime used for the Launcher.

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    Java options: Input field for Java options that will be set for Chunky upon launch. See below for the list of Java options.

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    Chunky options: Input field for options specific to Chunky that will be set upon launch. See below for the list of Chunky options.

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    Enable debug console: Enables the debug console, which is a separate window that opens when Chunky is launched. The debug console logs information that is useful for debugging issues with Chunky.

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    Verbose logging: Enables additional information to be logged in the debug console to further help fix issues.

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    Close console when Chunky exits: Changes whether the debug console will close when Chunky exits normally. Typically, this can be left enabled. If an exception or error causes Chunky to crash and exit abnormally, the debug console will remain open and readable.

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    Release channel: Sets the release channel used by the Launcher when checking for updates. The different release channels set the type of release that Chunky attempts to download when checking for updates.

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      +
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      Stable: Downloads stable releases of Chunky, which generally have fewer bugs than Stable Snapshot releases or Snapshot releases do.

      +
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      Stable Snapshot: Downloads stable snapshot builds of Chunky from the chunky-2.4.x branch. Generally, these releases may contain new features, bug fixes, and potentially more bugs, but are considered more stable than Snapshot releases.

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    • +

      Snapshot: Downloads snapshot builds of Chunky from the master branch. These releases contain the latest bug fixes and new features, but potentially the most new bugs.

      +
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      PR #xxxx: Downloads the latest build of the open pull request, "xxxx" being the number of which, if the Update site is set to https://chunky-pr.lemaik.de/.

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    Settings directory: Displays the path of the Chunky settings directory.

    +
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    Open: Opens the Chunky settings directory.

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    Manage plugins: Opens the 'Plugin Manager' dialog box, which is used to manage installed plugins.

    +
  • +
+

Java options

+

Separate Java options from each other with a space.

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  • +

    -Dprism.order=sw: Add this if the Chunky Launcher or the Chunky window appear blank when started. This is caused by an issue with the JavaFX hardware renderer for Windows. The only known solution is to add the listed Java command/option. This may reduce responsiveness compared to -Dprism.order=hw / -Dprism.order=d3d, but those modes are limited by the maximum texture size of your GPU drivers. Add -Dprism.verbose=true to list available pipelines in the debug console.

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    -Dprism.maxvram=512M: The texture cache defaults to 512M. Raising this value can allow you to render at a resolution closer to the maximum texture size allowed in hardware modes and can also help resolve issues with the software mode. You can allocate using M or G suffixes. 1024M = 1G.

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    -DlogLevel=INFO: ERROR, WARNING, INFO - The default is WARNING, which will mean that Chunky will show warnings for missing items. Switching to ERROR should disable missing item warnings.

    +
  • +
+

Work-in-progress PBR builds of Chunky have additional options required. These options may be added to the UI at a later time.

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    +
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    -Dchunky.pbr.specular=labpbr: labpbr, oldpbr - Tells Chunky which format the specular map is in.

    +
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    -Dchunky.pbr.updateMaterialDefaults=true: Sets default material properties to Emittance: 1, Smoothness: 1, and Metalness: 1 such that the specular map is applied to all materials.

    +
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  • +

    -Dchunky.pbr.normal=true: Enables normal mapping on certain blocks (cubes with the same texture on each face), such as planks, cobblestone, stone bricks, etc.

    +
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Chunky options

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    +
  • +

    -tile-width <NUM>: Modifies the frame subdivision size per worker thread. Can potentially provide a boost to render speed or, if set too high, reduce render speeds. It is recommended to use a tile-width of 16 as this seems to be optimal, though you may want to test your system in a typical workload to see what works better.

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    -spp-per-pass <NUM>: The spp-per-pass defines the number of samples a certain tile should be rendered to before moving on to the next tile. The default value of 1 means that each pixel will be sampled once per pass. This results in the render preview displaying the most recent render progress, and responding to changes after only one pass is rendered. Raising the spp-per-pass breaks some GUI functionality; however, rendering performance may be improved. It is recommended that this option be only used for headless operation.

    +
  • +
+
+

Plugin Manager

+

The 'Plugin Manager' dialog box, shown in Figure 3, displays a list of all detected plugins, along with some management controls.

+
+

Figure 3: 'Plugin Manager' dialog box

+
+ + 'Plugin Manager' dialog box + +
+
+ +

The 'Plugin manager' dialog box will display any plugins from the "plugins" directory of the Chunky settings directory. The column headers can be clicked to reorder the plugins by any listed detail. A plugin in the list can be clicked to select it. The checkbox on a plugin entry can be checked to select that plugin to be loaded when Chunky is launched.

+
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    Plugin Details: Collapsible panel that contains information about the selected plugin.

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    Up: Moves the selected plugin above the plugin that is immediately above it.

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    Down: Moves the selected plugin below the plugin that is immediately below it.

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    Delete: Deletes the plugin from the "plugins" directory, thereby removing it from the list.

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    Add: Opens a file explorer dialog box to browse for a JAR file to be added to the "plugins" directory.

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    Open plugin directory: Opens the "plugins" directory of the Chunky settings directory.

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    Save: Saves the new plugin configuration and closes the 'Plugin Manager' dialog box.

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+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/reference/user_interface/chunky_launcher/headless/index.html b/reference/user_interface/chunky_launcher/headless/index.html new file mode 100644 index 0000000..c8996b8 --- /dev/null +++ b/reference/user_interface/chunky_launcher/headless/index.html @@ -0,0 +1,2297 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Headless (Command Line) - Chunky Manual + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Headless Rendering

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Chunky can be run headlessly to render scenes without using the GUI. This is useful when rendering on a server, for example, or when automating or scripting renders.

+

Chunky Launcher

+

When using Chunky from the command line, you should know what the Chunky Launcher does. The Launcher is responsible for launching Chunky itself by starting a new Java process. It also verifies the file size and the MD5 checksum of the Chunky version that you are attempting to run.

+

Command line arguments that begin with one hyphen, such as -snapshot, are sent to Chunky, while arguments that begin with two hyphens, such as --update, are sent to the Launcher.

+

JVM Options

+

Any JVM (Java Virtual Machine) arguments used when starting the Chunky Launcher apply to the Launcher and not to the Chunky process itself. Any JVM options that must be added to Chunky itself must be specified in the "chunky-launcher.json" file, under the javaOptions variable. The "chunky-launcher.json" file is located in the root of the Chunky settings directory.

+

To view the Java arguments used to start Chunky, add the --verbose argument to the Chunky Launcher startup command. The launcher will then print the command that it used to start Chunky.

+

Custom Settings Directory

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A custom Chunky settings directory can be specified by adding the -Dchunky.home= Java option to the Chunky Launcher startup command. The launcher will also pass the option to Chunky itself.

+

Changing the settings directory can be useful if you must run multiple instances of Chunky on the same computer or if you need more control over the locations in which the scenes and settings are stored.

+

Below is an example of specifying a custom settings directory.

+
$ mkdir "~/chunky"
+$ java -Dchunky.home="~/chunky" -jar ChunkyLauncher.jar --update
+
+

Note that the -Dchunky.home= argument must be added before the -jar argument. If you are using Bash, it can be convenient to make an alias for the java command above. An example of this is below.

+
CHUNKY_HOME=~/chunky
+alias chunky java -Dchunky.home="$CHUNKY_HOME" -jar ChunkyLauncher.jar
+
+

The lines above could also be added to your ".bashrc" file.

+

Setting Things Up

+

It may be necessary to perform some setup before rendering headlessly. The following steps should be done before you can render headlessly, and some may need to be repeated later to update Chunky.

+
    +
  1. Download the Chunky Launcher onto your computer. The latest version can be obtained by using the command:
  2. +
+
wget https://chunkyupdate.lemaik.de/ChunkyLauncher.jar
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+
    +
  1. Download the latest version of Chunky by using the command:
  2. +
+
java -jar ChunkyLauncher.jar --update
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+
    +
  1. Download a Minecraft "version.jar" for block textures, such as version 1.19.3, by using the command:
  2. +
+
java -jar ChunkyLauncher.jar -download-mc 1.19.3
+
+

Rendering

+

Rendering a scene via the command line is simple, assuming that the scene parameters have been set up and that the scene files have been copied to the "scenes" directory of the settings directory.

+

The simplest way to render a scene is to use the command:

+
chunky -render SceneName
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+

Replace SceneName with the name of the scene to be rendered.

+

To print a list of available scenes, use the command:

+
chunky -list-scenes
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+

Chunky will continue to render until it reaches the target SPP specified in the "scene.json" file. Chunky can be stopped prematurely by using Ctrl + C, but any render progress since the scene was last saved will not be saved. Render progress is normally saved after intervals determined by the dumpFrequency setting in the "scene.json".

+

Snapshots of a scene with saved render progress can be created by using the command:

+
chunky -snapshot SceneName snapshot.png
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+

Replace SceneName with the name of the scene of which the snapshot should be created. The snapshot.png is the filename of the PNG file to be created.

+

Command-Line Options

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Run Chunky with the -help argument to see a list of all available command-line options. Currently the options listed below are available.

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    -render <SCENE>: Renders a scene in headless mode. You may also need to add the -f flag to force a scene to render.

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    -reload-chunks: Reloads the selected chunks before rendering the scene (used in conjunction with -render).

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    -texture <FILE>: Loads the specified texture pack.

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    -snapshot <SCENE> <PNG>: Creates a snapshot from the specified scene.

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    -scene-dir <DIR>: Specifes the scene directory.

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    -threads <NUM>: Changes the number of render threads.

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    -tile-width <NUM>: Modifies the frame subdivision size per worker threads.

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    -spp-per-pass <NUM>: Modifies the number of samples to be completed per tile per pass.

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    -target <NUM>: Sets the target SPP for the current headless render.

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    -set <NAME> <VALUE>: Modifies a Chunky setting value.

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    -set <NAME> <VALUE> <SCENE>: Modifies a scene setting.

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    -reset <NAME>: Resets a Chunky setting to its default value.

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    -reset <NAME> <SCENE> : Resets a scene setting to its default value.

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    -download-mc <VERSION>: Downloads a particular version of Minecraft.

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    -list-scenes: Lists available scenes in the scene directory.

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    -merge-dump <SCENE> <PATH>: Merges a render "scene.dump" file into the specified scene, combining the total SPP.1

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    -help: Prints the command-line help and Copyright notice.

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The launcher accepts these commands:

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    --update: Downloads the latest version of Chunky.

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    --setup: Opens the interactive command-line Chunky setup.

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    --nolauncher: This argument should not be used in headless mode.

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    --launcher: Forces the launcher GUI to be shown.

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    --version: Displays the launcher version.

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    --verbose: Enables verbose logging.

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    The value of the Target SPP should be greater than the sum of the current SPP of the currently-loaded scene and the current SPP of the render dump to be merged to prevent unexpected behavior. 

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Before being able to render scenes, some actions must be performed in the Chunky Launcher.

Figure 1: The Chunky Launcher

"},{"location":"getting_started/configuring_chunky_launcher/#updating-chunky","title":"Updating Chunky","text":"

If you downloaded the Chunky Launcher (Universal JAR), and this is your first time starting Chunky, then you must update Chunky. Otherwise, click Launch to start Chunky.

In the Launcher, click the Check for update button to make the Launcher check for an update for Chunky online. If an update to Chunky is available, you will soon see the 'Update Available' window:

Figure 2: Chunky 'Update Available' Window

Click the Update to New Version button to start downloading the required files. When the download process has completed, you can click on either Launch Chunky or Close. If you click on Close, you would need to click on Launch in the main Chunky Launcher window to launch Chunky.

"},{"location":"getting_started/configuring_chunky_launcher/#optional-configuration","title":"Optional Configuration","text":"
  • Minecraft directory: If your Minecraft game directory (.minecraft) is located somewhere other than its default location, then you may also need to change this to point to your current Minecraft installation; otherwise, blocks rendered in Chunky will not have proper textures, and your worlds will not be found.

  • Memory limit (MiB): Chunky can use much memory depending on a number of factors. Many issues can be caused by Chunky not having enough memory, so raising the memory limit can solve these issues. The default of 1024 can be raised based upon how much memory your system has and how much is typically available. For example, if your system has 16 GiB (16384 MiB) of system memory, allocating up to 75% of that, which is 12 GiB (12288 MiB), is typically fine. You can allocate more; however, you may eventually encounter other problems.

You should not need to access Advanced Settings.

"},{"location":"getting_started/configuring_chunky_launcher/#troubleshooting","title":"Troubleshooting","text":"

If the Launcher does not download the latest version or new snapshots, check the Update Site in the Advanced Settings panel. The URL changed with Chunky 2.1, so make sure it is set to https://chunkyupdate.lemaik.de/. If you have used Chunky 1.x, it may still be set to llbit's update site. You can keep using that if you want to use Chunky 1.4.5.1

If you get an unchecked exception caused by java.lang.NoClassDefFoundError: javafx/application/Application when clicking Launch in the Chunky Launcher, then double-check that the Java Options input field under Advanced Settings is populated by --module-path \"<path\\to\\javafx\\lib>\" --add-modules javafx.controls,javafx.fxml.2 3 This field is automatically populated if the Chunky Launcher automatically detects OpenJFX. If OpenJFX is added manually in the startup command, then the field must be populated manually.

  1. Chunky 2.4.0 supports Minecraft 1.2.1 and above (i.e., pre-flattening worlds), so you probably do not need the old version anymore.\u00a0\u21a9

  2. It is important that quotation marks \" \" be included around any file paths to ensure that special characters like hyphens -, spaces , etc., do not cause issues.\u00a0\u21a9

  3. Replace text within angle brackets < > with the actual paths to the files on your computer, and do not include the angle brackets in the actual command or input.\u00a0\u21a9

"},{"location":"getting_started/installing_chunky/","title":"Installing Chunky","text":"

To install Chunky, download the Chunky Launcher (Universal JAR).1 This requires the installation of Java 17 and OpenJFX. Download links and setup instructions are located below.

"},{"location":"getting_started/installing_chunky/#requirements","title":"Requirements","text":"CPU Available RAM Available Storage Minimum requirements2 CPU supported by Java & OpenJFX 512 MB 270 MB for core files:
  • Java 17: 135 MB
  • OpenJFX: 110 MB
  • Chunky 2.4.6: 25 MB
Recommended requirements 64-bit CPU 8+ GB 270 MB for core files +
  • Multiple Chunky versions: 50+ MB
  • Multiple Chunky scenes: 1+ GB
"},{"location":"getting_started/installing_chunky/#downloads","title":"Downloads","text":"

Java 17

Chunky Launcher v1.14.0 Universal JAR

OpenJFX(Only required for manual setup)

"},{"location":"getting_started/installing_chunky/#setup","title":"Setup","text":"
  • Step 1: Download the Java 17 JRE for your platform.3

  • Step 2: Download the Chunky Launcher (Universal JAR) and save it to a safe place on your computer (you will use this to start Chunky).

Further setup instructions for Windows, Linux, and macOS are located below.

"},{"location":"getting_started/installing_chunky/#windows","title":"Windows","text":"
  • Step 3: If you downloaded the Java 17 installer, then run it to install Java 17 on your computer. If you downloaded the Java 17 ZIP archive, then extract it to a safe place on your computer.

  • Step 4: Start the \"ChunkyLauncher.jar\". This can usually be done by double-clicking it, although you may need to start it via a command line or script using the command, java -jar \"<path\\to\\ChunkyLauncher.jar>\" --launcher.5 6 This is required if you downloaded the Java 17 ZIP archive, unless you manually properly set JAR files to open with Java 17, in which case you can start the Chunky Launcher by double-clicking it. If JAR files are not properly set to open with Java 17, then the command to start it is, \"<path\\to\\Java 17\\java.exe>\" -jar \"<path\\to\\ChunkyLauncher.jar>\" --launcher.5 6

"},{"location":"getting_started/installing_chunky/#linux","title":"Linux","text":"
  • Step 3: Install Java 17 on your computer.

  • Step 4: Start the \"ChunkyLauncher.jar\" with the command, '</path/to/Java 17/java>' -jar '</path/to/ChunkyLauncher.jar>' --launcher.5 6

"},{"location":"getting_started/installing_chunky/#macos","title":"macOS","text":"

On M1-equipped macs, which are aarch64 (ARM-based), Rosetta 2 enables an emulation, of sorts, of x64 macOS applications. Please ensure that both the JRE and OpenJFX have matching architectures. We recommended native aarch64, although x64 performance should be similar.

  • Step 3: Install or extract Java 17 on your computer.

  • Step 4: Start the \"ChunkyLauncher.jar\" with the command, \"</path/to/java 17/java>\" -jar \"</path/to/ChunkyLauncher.jar>\" --launcher.5 6

"},{"location":"getting_started/installing_chunky/#install-javafx","title":"Install JavaFX","text":"

Chunky requires JavaFX to be installed to funtion in GUI mode. JavaFX is not required for headless operation of Chunky. The Chunky Launcher will attempt to detect the location to which JavaFX is installed to whenever it is started normally. If it cannot detect JavaFX, the 'Install JavaFX' window will open.

Figure 1: 'Install JavaFX' Window

The Launcher will attempt to set the computer configuration options automatically, but they can be set manually if the values are incorrect. Once the computer configuration options have been set to match the configuration of your computer, click Download and Install.

"},{"location":"getting_started/installing_chunky/#chunky-first-time-setup","title":"Chunky First-Time Setup","text":"

The first time you start the Chunky Launcher, you will be asked to pick a settings directory for Chunky:

Figure 2: 'Chunky First-Time Setup' Window

The recommended directory is usually the best option. Click Use Selected Directory to continue. You will see the main Chunky Launcher window next.

"},{"location":"getting_started/installing_chunky/#manual-setup","title":"Manual Setup","text":"

If you encountered issues with the normal setup, or if you desire to use a custom setup, then follow these instructions.

  • Step 1: Download the Java 17 JRE for your platform.3

  • Step 2: Download the OpenJFX 17.0.2 SDK for your platform.3 4 OpenJFX is not required to run Chunky headlessly (via command line).

  • Step 3: Download the Chunky Launcher (Universal JAR) and save it to a safe place on your computer (you will use this to start Chunky).

Further setup instructions for Windows, Linux, and macOS are located below.

"},{"location":"getting_started/installing_chunky/#windows_1","title":"Windows","text":"
  • Step 4: If you downloaded the Java 17 installer, then run it to install Java 17 on your computer. If you downloaded the Java 17 ZIP archive, then extract it to a safe place on your computer.

  • Step 5: Extract from the OpenJFX ZIP archive the \"bin\", \"legal\", and \"lib\" folders to a location on your computer. \"C:\\Program Files\\openjfx\" and \"C:\\Users\\<username>\\.chunky\\javafx\" are default installation locations that the Chunky Launcher can detect automatically. Take note of the path of the folder to which you extracted the folders.

  • Step 6: Start the \"ChunkyLauncher.jar\" with the command, \"<path\\to\\Java 17\\java.exe>\" --module-path <path\\to\\javafx\\lib> --add-modules javafx.controls,javafx.fxml -jar \"<path\\to\\ChunkyLauncher.jar>\" --launcher.5 6

"},{"location":"getting_started/installing_chunky/#linux_1","title":"Linux","text":"
  • Step 4: Install Java 17 on your computer.

  • Step 5: Extract from the OpenJFX ZIP archive the \"legal\" and \"lib\" folders to a location on your computer. \"/usr/share/openjfx\" and \"/home/<username>/.chunky/javafx\" are default installation locations that the Chunky Launcher can detect automatically. Take note of the path of the folder to which you extracted the folders.

  • Step 6: Start the \"ChunkyLauncher.jar\" with the command, '</path/to/Java 17/java>' --module-path '</path/to/javafx/lib>' --add-modules javafx.controls,javafx.fxml -jar '</path/to/ChunkyLauncher.jar>' --launcher.5 6

"},{"location":"getting_started/installing_chunky/#macos_1","title":"macOS","text":"

On M1-equipped macs, which are aarch64 (ARM-based), Rosetta 2 enables an emulation, of sorts, of x64 macOS applications. Please ensure that both the JRE and OpenJFX have matching architectures. We recommended native aarch64, although x64 performance should be similar.

  • Step 4: Install or extract Java 17 on your computer.

  • Step 5: Extract from the OpenJFX ZIP archive the \"legal\" and \"lib\" folders to a location on your computer. Take note of the path of the folder to which you extracted the folders.

  • Step 6: Start the \"ChunkyLauncher.jar\" with the command, \"</path/to/java 17/java>\" --module-path \"</path/to/javafx/lib>\" --add-modules javafx.controls,javafx.fxml -jar \"</path/to/ChunkyLauncher.jar>\" --launcher.5 6

"},{"location":"getting_started/installing_chunky/#troubleshooting","title":"Troubleshooting","text":"

If you get an unchecked exception caused by java.lang.NoClassDefFoundError: javafx/stage/Stage when starting the Chunky Launcher, then, if using Windows, verify that OpenJFX is installed to either \"C:\\Program Files\\openjfx\" or \"C:\\Users\\<username>\\.chunky\\javafx\".6 If the error persists, or if OpenJFX is purposely installed to another directory, then use the following command to start the Chunky Launcher: java --module-path \"<path\\to\\javafx\\lib>\" --add-modules javafx.controls,javafx.fxml -jar \"<path\\to\\ChunkyLauncher.jar>\" --launcher.5 6

  1. Installers for Windows, Linux and macOS are planned.\u00a0\u21a9

  2. The bare minimum to run Chunky is Java 8 update 60 (which includes OpenJFX), 512MB of allocated RAM, and 270 MB of storage for core files.\u00a0\u21a9

  3. Ensure that the OS and Architecture correctly match your system.\u00a0\u21a9\u21a9\u21a9

  4. We have not tested OpenJFX 19 at this time, but it is assumed that it will work.\u00a0\u21a9

  5. It is important that quotation marks \" \" be included around any file paths to ensure that special characters like hyphens -, spaces , etc., do not cause issues.\u00a0\u21a9\u21a9\u21a9\u21a9\u21a9\u21a9\u21a9\u21a9

  6. Replace text within angle brackets < > with the actual paths to the files on your computer, and do not include the angle brackets in the actual command or input.\u00a0\u21a9\u21a9\u21a9\u21a9\u21a9\u21a9\u21a9\u21a9\u21a9

"},{"location":"getting_started/your_first_render/","title":"Your First Render From Start To Finish","text":"

Info

This guide uses the Stable release of Chunky.

"},{"location":"getting_started/your_first_render/#installation","title":"Installation","text":"

Please follow the Installation instructions.

"},{"location":"getting_started/your_first_render/#getting-camera-position","title":"Getting camera position","text":"

This part is for taking an in-game view and rendering it. Feel free to skip this part if you are more confident!

Open Minecraft, and load a world you wish to render. Move your player to the location of what you wish to render, and ensure that you are facing the right direction, too. Record the values of the fields outlined in red (shown in Figure 1). You will need these to position the camera correctly in Chunky. Save and quit your world.

Figure 1: Recording position and direction information in Minecraft

In this example, the coordinates and direction values are as follows: X = 32.2 ; Y = 71.7 ; Z = -232.7 ; Yaw = 67.5 ; Pitch = 8.2 (rounded to 1 decimal place).

"},{"location":"getting_started/your_first_render/#selecting-chunks","title":"Selecting Chunks","text":"

If Chunky isn't running yet, then launch it. You should see something like what is shown in Figure 2.

Figure 2: Chunky with no world loaded

Currently, no world is loaded into Chunky. Click on Change World, located in the Map View tab in the right panel to select a world to load. You should be presented with a window like the one shown in Figure 3.

Figure 3: The world selection dialog box

Once you have located the world, click on Load selected world. The Map tab will load an interactive map view of your world, as shown in Figure 4.

Figure 4: The map view of the loaded world

Select the dimension of your world that you want to render using the buttons in the right panel found in the Map View tab, and then select the chunks you wish to render using the controls listed below in the Map tab.

  • Left-click a chunk to select or deselect the chunk.

  • Hold Shift and Left-click and drag to select a rectangular area.

  • Hold Ctrl + Shift and Left-click and drag to deselect a rectangular area.

  • Left-click and drag to pan the map view across the world.

  • Zoom in and out using the scroll wheel.

  • Right-click to access a menu with a few options.

Selecting fewer chunks can decrease rendering time, but they will be completely missing from the render. Try to only select what the camera can see!

"},{"location":"getting_started/your_first_render/#setting-up-your-render","title":"Setting up your render","text":"

This part of the process is where you can customize settings to your heart's content. The guide will only cover the absolute basics, so it is recommended to experiment.

"},{"location":"getting_started/your_first_render/#loading-chunks","title":"Loading Chunks","text":"

To load chunks, either right click on the map view located in the center panel and click on New scene from selection, or click on Load selected chunks, which is found in the Scene tab in the left panel, which contains render controls. After loading the selected chunks, the center panel should automatically switch to the Render Preview tab, which displays a 3D preview of the chunks selected from your world. The progress bar at the bottom should be filled. The time it takes to load the selected chunks increases with the number of chunks selected.

Figure 5: The render preview

"},{"location":"getting_started/your_first_render/#a-few-settings-to-change","title":"A few settings to change...","text":"

There are a few options inside the Scene tab that you may wish to change.

Canvas size is the resolution you want the preview and the final render to be. Higher values take longer to render, so using a lower resolution, such as 960x540, can massively boost preview / test render performance. The x2 button can quickly double the measures of both dimensions to 1920x1080.

Save dump once every X is effectively an auto-save feature. Every time Chunky reaches an SPP value that is a multiple of X that you set, it will save your scene. Chunky will not render while dumping so do not set this too low unless you believe your system is unstable.

If you want to match the Chunky camera position to the player's position in-game, then Load entities > Players should be disabled.

"},{"location":"getting_started/your_first_render/#previewing","title":"Previewing","text":"

Pressing Start and allowing Chunky to render the scene for a few seconds to get an idea of how the render will look at the end is a good idea. You can always press Reset to return to changing settings.

"},{"location":"getting_started/your_first_render/#camera","title":"Camera","text":"

Next, open the Camera tab.

Figure 6: The Camera tab

Click the Position & Orientation dropdown to expand it. Unfortunately, you cannot simply copy the values taken from the Minecraft debug screen. A few adjustments must be made first, because there are some differences that must be accounted for. Below is a set of conversions:

Chunky Camera X = Minecraft X\nChunky Camera Y = Minecraft Y + 1.62\nChunky Camera Z = Minecraft Z\n\nChunky Camera Yaw = 90 - Minecraft Yaw\nCamera Pitch = Minecraft Pitch - 90\n

Using the above conversions with our example results in the following values:

Chunky Camera X = 32.2 ; Chunky Camera Y = 73.32 ; Z = -232.7 ; Yaw = 22.5 ; Pitch = -81.8

Enter the X-, Y-, and Z-coordinates for the camera into the three input fields on the Position row, pressing the Enter key after each one. Do the same with the Camera pitch and yaw values, but place them into the first two input fields of the Orientation row, pressing the Enter key after each one. If Load entities > Players in the Scene tab was enabled when you clicked Load selected chunks, then the camera may clip into the player after you enter the values, as shown in Figure 7.

Figure 7: Camera clipping into player

To remove the player, open the Entities tab, select the player which the camera is clipping into (likely the first and only one on the list), and then press the - button.

Figure 8: Player removed from the scene

The default Field of View (FoV) for Minecraft is 70 degrees vertical. Assuming a 16:9 aspect ratio for both Minecraft and the Chunky render canvas resolution, the camera view with the default Chunky FoV of 70 degrees and the Standard projection mode should match the view in Mincraft.

Dynamic FoV

If dynamic FoV is enabled in Minecraft, flying in Minecraft will increase the FoV. Disable dynamic FoV in Minecraft by setting FOV Effects in Video Settings to 0% to get the same FoV as in Chunky, assuming both FoV settings match.

"},{"location":"getting_started/your_first_render/#lighting","title":"Lighting","text":"

Open the Lighting tab.

Figure 9: The Lighting tab

Here you can adjust the amount of light the Sky, Emitters (torches, glowstone, etc.), and Sun produce. The default values should be perfect for daytime renders. Adjusting the Sun azimuth (yaw / rotation) and altitude (height) can change the lighting of the scene dramatically.

For this example, I will simply set the Sun altitude to 25.

Emitters can significantly increase render times, and often require a much higher SPP to look smooth! Not rendering long enough will leave much noise, or \"fireflies\".

"},{"location":"getting_started/your_first_render/#sky-and-fog","title":"Sky and Fog","text":"

Open the Sky & Fog tab.

Figure 10: The Sky & Fog tab

There is not too much to explain here. The Sky mode setting lets you chose between a simulated sky, solid color, color gradient, and skymaps / skycubes. Cloud X, Cloud Y, and Cloud Z control the location of the clouds, and Cloud size controls the size of the clouds, if they are enabled using Enable clouds. Fog density controls the thickness of the fog; set it to 0 to disable it. There is an example fog density listed as a guide. Fog produces much noise, so expect longer render times.

"},{"location":"getting_started/your_first_render/#water","title":"Water","text":"

Open the Water tab.

Figure 11: The Water tab

By default, the water will have a slight wave effect applied to it. You can disable it by enabling Still water. The Water visibility setting affects how far underwater you can see. The Water opacity setting controls how transparent the surface of the water is. Setting it to 0 makes the water clear, and setting it to 1 makes the water a solid color. By default, water color is biome-tinted, but you can override this by enabling Use custom water color.

"},{"location":"getting_started/your_first_render/#entities","title":"Entities","text":"

Open the Entities tab.

Adjust whatever you want in the entity tab to your liking. Press - to remove the selected entity from the render, and press + to add new entities.

Entities usually have a minimal effect on render times.

"},{"location":"getting_started/your_first_render/#materials-postprocessing-tabs","title":"Materials & Postprocessing tabs","text":"

These tabs shall not be covered in this guide. Explore and experiment on your own. Read the articles for the Materials tab and for the Postprocessing tab for more information.

"},{"location":"getting_started/your_first_render/#advanced","title":"Advanced","text":"

Open the Advanced tab.

Figure 12: The Advanced tab

Adjust the CPU utilization and Render threads as you see fit. Chunky renders solely using the CPU, though a GPU rendering plugin is in development.

If you plan to use your PC while it is rendering or have a weaker computer, then reduce the CPU utilization or the Render threads as you see fit. Typically, reducing the number of threads that Chunky uses provides much more control over actual system usage. Be aware that reduced CPU load and fewer threads can significantly increase render times!

Set Ray Depth to whatever you want. A value anywhere from 3 to 8 is usually good enough for most scenes. Increasing ray depth increases render times but improves accuracy and render quality; a balance is required.

Enable Shutdown computer when render completes if you want your computer to shut down after the target SPP has been reached.

If you are using Linux, then this option will have no effect unless you allow the shutdown command to run without needing sudo, since the shutdown command requires sudo permissions by default. For obvious reasons, Chunky won't store your sudo password for when it's time to execute the command. You can find a guide for allowing the shutdown command to run without sudo on the internet fairly easily.

You may wish to change the image Output mode here too.

"},{"location":"getting_started/your_first_render/#just-before-we-render","title":"Just before we render","text":"

Set the Target SPP to whatever you want.

SPP stands for Samples Per Pixel. Lower target SPP values will be reached sooner, but images rendered to lower SPP values may have more noise / grain / fireflies. A higher target SPP value will take longer to render to, but the image will be less noisy.

Typically, 32-1024 SPP is good for daylight renders without emitters (torches, lava, glowstone, etc.) enabled. For daylight renders with emitters, 4096-16384 SPP is better. For night-time renders or indoor renders with emitters, 16384 SPP or more is required to yield a sufficiently noise-free image.

"},{"location":"getting_started/your_first_render/#save-the-scene","title":"Save the scene","text":"

Figure 13: Scene name, save, and load controls

In the top left of the Chunky window, enter a more reasonable scene name in the Scene input field. Then click the Save button, which is marked with a blue disk icon. To load a scene, click on the Load scene button, which is marked with a blue disk icon with a green arrow.

"},{"location":"getting_started/your_first_render/#render","title":"Render","text":"

When you are ready, click Start, and wait for your beautiful image to be produced.

This could take anywhere between two minutes and two years. Sit tight!

Should you need to stop at any point, click Pause, wait for CPU usage to dip down to idle, and then click the Save button. Wait for Chunky to finish saving the scene. Then it is safe to close Chunky. Failure to do so can lead to loss of render progress if not saving dumps frequently.

"},{"location":"getting_started/your_first_render/#profit","title":"Profit!","text":"

You can use either Save current frame or Copy current frame at any point during the render progress to get your render. If the target SPP has been reached, then you can find the finished render in (assuming default locations):

  • Windows: \"C:\\Users\\<username>\\.chunky\\scenes\\<scene_name>\\snapshots\"

  • Linux: \"/home/<username>/.chunky/scenes/<scene_name>/snapshots\"

Alternatively, on the left control panel, inside the Scene tab, click Open Scene Directory.

Figure 14 shows the finished product of this guide with a few minor tweaks to the sky simulation, the addition of fog, changes to the lighting intensities and color, and changes to the water.

Figure 14: The finished render

This guide was adapted and updated from a guide by EmeraldSnorlax.

"},{"location":"license/","title":"License","text":"

Chunky itself is released under the GNU General Public License v3.0.

Except where otherwise noted, the content of the Chunky Manual is available under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.

When sharing parts of the manual, please attribute the \"Chunky Documentation Team\" and include a link to this manual.

"},{"location":"plugins/chunky_plugins/","title":"Chunky Plugins","text":"

The functionality of Chunky can be extended with plugins. Plugins can add new blocks, new post-processors, and even new renderer implementations.

Get plugins

"},{"location":"plugins/chunky_plugins/#installation","title":"Installation","text":"

Plugins are usually distributed as JAR files. To install a plugin, follow the instructions below.

  • Step 1: Download the plugin JAR file.

  • Step 2: Move the plugin to the \"plugins\" directory of the Chunky settings directory. If you do not know where it is located, then skip this step.

  • Step 3: Start the Chunky Launcher.

  • Step 4: Click the Manage plugins button to open the 'Plugin Manager' dialog box.

  • Step 5: If you completed Step 2, then follow Steps 8 through 9. If you did not complete Step 2, then continue to Step 6.

  • Step 6: The plugin should not be listed in the 'Plugin Manager' dialog box. Click the Add button.

  • Step 7: Browse for the plugin JAR file and select it.

  • Step 8: The plugin should be listed in the 'Plugin Manager' dialog box. Verify that the checkbox on its list entry is checked.

  • Step 9: Click Save. Chunky will attempt to load the plugin every time it is launched.

Repeat the process for any other plugins. Plugins are loaded in the order that they appear on the list. The loading order usually does not matter, but changing it can solve incompatibility problems in some cases. Read the documentations of the plugins that are being used for further information.

Figure 1: 'Plugin Manager' dialog box

"},{"location":"plugins/plugin_development/","title":"Plugin Development","text":"

A good way to start developing plugins is to take a look at the source code of existing plugins to dive into Chunky's plugin API. Interfaces and methods that are considered stable for plugin use are annotated with the @PluginApi annotation in Chunky's code.

If you have questions about the API or need any help, the #tech channel on our Discord server is a good place to start.

"},{"location":"plugins/plugin_development/#gradle-configuration","title":"Gradle configuration","text":"

To build a plugin for Chunky, you need, well, Chunky. More precisely, chunky-core is needed as a dependency1 in order to build the plugin (and also provide you code completion and javadoc). We recommend using Gradle, and a simple \"build.gradle\" config for a plugin could look like this:

apply plugin: 'java'\n\ncompileJava {\n  sourceCompatibility = JavaVersion.VERSION_1_8\n  targetCompatibility = JavaVersion.VERSION_1_8\n}\n\nrepositories {\n  mavenLocal()\n  mavenCentral()\n  maven {\n    url 'https://repo.lemaik.de/'\n  }\n}\n\ndependencies {\n  compileOnly 'se.llbit:chunky-core:2.4.0'\n}\n
"},{"location":"plugins/plugin_development/#plugin-manifest","title":"Plugin manifest","text":"

Similar to Bukkit plugins, Chunky plugins contain a manifest file that contains information about the plugin name, version, and, most importantly, which class of it Chunky should load. This file must be named \"plugin.json\" and be located at the root of the plugin JAR file.

{\n  \"name\": \"Demo Plugin\",\n  \"author\": \"You\",\n  \"main\": \"com.example.chunkydemoplugin.DemoPlugin\",\n  \"version\": \"1.0\",\n  \"targetVersion\": \"2.4.0\",\n  \"description\": \"A demo plugin.\"\n}\n

The fields should be pretty self-explanatory. The targetVersion is the version of Chunky that your plugin supports.2 If any other Chunky version is used, a warning will be printed to the console to notify the user, but Chunky will still attempt to load the plugin.

The fully-qualified class name in main is the main class of your plugin, which must implement the se.llbit.chunky.Plugin interface.

"},{"location":"plugins/plugin_development/#plugin-entrypoint","title":"Plugin entrypoint","text":"

For the demo plugin, the implementation could look like this. Note how the class name and package correspond to the main value from the manifest:

package com.example.chunkydemoplugin;\n\nimport se.llbit.chunky.Plugin;\nimport se.llbit.chunky.main.Chunky;\nimport se.llbit.chunky.main.ChunkyOptions;\nimport se.llbit.chunky.ui.ChunkyFx;\n\npublic class DemoPlugin implements Plugin {\n  @Override\n  public void attach(Chunky chunky) {\n    // TODO add your plugin functionality here\n  }\n\n  public static void main(String[] args) throws Exception {\n    // Start Chunky with this plugin attached\n    Chunky.loadDefaultTextures();\n    Chunky chunky = new Chunky(ChunkyOptions.getDefaults());\n    new DemoPlugin().attach(chunky);\n    ChunkyFx.startChunkyUI(chunky);\n  }\n}\n

About the main method

The main method is added only for convenience. This way, you can launch Chunky with this plugin enabled directly from within your IDE, which is also useful for attaching a debugger. When loading a plugin from a JAR, Chunky will create an instance of the plugin class and invoke the attach method. You should put all plugin initialization logic there.

"},{"location":"plugins/plugin_development/#demo-plugins","title":"Demo plugins","text":"

To demonstrate some features of the Plugin API, llbit created a few demo plugins.

  • Ambient Occlusion Plugin

  • Depth Buffer Plugin

  • Block Plugin Template

  • Tab Plugin Template

The Ambient Occlusion plugin and the Depth Buffer plugin use a deprecated API to add renderers to Chunky. The Chunky AOV plugin adds these renderers using the new API.

  1. leMaik's Maven repository contains all release builds of Chunky starting with 2.3.0 as well as the nightly builds as maven snapshots.\u00a0\u21a9

  2. Chunky doesn't support range checks yet but they may be added in the future. That would allow you to specify e.g. >= 2.4.0 for compatibility with 2.4.0 or later.\u00a0\u21a9

"},{"location":"plugins/plugin_list/","title":"Plugin List","text":"

Below is a list of known plugins. If a plugin is missing, feel free to add it to this page by submitting a pull request with all of the required information.

"},{"location":"plugins/plugin_list/#animation-plugin","title":"Animation Plugin","text":"

ThatRedox \u00b7 GitHub Repository \u00b7 Releases

This plugin adds functionality to render an animation without completely reloading the scene on every frame. It adds a Keyframe Editor tab, which allows creation and editing keyframes and an option to load JSON files from a folder.

The current release of the plugin functions normally when used with the Stable release or the Stable snapshot release of Chunky; however, there are glitches that occur when it is used with the Snapshot release of Chunky.

"},{"location":"plugins/plugin_list/#aov-plugin","title":"AOV Plugin","text":"

ThatRedox \u00b7 GitHub Repository \u00b7 Releases

This plugin adds Arbitrary Output Variable renderers to Chunky. The renderers added are listed below.

  • Albedo

  • Normal

  • Ambient Occlusion

  • Depth Buffer

"},{"location":"plugins/plugin_list/#bloom-plugin","title":"Bloom Plugin","text":"

aTom3333 \u00b7 GitHub Repository \u00b7 Releases

This plugin adds a bloom post-processing filter to Chunky.

Installation

The 0.2.1 release of the plugin requires the Stable release or the Stable snapshot release of Chunky, while the 0.3.0 release of the plugin requires the Snapshot release of Chunky.

"},{"location":"plugins/plugin_list/#bvh-plugin","title":"BVH Plugin","text":"

aTom3333 \u00b7 GitHub Repository \u00b7 Releases

This plugin adds an additional BVH to Chunky.

  • PACKED_SAH_MA: This BVH implementation is based on the SAH_MA implementation, and uses three to four times less memory than SAH_MA does, while also being slightly faster.
"},{"location":"plugins/plugin_list/#chunkycl-plugin","title":"ChunkyCL Plugin","text":"

ThatRedox \u00b7 GitHub Repository

This plugin adds a work-in-progress OpenCL ray tracer to Chunky. Not all blocks and features are supported.

Experimental

This plugin is in early beta state and does not support all Chunky features yet. Additionally, while this plugin is still available for download, as of now, it is not being actively supported or developed.

Renderer switching in Chunky 2.4.0 or later

As of Chunky 2.4.0, renderer switching is supported. The ChunkyCLRenderer of the ChunkyCL plugin cannot yet be used in conjunction with the Denoising Plugin, although loading both plugins concurrently does not cause an exception anymore.

Plugins which have not yet been updated to support the new addRenderer API feature (such as the Ambient Occlusion Plugin and Depth Buffer Plugin) are still supported and are added with the name of PluginRenderer.

"},{"location":"plugins/plugin_list/#debug-plugin","title":"Debug Plugin","text":"

ThatRedox \u00b7 GitHub Repository

This plugin adds tools to help developers debug Chunky.

Installation

This plugin does not have any releases, and must be built from source. Follow the instructions on the GitHub repository.

"},{"location":"plugins/plugin_list/#denoising-plugin","title":"Denoising Plugin","text":"

leMaik \u00b7 GitHub Repository \u00b7 Releases

This plugin adds AI denoiser functionality using Intel Open Image Denoise. It is very effective at reducing noise and can be used to effectively cut render times greatly.

Installation

  • Step 1: Download the correct release of the plugin from the GitHub repository for the version of Chunky on which you want the denoiser to run, and install it according to the plugin installation instructions.
Version Plugin Release Plugin File Chunky 2.4+ v0.4.0 chunky-denoiser.jar Chunky 2.0-2.3 v0.3.2 chunky-denoiser-chunky2.jar Chunky 1 v0.3.2 chunky-denoiser-chunky1.jar
  • Step 2: Download the Precompiled Intel Open Image Denoise Binary Packages for your OS. (for example, on Windows, it would be \"oidn-1.4.3.x64.vc14.windows.zip\".)

  • Step 3: Extract the OIDN ZIP file to a safe location on your computer, such as \"C:\\Program Files\\oidn-1.4.3.x64.vc14.windows\". Alternatively, you may optionally extract only \"oidnDenoise.exe\", \"OpenImageDenoise.dll\", and \"tbb12.dll\" to that chosen safe location. These are the minimum required files at the time of writing.

  • Step 4: Launch Chunky.

  • Step 5: Open the Denoiser tab in the left control panel.

  • Step 6: Click the ... button, and then browse for \"oidnDenoise.exe\", which is typically located in the \"bin\" folder of the extracted OIDN ZIP file.

"},{"location":"plugins/plugin_list/#discord-rich-presence","title":"Discord Rich Presence","text":"

leMaik \u00b7 GitHub Repository \u00b7 Releases

This plugin adds Discord rich presence integration to Chunky.

Installation

  • Step 1: Download the correct release of the plugin from the GitHub repository for the version of Chunky on which you want the plugin to run, and install it according to the plugin installation instructions. Make sure that the plugin is last in the list of plugins selected to be loaded to avoid problems.
Version Plugin Release Chunky 2.4+ v1.1.0 Chunky 2.0-2.3 v1.0.0
  • Step 2: Launch Chunky and render normally.
"},{"location":"plugins/plugin_list/#editor-plugin","title":"Editor Plugin","text":"

NotStirred \u00b7 GitHub Repository \u00b7 Releases

This plugin adds world editing functionality that is intended to replace the current editing functionality that is native to Chunky.

"},{"location":"plugins/plugin_list/#excel-plugin","title":"Excel Plugin","text":"

aTom3333 \u00b7 GitHub Repository \u00b7 Releases

This plugin adds an ODS Output mode to Chunky so that an \"image viewer\" like Excel can view the render.

"},{"location":"plugins/plugin_list/#jpegxl-plugin","title":"JPEGXL Plugin","text":"

aTom3333 \u00b7 GitHub Repository

This plugin adds a JPEG-XL Output mode to Chunky.

Installation

This plugin does not have any releases, and must be built from source. Follow the instructions on the GitHub repository.

"},{"location":"plugins/plugin_list/#magick-export-plugin","title":"Magick Export Plugin","text":"

ShirleyNekoDev \u00b7 GitHub Repository \u00b7 Releases

This plugin is a work-in-progress plugin that adds more render Output modes, such as OpenEXR and PNG16, using ImageMagick or GraphicsMagick.

"},{"location":"plugins/plugin_list/#octree-plugin","title":"Octree Plugin","text":"

aTom3333 \u00b7 GitHub Repository \u00b7 Releases

This plugin adds more octree implementations with a range of uses and benefits. See the GitHub repository for more information and on the different octree implementations and their uses. Notable implementations include those listed below.

  • Disk Implementation: This implementation caches the octree to disk. It is extremely slow compared to other octree implementations, but it bypasses memory limits when loading large chunk selections.

  • Garbage-collected Implementation: This implementation is generally faster during octree creation and octree loading. The peak memory usage of this implementation is higher, however.

  • Dictionary Implementation: This implementation uses less memory than PACKED does. It is slightly slower while rendering and loading, however.

  • Small DAG Implementation: This implementation uses even less memory than DICTIONARY does. It is slightly slower while rendering and loading, however.

One more option is available but is not listed here. Further information is located in the GitHub repository.

"},{"location":"plugins/plugin_list/#schematics-plugin","title":"Schematics Plugin","text":"

ShirleyNekoDev \u00b7 GitHub Repository \u00b7 Releases

This plugin allows loading of Minecraft schematic files as scenes. Schematic formats supported by the plugin include MCEdit Schematics (\"Alpha\" / legacy world format); and Sponge Schematics.

Experimental

This plugin is still in alpha stage, and there are several known issues. See the GitHub repository for more information.

Installation

This plugin only works with the Snapshot release of Chunky.

  • Step 1: Download the plugin from the GitHub repository and install it according to the plugin installation instructions.
"},{"location":"reference/technical/scene_format/","title":"Scene Format","text":""},{"location":"reference/technical/scene_format/#dump","title":"Dump","text":"

The \".dump\" file stores a header containing width, height, SPP, render time; and the actual dump, which is three \"doubles\" per pixel. Doubles are double-precision floating-point format (sometimes called FP64 or float64).

"},{"location":"reference/technical/scene_format/#old-dump-format","title":"Old Dump Format","text":"

GZIP stream of header + dump stored in column major order

"},{"location":"reference/technical/scene_format/#new-dump-format","title":"New Dump Format","text":"

0x44 0x55 0x4D 0x50 <1 as int> <header> <dump compressed with fpc magic>

"},{"location":"reference/technical/scene_format/#header","title":"Header","text":"

<width int> <height int> <spp int> <render time in millis long>

"},{"location":"reference/technical/scene_format/#octree","title":"Octree","text":"

The octree file is GZIP-compressed and contains a version integer, block palette, world octree, water octree, grass tinting, foliage tinting, and water tinting data. The first 4 bytes are a version number and currently must be between v3 and v6. v3-v4 octrees are currently converted to v5 for loading, as data nodes (only used for water and lava) were replaced by new per-variant types.

There are a few different octrees that are available within Chunky. These are NODE (legacy), PACKED (default), and BIGPACKED, all which have different pros and cons. Available octrees can be expanded via plugins such as aTom3333's Octree plugin.

There are a few different BVH build methods available within Chunky. Thses are SAH_MA (default), SAH, and MIDPOINT, all which have different pros and cons. Available BVHs can be expanded via plugins such as aTom3333's BVH plugin.

"},{"location":"reference/technical/scene_format/#octree-format","title":"Octree Format","text":"

<version int> <block palette data> <world octree data> <water octree data> <grass tinting data> <foliage tinting data> <water tinting data if version >= 4>

The section of code

"},{"location":"reference/technical/scene_format/#block-palette-data","title":"Block Palette Data","text":"

Stores NBT tags for each block.

<version int == 4> <number of block types> <Serialized NBT tags for each block in order>

"},{"location":"reference/technical/scene_format/#world-and-water-octree-data","title":"World and water Octree Data","text":"

\"octree is pretty complex lol\"

\"The octree itself is something like storing it depth first with 0xFFFF FFFF as a node and the type if it is a leaf.\"

"},{"location":"reference/technical/scene_format/#world-tint-textures","title":"World / Tint Textures","text":"

Stores tint colors for grass, foliage, and water as WorldTexture.

<number of tiles (chunks)> for each tile: <chunk x coordinate int> <chunk y coordinate int> <chunk texture in x major order, rgb as floats in linear color space>

"},{"location":"reference/technical/scene_format/#emittergrid","title":"Emittergrid","text":"

The \".emittergrid\" is only generated if Emitter Sampling Strategy is set to ONE or All. Is also GZIP-compressed.

  • Version 0 - <version as int> <grid size as int> <cell size as int> for each emitter position <positions as ints, -x, -y, -z corner, +0.5 to get center> for each grid <number of emitters in grid, index of emitters in positions array>

  • Version 1 -<version as int> <cell size as int> <grid offset x> <grid size x> <grid offset y> ...

  • Version 2 - <x,y,z center float, radius as float> for emitter position

"},{"location":"reference/technical/scene_format/#scene-description-format-sdf","title":"Scene Description Format (SDF)","text":"

Most of the settings in Chunky scenes are stored in Scene Description files using a JSON-based file format. This page documents the SDF file format. The documentation is currently incomplete, and may lag behind the current Chunky version as new versions are released. Check the version history at the end of this page to see the latest updates made to the SDF documentation.

SDF JSON files are stored in the scene directory and the filename is based on the scene name with .json appended. For example, the JSON file for a scene named \"MyScene\" would be \"MyScene.json\".

"},{"location":"reference/technical/scene_format/#structure","title":"Structure","text":""},{"location":"reference/technical/scene_format/#general","title":"General","text":"Key Value range Default value Description sdfVersion Integer 9 Scene Description Format (SDF) version name String Scene name width Integer 400 Canvas width height Integer 400 Canvas height yClipMin Integer Clipping world when loading into scene yClipMax Integer Clipping world when loading into scene yMin Integer Slicing map view (impacts octree offset) yMax Integer Slicing map view (impacts octree offset) exposure Number 1 Camera exposure postprocess {\"NONE\", \u201cTONEMAP2\u201d, \"GAMMA\", \"TONEMAP3\", \"TONEMAP1\"} \u201cGAMMA\u201d Tonemapping operator outputMode {\"PNG\", \"TIFF_32\", \u201cPFM\u201d} \u201cPNG\u201d Image output mode renderTime Number Current cumulative rendering time spp Integer Current samples per pixel (SPP) sppTarget Integer 1000 Render SPP target rayDepth Integer 5 Ray recursion depth pathTrace Boolean false Rendering mode (true = path tracing, false = preview) dumpFrequency Integer 500 How often the current render state is saved (samples per state save) saveSnapshots Boolean false Whether a snapshot image is saved for each render dump emittersEnabled Boolean false Whether emitters should emit light or not emitterIntensity Number 13.0 Controls intensity of emitters sunEnabled Boolean true Whether the sun should emit light or not stillWater Boolean false Whether water should be still or wavy waterOpacity Number {0 to 1} 0.42 Opacity of water waterVisibility Number 9.0 Distance rays can travel in water in blocks useCustomWaterColor Boolean false Toggle between biome tinted water and custom water color waterColor RGB Object See below fogColor RGB Object See below fastFog Boolean true Faster fog algorithm biomeColorsEnabled Boolean true Enable biome tint transparentSky Boolean false Treat sky as transparent fogDensity Number 0.0 Fog density skyFogDensity Number {0 to 1} 1.0 Controls the amount fog blends into the sky waterWorldEnabled Boolean false Enable water world waterWorldHeight Number 63.0 Controls height of water world waterWorldHeightOffsetEnabled Boolean true Applies Minecraft water offset waterWorldClipEnabled Boolean true renderActors Boolean true world World Object See below camera Camera Object See below sun Sun Object See below sky Sky Object See below cameraPresets Array of Camera Preset Objects See below materials Material Array Object See below chunkList Array of integer arrays Chunks in the scene entities Array of Entity Objects Static entities in the scene, e.g. paintings actors Array of Actor Objects Posable entities such as players. entityLoadingPreferences entityLoadingPreferences Object See below octreeImplementation {\u201cPACKED\u201d, \u201cNODE\u201d, \u201cBIGPACKED\u201d} \u201cPACKED\u201d Octree implementation to use bvhImplementation {\u201cSAH_MA\u201d, \u201cSAH\u201d, \u201cMIDPOINT\u201d} \u201cSAH_MA\u201d BVH implementation to use emitterSamplingStrategy {\u201cNONE\u201d, \u201cONE\u201d, \u201cALL\u201d} \u201cNONE\u201d Enables NEE for emitters for one or all per bounce preventNormalEmitterWithSampling Boolean true Attempts to prevent normal emitters and just use NEE animationTime Number 0.0 renderer {\u201cPathTracingRenderer\u201d} \u201cPathTracingRenderer\u201d Change renderer used for path tracing previewRenderer {\u201cPreviewRenderer\u201d} \u201cPreviewRenderer\u201d Change renderer used for previews additionalData {} {} Unknown"},{"location":"reference/technical/scene_format/#rgb-object","title":"RGB Object","text":"Key Value range red Number {0 to 1} green Number {0 to 1} blue Number {0 to 1}"},{"location":"reference/technical/scene_format/#world-object","title":"World Object","text":"Key Value range path String dimension Integer {0 to 2}"},{"location":"reference/technical/scene_format/#camera-object","title":"Camera Object","text":"Key Value range Default value Description name String \u201ccamera 1\u201d position XYZ Object See [below](#xyz-objec orientation Direction Object See below projectionMode {\"PINHOLE\", \"PARALLEL\", \"FISHEYE\", \"STEREOGRAPHIC\", \"PANORAMIC\", \"PANORAMIC_SLOT\", \u201cODS_LEFT\u201d, \u201cODS_RIGHT\u201d} \u201cPINHOLE\u201d Camera projection mode fov Number 70.0 Field of View dof Number \"Infinity\" Depth of Field, also accepts numbers like \"0.0\" focalOffset Number 2.0 Distance to target shift XY Object See XYZ object"},{"location":"reference/technical/scene_format/#xyz-object","title":"XYZ Object","text":"

Note - XY Object is a XYZ Object just without the Z component.

Key Value range x Number y Number z Number"},{"location":"reference/technical/scene_format/#direction-object","title":"Direction Object","text":"Key Value range Description roll Number In radians pitch Number In radians yaw Number In radians"},{"location":"reference/technical/scene_format/#sun-object","title":"Sun Object","text":"Key Value range Default value Description altitude Number {0 to PI/2} 1.0471975511965976 The direction to the sun above the horizon (60 degrees in radians) azimuth Number {0 to 2PI} 1.2566370614359172 The direction to the sun measured from north (-72 degrees in radians) intensity Number 1.25 Sunlight scaling factor color RGB Object See above drawTexture boolean true Whether to draw the resource pack texture for the sun or not"},{"location":"reference/technical/scene_format/#sky-object","title":"Sky Object","text":"Key Value range Default value Description skyYaw Number {0 to 2PI} 0.0 Offset angle for the sky map in radians skyMirrored Boolean true Enables mirroring of the skymap at the horizon (use when the vertical skymap angle is 90 degrees) skyLight Number 1.0 Sky light scaling factor mode {\"SIMULATED\", \"SOLID_COLOR\", \u201cGRADIENT\u201d, \u201cSKYMAP_PANORAMIC\u201d, \u201cSKYMAP_SPHERICAL\u201d, \u201cSKYBOX\u201d, \u201cBLACK\u201d} \"SIMULATED\" Sky rendering mode horizonOffset Number 0.0 Offset the horizon to simulate a curved earth. This helps hiding the horizon below distant objects. cloudsEnabled Boolean false Enable clouds cloudSize Number 64.0 Scale cloud map cloudOffset XYZ Object See above gradient Array of Gradient Objects See below color \u201cRGB\u201d Object Not really an RGB object.. but kinda? simulatedSky {\"Preetham\", \u201cNishita\u201d} \"Preetham\" Select method of rendering a simulated sky skyCacheResolution Integer 128 Internal resolution to be used for simulated sky, is interpolated skymap String Path to skymap skybox Array of six Strings Array of six paths to skybox images"},{"location":"reference/technical/scene_format/#gradient-object","title":"Gradient Object","text":"Key Value range rgb String (RGB HEX) pos Number"},{"location":"reference/technical/scene_format/#camera-preset-object","title":"Camera Preset Object","text":"Key Value range Default value Description \"camera object: name\" Camera Object \"camera name\" is the value of the name field"},{"location":"reference/technical/scene_format/#material-array-object","title":"Material Array Object","text":"Key Value range Default value Description \"block / entity name\" Material Object Ie \"minecraft:acacia_log\": {...}"},{"location":"reference/technical/scene_format/#material-object","title":"Material Object","text":"Key Value range Default value Description emittance Number {0+} How much light the material emits specular Number {0 to 1} Specular reflection coefficient roughness Number {0 to 1} Blurriness of reflection ior Number Index of refraction metalness Number {0 to 1} Percentage of rays tinted by material color (complex fresnel)"},{"location":"reference/technical/scene_format/#entity-object","title":"Entity Object","text":"Key Value range Default value Description kind String Minecraft entity name position XYZ Object See above rotation Integer Entity rotation design Banner Design Object See below text Array of four Text Objects See below direction Integer Entity rotation material {\u201coak\u201d, \"dark_oak\"} TODO Sign Material art String Minecraft art ID angle Number art angle? Legit just at n90 degrees. placement Integer Head placement? skin String Head texture URL"},{"location":"reference/technical/scene_format/#banner-design-object","title":"Banner Design Object","text":"Key Value range Default value Description base Integer Banner base patterns Arrange of Patterns Object See below"},{"location":"reference/technical/scene_format/#patterns-object","title":"Patterns Object","text":"Key Value range Default value Description pattern {\"b\", \"bs\", \"ts\", \"ls\", \"rs\", \"cs\", \"ms\", \"drs\", \"dls\", \"ss\", \"cr\", \"sc\", \"ld\", \"rud\", \"lud\", \"rd\", \"vh\", \"vhr\", \"hh\", \"hhb\", \"bl\", \"br\", \"tl\", \"tr\", \"bt\", \"tt\", \"bts\", \"tts\", \"mc\", \"mr\", \"bo\", \"cbo\", \"bri\", \"gra\", \"gru\", \"cre\", \"sku\", \"flo\", \"moj\", \"glb\", \"pig\"} Banner pattern code color Integer"},{"location":"reference/technical/scene_format/#text-object","title":"Text Object","text":"Key Value range text String color Integer"},{"location":"reference/technical/scene_format/#actor-object","title":"Actor Object","text":"Key Value range Default value Description kind String Minecraft posable name position XYZ Object See above scale Number Scale actor headScale Number Scale actor head showArms Boolean Hide / show actor arms gear Array of Gear Objects See below pose Pose Object See below invisible Boolean If actor is invisible noBasePlate Boolean If armour_stand base plate is visible"},{"location":"reference/technical/scene_format/#gear-object","title":"Gear Object","text":"Key Value range Default value Description head ID_Skin Object \u201chead\u201d OR {\u201cfeet\u201d, \u201clegs\u201d, \u201cchest\u201d} \u201cid\u201d: \u201c...\u201d Minecraft item ID"},{"location":"reference/technical/scene_format/#id_skin-object","title":"ID_Skin Object","text":"Key Value range Default value Description id String \u201cminecraft:player_head\u201d skin String URL for skin texture"},{"location":"reference/technical/scene_format/#pose-object","title":"Pose Object","text":"Key Value range Default value Description all Array of three Numbers Array of parts Roll, Pitch, and Yaw head Array of three Numbers Array of parts Roll, Pitch, and Yaw chest Array of three Numbers Array of parts Roll, Pitch, and Yaw leftArm Array of three Numbers Array of parts Roll, Pitch, and Yaw rightArm Array of three Numbers Array of parts Roll, Pitch, and Yaw leftLeg Array of three Numbers Array of parts Roll, Pitch, and Yaw rightLeg Array of three Numbers Array of parts Roll, Pitch, and Yaw"},{"location":"reference/technical/scene_format/#entityloadingpreferences-object","title":"entityLoadingPreferences Object","text":"Key Value range Default value Description se.llbit.chunky.entity.Book true Whether to load book entities se.llbit.chunky.entity.ArmorStand true Whether to load armor stand entities se.llbit.chunky.entity.PaintingEntity true Whether to load painting entities se.llbit.chunky.entity.PlayerEntity true Whether to load player entities other true Whether to load \u201cother\u201d entities"},{"location":"reference/technical/scene_format/#scripting","title":"Scripting","text":"

A simple way to process scene files is by using a scripting language such as Python. For example, below is a Python script that generates individual scenes for each chunk in a square grid of chunks. The script uses an original scene as template for the new scenes.

import json\nimport os.path\noriginal_scene = 'D:\\Users\\Jesper\\.chunky\\scenes\\shore-sun.json'\nscene_dir = os.path.abspath(os.path.join(original_scene, os.pardir))\nwith open(original_scene, 'r') as f:\n    scene = json.load(f)\nfor x in range(-10, 1):\n    for z in range(110, 119):\n        scene_name = 'chunk_%dx_%dz' % (x, z)\n        scene['name'] = scene_name\n        scene['chunkList'] = [ [ x, z ] ]\n        scene['spp'] = 0\n        scene['renderTime'] = 0\n        new_scene = os.path.join(scene_dir, scene_name + '.json')\n        print('Writing scene file %s' % new_scene)\n        with open(new_scene, 'w') as f:\n            json.dump(scene, f)\n
"},{"location":"reference/technical/scene_format/#version-history","title":"Version History","text":"
  • Version 2 (Chunky 1.2.0 to 1.2.3)
  • Version 3 (Chunky 1.3-alpha1 to 1.3.3)
  • Version 4 (Chunky 1.3.4)
    • removed clearWater (Boolean)
    • added waterOpacity (Number)
    • added waterVisibility (Number)
    • added waterColor (RGB Object)
    • added useCustomWaterColor (Boolean)
  • Version 5 (Chunky 1.3.5-alpha5)
    • removed atmosphereEnabled (Boolean)
    • removed volumetricFogEnabled (Boolean)
    • added fogDensity (Number)
    • added fogColor (RGB Object)
    • added fastFog (Boolean)
  • Version 6 (Chunky 1.3.5-alpha5)
    • Changed postprocess from Integer to Enum
    • Added outputMode (Enum)
  • Version 7 (Chunky 1.3.8)
    • Added renderActors (Boolean)
    • Added actors (Array of Entity Objects)
  • Version 8 (Chunky 1.4.3)
    • Added materials (material properties)
  • Version 9 (Chunky 1.4.4)
    • Changed entity pose format.
    • Added entity armor items.
"},{"location":"reference/user_interface/chunky/chunky_gui/","title":"Chunky GUI","text":"

The GUI of Chunky is built using JavaFX and is separated into three main resizable control panels. These panels have tabs which contain additional controls. The control panel on the left contains render controls, the control panel in the middle contains the world map view and the render preview, and the control panel on the right contains general controls. Scene management controls are at the top of the window, and information about render progress is displayed at the bottom of the window, along with a render progress bar.

Figure 1: The Chunky GUI

"},{"location":"reference/user_interface/chunky/map/","title":"Map","text":"

The Map tab is the default view when Chunky is launched. It displays a 2D overhead view of the currently-loaded world. From this tab, chunk selections are made before being loaded.

Figure 1: The Map view

The map will display one of two display modes, depending on the map Scale. At a map scale of 13 or greater, Chunky will display individual blocks of the world (albeit in a simplified manner), and at a map scale of 12 or less, Chunky will display the biome map of the world, like the one in Figure 2.

Figure 2: The biome map

  • Left-click and drag: Move the map view.

  • Left-click: Select or deselect a chunk, if the map scale is 16 or greater; or region, if the map scale is 15 or less.

  • Shift + Left-click and drag: Create a resizable rectangular chunk selection. Shift does not need to be held down continuously after the resizable rectangle appears. Upon release of left-click, a selection of chunks is made.

  • Ctrl + Shift + Left-click and drag: Create a resizeable rectangular \"de-selection\". Upon release of left-click, the chunks within the rectangular de-selection will be removed from the selection.

  • Mouse wheel: Changes the map scale (zoom). Alternatively, the Scale control can be used.

  • Right-click: Opens a context menu with some selection- and scene-related options.

Figure 3: Map view controls

Prior to left-clicking, an outline of the highlighted chunk will be shown.

After left-clicking, the outline will be filled in and selected.

Prior to left-clicking, an outline of the highlighted region will be shown.

After left-clicking, the region outline will be filled in and selected.

Resizable selection

"},{"location":"reference/user_interface/chunky/map/#right-click-menu","title":"Right-click Menu","text":"

Right-clicking in the map opens a context menu containing some selection- and scene-related options.

Figure 4: Map tab right-click menu

  • New scene from selection: Creates a new scene from the selected chunks.

  • Clear selection: Clears the chunk selection.

  • Move camera here: Moves the scene camera selected in the Camera tab to the coordinates of the right-click.

  • Select camera-visible chunks: Selects the chunks visible to the scene camera and currently visible in the map view.

"},{"location":"reference/user_interface/chunky/map/#details","title":"Details","text":"

The map view displays a box containing information about the chunk, if any, and the block, if any, that the cursor is hovering over, and the size of the current chunk selection.

Figure 5: The map view details box

The three lines in the box provide the following information:

  1. The coordinates of the chunk that the cursor is hovering over; and the biome that is at the location of the block that is at Y = 0 and the X- and Z-coordinates of the block over which the cursor is hovering.

  2. The X- and Z-coordinates of the block over which the cursor is hovering.

  3. The number of chunks that are currently selected.

"},{"location":"reference/user_interface/chunky/render_preview/","title":"Render Preview","text":"

The render preview displays an interactive 3D preview of the loaded chunks. While a render is in progress, it will display the live progress of the render.

Figure 1: The render preview

Chunky will automatically switch to the render preview once selected chunks are loaded or a different scene is loaded. If a \"scene.dump\" file (render progress) has been saved for the loaded scene, then the render preview will display the state of the render at the point where it was saved. If no \"scene.dump\" file exists for that scene, then Chunky will generate a preview of the loaded chunks based on the camera settings, with crosshairs in the center for targeting.

Figure 2 shows the render preview displaying live render progress.

Figure 2: The render preview displaying live render progress

  • Right-click: Opens a context menu with camera and canvas appearance controls.
"},{"location":"reference/user_interface/chunky/render_preview/#camera-controls","title":"Camera Controls","text":"
  • Left-click and drag: Changes the view angle of the camera.

  • Scroll wheel: Changes the camera FoV.

"},{"location":"reference/user_interface/chunky/render_preview/#movement-controls","title":"Movement Controls","text":"
  • W: Move forward one block.

  • S: Move backward one block.

  • A: Strafe left one block.

  • D: Strafe right one block.

  • R: Move upward one block.

  • F: Move downward one block.

Modifier Controls

Hold down a modifier key to multiply the movement of the camera when using the movement controls.

  • Shift: 0.1x blocks

  • Ctrl: 100x blocks

  • Ctrl + Shift: 10x blocks

"},{"location":"reference/user_interface/chunky/render_preview/#right-click-menu","title":"Right-click Menu","text":"

Right-clicking the render preview displays a context menu containing some camera controls and some canvas appearance controls.

Figure 3: The render preview right-click menu

  • Set target: Changes the currently-targeted object to the object of the right-click. This is useful for Autofocus.

  • Show Guides: Enables an overlay that displays guidelines that divide the canvas into thirds to help compose shots.

  • Canvas scale: Sets the apparent canvas size to fixed scale values between 25% and 400%.

    • 25%

    • 50%

    • 75%

    • 100%

    • 150%

    • 200%

    • 300%

    • 400%

    • Fit to Screen: (Default) Automatically scales the canvas to fit inside the bounds of the render preview tab.

"},{"location":"reference/user_interface/chunky/render_preview/#details","title":"Details","text":"

The render preview displays a box containing information about the currently-targeted object, if any, and camera information, in the lower left-hand corner.

Figure 4: The render preview details box

The four lines in the box provide the following information:

  1. Distance to the currently-targeted object in meters (blocks).

  2. Block ID and blockstate of the currently-targeted block, if any (does not include entities).

  3. Location of the camera in Minecraft coordinates.

  4. Direction the camera is facing.

"},{"location":"reference/user_interface/chunky/scene_management/","title":"Scene Management","text":"

The scene management controls are located above the three control panels, near the top of the window.

Figure 1: Scene Management Controls

  • Scene: (name): Input field for the name of the currently-loaded scene. Press Enter to apply.

  • Save Scene: Saves the currently-loaded scene, including any render progress.

  • Load Scene: Opens the 'Select 3D Scene' dialog box.

  • Save current frame: Opens a 'Save As' dialog box to save the current frame of the render preview, the output file format of which can be selected.

  • Copy current frame: Copies the current frame of the render preview to the clipboard in the PNG file format.

"},{"location":"reference/user_interface/chunky/scene_management/#select-3d-scene","title":"Select 3D Scene","text":"

The 'Select 3D Scene' dialog box, shown in Figure 2, displays a list of all detected scenes in Chunky's \"scenes\" directory, along with some render progress details for each scene, and more scene management controls at the bottom.

Figure 2: 'Select 3D Scene' dialog box

The column headers can be clicked to reorder the scenes by any listed detail. A scene in the list can be clicked to select it.

  • Delete: Displays a confirmation prompt for the user to delete the currently-selected scene.

  • Export: Opens a 'Save As' dialog box to save the currently-selected scene as a ZIP file to another location.

  • Cancel: Closes the 'Select 3D Scene' dialog box.

  • Load selected scene: Loads the currently-selected scene, including any saved render progress. Alternatively, the scene can be loaded by double-clicking its list entry.

"},{"location":"reference/user_interface/chunky/menu_bar/file/","title":"File (Scene Management)","text":"

The scene management controls are located in the menu bar at the top of the window, under the File dropdown menu.

Figure 1: The File menu (Scene management controls)

  • File: Opens a dropdown menu that contains scene management controls.

    • Load...: Opens the 'Load Chunky Scene' dialog box. Alternatively, use the key combination Ctrl + O.

    • Load from file...: Opens a file explorer dialog box to browse for a \"scene.json\" file to load a scene. Alternatively, use the key combination Ctrl + Shift + O.

    • Save: Saves the currently-loaded scene, including any render progress. If the currently-loaded scene has not previously been saved, then this control will save the scene with an automatically-generated name. Alternatively, use the key combination Ctrl + S while the Render Preview tab is not in focus.

    • Save as...: Opens the 'Save scene as...' dialog box, which allows the currently-loaded scene, including any render progress, to be saved as a new scene with a new name. The new scene becomes the currently-loaded scene. Alternatively, use the key combination Ctrl + Shift + S while the Render Preview tab is not in focus.

    • Save a copy...: Opens the 'Save a copy...' dialog box, which allows the currently-loaded scene, including any render progress, to be saved as a new scene with a new name. The new scene is not loaded into Chunky, and the currently-loaded scene remains loaded.

    • Quit: Quits Chunky. Note that this does not save any render progress. Alternatively, use the key combination Ctrl + Q.

"},{"location":"reference/user_interface/chunky/menu_bar/file/#load-chunky-scene","title":"Load Chunky Scene","text":"

The 'Load Chunky Scene' dialog box, shown in Figure 2, displays a list of all detected scenes in the \"scenes\" directory of the Chunky settings directory, along with some render progress details for each scene, and more scene management controls at the bottom.

Figure 2: 'Load Chunky Scene' dialog box

The column headers can be clicked to reorder the scenes by any listed detail. A scene in the list can be clicked to select it.

  • Change scenes directory: Opens a file explorer dialog box to select a directory to which Chunky should save scenes.

  • Open scenes directory: Opens the directory to which Chunky saves scenes.

  • Delete: Displays a confirmation prompt for the user to delete the currently-selected scene.

  • Export: Opens a 'Save As' dialog box to save the currently-selected scene as a ZIP file to another location.

  • Cancel: Closes the 'Load Chunky Scene' dialog box.

  • Load selected scene: Loads the currently-selected scene, including any saved render progress. Alternatively, the scene can be loaded by double-clicking its list entry.

"},{"location":"reference/user_interface/chunky/menu_bar/help/","title":"Help (Chunky Resources)","text":"

Information about Chunky and links to online Chunky resources are located in the menu bar at the top of the window, under the Help dropdown menu.

Figure 1: The Help menu (Chunky resources)

  • Help: Opens a dropdown menu that contains links to online resources and Chunky information.

    • Chunky Manual: A link to the Chunky Manual (this website).

    • jackjt8's Guide to Chunky: A link to jackjt8's Guide to Chunky, which contains documentation on advanced rendering techniques.

    • GitHub Repo: A link to the Chunky repository on GitHub.

    • Issue Tracker: A link to the Issues page of the Chunky repository.

    • Chunky Subreddit: A link to the r/chunky subreddit.

    • Discord Server: An invite link to the Chunky Discord server.

    • About: Opens the 'About Chunky' window.

"},{"location":"reference/user_interface/chunky/render_controls/","title":"This page no longer exists.","text":"

Unlike in earlier versions of the manual, the Render Controls article has been broken down into separate pages. This page only exists as a redirection point to the parts of the guide that exist.

"},{"location":"reference/user_interface/chunky/render_controls/#render-controls","title":"Render Controls","text":"

Scene

Lighting

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"},{"location":"reference/user_interface/chunky/render_controls/advanced/","title":"Render Controls - Advanced","text":"

The Advanced tab contains advanced controls for Chunky and the render.

Figure 1: The Advanced tab

  • Render threads: Changes the number of threads that Chunky should use for rendering. Chunky must be restarted for changes to take effect.

  • CPU utilization: Attempts to change the maximum CPU usage of each render thread by adding sleep cycles to the rendering process. It is recommended to use Render threads for more predictable CPU usage scaling.

  • Ray depth: Changes the maximum number of times a ray is allowed to bounce around the scene before being terminated or exiting into the sky. Greater values increase render accuracy and render quality at the cost of rendering performance. Typically, values from 3 to 6 are enough for outdoor scenes, while indoor scenes benefit from greater values, such as 10.1

  • Merge render dump: Opens a file explorer dialog box to browse for a \"scene.dump\" file to merge the render progress contained therein with the render progress of the currently-loaded scene, even if there is no progress. The resolution of the render dump must match the resolution of the render canvas of the current scene. This function is useful for multi-PC rendering.2

  • Shutdown computer when render completes: Changes whether the computer shuts down after the target SPP has been reached and the scene has been saved.3

  • Fast fog: Changes the formula for fog rendering, which can improve rendering performance at the cost of fog quality. This decrease in fog quality is usually only noticeable when fog is viewed through alpha (transparent) textures.

  • Sky cache resolution: Changes the resolution of the simulated sky, when the Sky mode in the Sky & Fog tab is set to Simulated. Larger values increase the accuracy of the simulation at the cost of render performance.

  • Current animation time: Changes the virtual time, measured in seconds, in the scene, which causes animated textures to change according to its value. Positive values beyond the range of the slider can be entered into the associated input field.

  • Output mode: Dropdown menu to select the image format in which Chunky should save the render once the target SPP is reached.

    • PFM: Sets Chunky to save the render in PFM (Portable FloatMap) format. This format is a RAW format, with 96 bits per pixel (HDR). It is mainly used in conjunction with the Denoiser plugin and OIDN.

    • PNG: Sets Chunky to save the render in PNG (Portable Network Graphics) format. This format is a lossless format, with 24 bits per pixel (SDR). It often maintains original quality with relatively small file size and is often used on websites.

    • TIFF_32: Sets Chunky to save the render in TIFF_32 format. This format is a RAW format, with 96 bits per pixel (HDR).

Other output formats can be added to Chunky using plugins.

  • Octree implementation: Dropdown menu to select the type of octree used to store world block data for the scene. Chunks must be reloaded for changes to take effect.

    • BIGPACKED: Sets Chunky to use a BIGPACKED octree to store world block data for the scene. BIGPACKED is not as memory-efficient as PACKED, requiring twice as much memory as PACKED, but there is no limitation on its size.

    • NODE: Sets Chunky to use a NODE octree to store world block data for the scene. NODE is the legacy octree implementation; it is not memory-efficient, but there is no limitation on its size.

    • PACKED: Sets Chunky to use a PACKED octree to store world block data for the scene. PACKED is the default octree implementation; it is more memory-efficient than both NODE and BIGPACKED, but it is limited to a maximum octree size of 231 nodes, or about 400,000 chunks.

Other octree implementations can be added to Chunky using plugins.

  • BVH build method: Dropdown menu to select the method used to build the BVH of the scene, which contains the \"entities\" in the scene. Chunks must be reloaded for changes to take effect.

    • SAH_MA: Sets Chunky to use the SAH_MA method to build the BVH of the scene. SAH_MA is the default BVH build method; it is fast and nearly optimal.

    • SAH: Sets Chunky to use the SAH method to build the BVH of the scene. SAH is a slow and non-optimal build method, as well as a bugged one.

    • MIDPOINT: Sets Chunky to use the MIDPOINT method to build the BVH of the scene. MIDPOINT is a fast but not optimal build method.

Other BVH build methods can be added to Chunky using plugins.

  • Emitter grid size: Changes the size of the cells of the emittergrid, measured in meters (blocks), when Emitter Sampling Strategy is enabled. Smaller values can increase rendering performance, but can lead to light cut-off.

If Emitter Sampling Strategy is enabled for the currently-loaded scene when the Emitter grid size is changed, then the chunks must be reloaded for changes to take effect.

  • Prevent normal emitter when using emitter sampling: Disables lighting contribution from emitters via random sampling when Emitter Sampling Strategy is enabled. This can further reduce noise when ESS is enabled. However, reflections of emitters are not rendered properly. These effects are shown in Figure 2.

  • Renderer: Dropdown menu to select the renderer that Chunky should use to render the scene when the Start control is used.

    • PathTracingRenderer: Sets Chunky to use the path tracing renderer, which uses random sampling to render the scene.

Other renderers can be added to Chunky using plugins.

  • Preview Renderer: Dropdown menu to select the renderer that Chunky should use to render the preview of the scene before the Start control is used.

    • PreviewRenderer: Sets Chunky to use the preview renderer, which renders a basic preview of the scene.

Other preview renderers can be added to Chunky using plugins.

Figure 2: Effect of the Prevent normal emitter when using emitter sampling control

  1. It should be noted that some features break at different ray depths. minecraft:light does not emit light below Ray depth: 5 (issue #1477). ESS: NONE does not function below Ray depth: 3 (although blocks will still glow at Ray depth: 2). Sunlight (Sun Sampling Strategy: OFF, FAST, and HIGH_QUALITY), sky light, and Emitter Sampling Strategy: (ONE, ONE_BLOCK, and ALL) do not function below Ray depth: 2, although the sky texture is still visible at Ray depth: 1.\u00a0\u21a9

  2. The value of the Target SPP should be greater than the sum of the current SPP of the currently-loaded scene and the current SPP of the render dump to be merged to prevent unexpected behavior.\u00a0\u21a9

  3. On Linux, this control will have no effect unless the shutdown command, which, by default, requires sudo to be run, is allowed to be run without sudo.\u00a0\u21a9

"},{"location":"reference/user_interface/chunky/render_controls/camera/","title":"Render Controls - Camera","text":"

The Camera tab contains controls for the virtual camera in the scene.

Figure 1: The Camera tab

  • Load preset: Dropdown menu to select a camera preset to load for the selected camera.

    • Isometric West-North (North-West): Sets the Projection mode of the selected camera to Parallel, and points the camera North-West with an altitude angle of 45 degrees below the horizon.

    • Isometric North-East: Sets the Projection mode of the selected camera to Parallel, and points the camera North-East with an altitude angle of 45 degrees below the horizon.

    • Isometric East-South (South-East): Sets the Projection mode of the selected camera to Parallel, and points the camera South-East with an altitude angle of 45 degrees below the horizon.

    • Isometric South-West: Sets the Projection mode of the selected camera to Parallel, and points the camera South-West with an altitude angle of 45 degrees below the horizon.

    • Skybox Right: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera East.

    • Skybox Left: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera West.

    • Skybox Up: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera upward, with North being at the bottom of the frame.

    • Skybox Down: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera downward, with South being at the bottom of the frame.

    • Skybox Front (North): Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera North.

    • Skybox Back: Sets the Projection mode of the selected camera to Standard, sets the camera Field of View (zoom) to 90, and points the camera South.

  • Camera: Input field to set a name for the current camera. By clicking the button immediately to the right of the input field, a dropdown menu containing a list of all named cameras can be accessed. A camera can be switched to by clicking on its list entry.

  • Clone: Creates a copy of the currently-selected camera.

  • Remove: Removes the currently-selected camera from the list.

"},{"location":"reference/user_interface/chunky/render_controls/camera/#position-and-orientation-controls","title":"Position and Orientation Controls","text":"
  • Position & Orientation: Collapsible panel that contains controls to change the position, orientation, and lens shift of the selected camera.

    • Position: Each input field on this row changes the X, Y, or Z coordinate of the selected camera, respectively.

    • Orientation: Each input field on this row changes the yaw, pitch, or roll of the selected camera, respectively, in degrees.

    • Lens shift: Each input field on this row changes the horizontal lens shift or the vertical lens shift of the selected camera, respectively. Lens shift is relative to the canvas height. Figure 2 displays an example of the effect of lens shift.

  • Camera to player: Moves the selected camera to the location of one of the players, if loaded. \"Which one? No clue.\"1

  • Center camera: Moves the selected camera to the center of the loaded chunks.

"},{"location":"reference/user_interface/chunky/render_controls/camera/#camera-projection-controls","title":"Camera Projection Controls","text":"
  • Projection mode: Dropdown menu to select the camera projection type for the selected camera. Figure 3 shows a comparison of the different camera projection modes.

    • Standard: Sets the selected camera to use pinhole projection, which is similar to how many cameras work, and is how Minecraft works.

    • Parallel: Sets the selected camera to use parallel projection, in which the camera is infinitely distant from the scene, and has an infinite focal length (zoom). This causes parallel lines in the three-dimensional scene to remain parallel in the two-dimensional image, which causes all blocks to appear the same size, regardless of \"distance\" from the camera.

    • Fisheye: Sets the selected camera to use full-frame fisheye projection, which maps a portion of the surface of a sphere to a two-dimensional image.

    • Stereographic: Sets the selected camera to use stereographic projection, which is an alternative to fisheye projection that has less distortion at the edges of the image.

    • Panoramic (equirectangular): Sets the selected camera to use equirectangular projection, which maps a portion of the surface of a sphere to a two-dimensional image, transforming spherical coordinates into planar coordinates.

    • Panoramic (slot): Sets the selected camera to use slot panoramic projection, which behaves like a pinhole camera in the vertical direction, and like a fisheye camera in the horizontal direction.

    • Omni-directional Stereo (left eye): Sets the selected camera to use omni-directional stereo projection, which is identical to equirectangular projection, but with interpupillary distance factored in, to create distinct images for viewing on a VR system. This mode creates an image to be viewed by the left eye.

    • Omni-directional Stereo (right eye): Sets the selected camera to use omni-directional stereo projection. This mode creates an image to be viewed by the right eye.

"},{"location":"reference/user_interface/chunky/render_controls/camera/#camera-focus-controls","title":"Camera Focus Controls","text":"
  • Field of view (zoom): Changes the vertical field of view of the selected camera. Positive values beyond the range of the slider can be entered into the associated input field.

  • Depth of field: Changes the depth of field, measured in centimeters (100 centimeters = 1 meter = 1 block), of the selected camera.

  • Subject distance: Changes the distance to the focus point, measured in meters (blocks), of the selected camera. Only effective when Depth of field is not set to infinity.

  • Autofocus: Focuses the selected camera on the set target by setting the Subject distance to the distance to the set target and setting the Depth of field to the one hundredth of the square of the distance to the set target.

Figure 2: Using lens shift to achieve a tilt-shift effect to keep the portal borders parallel

Figure 3: Comparison of the different camera projection modes, at their default FoV values and a canvas aspect ratio of 2:1.

  1. This control is out-of-date, and was removed in the 2.5.0 snapshots. Its replacement is the Camera to entity control in the Entities tab.\u00a0\u21a9

"},{"location":"reference/user_interface/chunky/render_controls/entities/","title":"Render Controls - Entities","text":"

The Entities tab contains controls for any entities in the scene.

Figure 1: The Entities tab

"},{"location":"reference/user_interface/chunky/render_controls/entities/#general-controls","title":"General Controls","text":"

A table at the top of the Entities tab displays a list of all loaded entities in the scene. The column headers can be clicked to reorder the entities by Name or Type. An entity in the list can be clicked to select it.

  • -: Removes the selected entity from the scene.

  • +: Adds a new player entity to the scene at the location of the render preview target, if one is set, or the location of the camera, if none is set.

  • Camera to entity: Moves the selected camera to the location of the selected entity, if any.

  • Player to camera: Moves the selected entity to the location of the selected camera.

  • Entity to target: Moves the selected entity to the location of the set target.

  • Face camera: Sets the selected entity to face the selected camera.1

  • Face target: Sets the selected entity to face the set target.1

"},{"location":"reference/user_interface/chunky/render_controls/entities/#player-controls","title":"Player Controls","text":"

If the selected entity is a player, then controls pertaining to player entities become available.

Figure 2: Player entity controls

  • Player model: Dropdown menu to select the player model of the selected player.

    • Steve: Sets the selected player to use the \"Steve\" model, the arms of which are 4 pixels wide.

    • Alex: Sets the selected player to use the \"Alex\" model, the arms of which are 3 pixels wide.

  • Skin: Input field to set the path to the PNG file to be used as the skin of the selected player.

  • Select skin...: Opens a file explorer dialog box to browse for a PNG file to be used as the skin of the selected player.

  • Download skin...: Opens the 'Input player identifier' dialog box.

  • Show second layer: Changes whether the second (outer) layer, if any, of the skin of the selected player is visible.

  • Scale: Changes the size of the selected player. Positive values beyond the range of the slider can be entered into the associated input field.

  • Head scale: Changes the size of the head of the selected player. Positive values beyond the range of the slider can be entered into the associated input field.

  • Pose part: Dropdown menu to select the part of the selected player to be manipulatable by the pitch, yaw, and roll controls.

  • pitch: Changes the pitch of the selected body part of the selected player.

  • yaw: Changes the yaw of the selected body part of the selected player.

  • roll: Changes the roll of the selected body part of the selected player.

  • Gear: Input fields to set the Minecraft item to be placed onto the body part of the selected player, the name of which part is the identifier of the input field.

    • leftHand: Input field to set the Minecraft item to be placed into the left hand of the selected player.2

    • rightHand: Input field to set the Minecraft item to be placed into the right hand of the selected player.2

    • head: Input field to set the type of Minecraft helmet to be placed onto the head of the selected player.3

    • chest: Input field to set the type of Minecraft chestplate to be placed onto the chest of the selected player.3

    • legs: Input field to set the type of Minecraft leggings to be placed onto the legs of the selected player.3

    • feet: Input field to set the type of Minecraft boots to be placed onto the feet of the selected player.3

"},{"location":"reference/user_interface/chunky/render_controls/entities/#armor-stand-controls","title":"Armor Stand Controls","text":"

If the selected entity is an armor stand, then controls pertaining to armor stand entities become available.

Figure 3: Armor stand entity controls

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