skinview3d-node
v3.4.201
Published
Three.js powered Minecraft skin viewer for Node.js
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skinview3d-node
Fork note / 分支说明
English: This fork is adapted from upstream
skinview3dfor server-side and offscreen rendering in Node.js. Compared with upstream, it replaces the browser-oriented rendering path with a backend-friendly implementation based onskia-canvasand headless WebGL, adds image/buffer export helpers for single-frame and animation rendering, and includes example pages plus a Vite plugin endpoint for testing backend rendering from the browser.中文: 这个 fork 基于上游
skinview3d,主要改造成适用于 Node.js 的后端/离屏渲染版本。相对上游,它将原本面向浏览器的渲染链路适配为基于skia-canvas和 headless WebGL 的后端实现,增加了单帧与动画的图片/缓冲区导出能力,并提供了可通过 Vite 接口在浏览器中测试后端渲染的示例页面。
Three.js powered Minecraft skin viewer.
Features
- 1.8 Skins
- HD Skins
- Capes
- Ears
- Elytras
- Slim Arms
- Automatic model detection (Slim / Default)
- FXAA (fast approximate anti-aliasing)
Usage
This fork is intended for Node.js backend rendering rather than direct browser embedding.
Install:
npm install skinview3d-node@latestRender a single PNG frame:
import { writeFileSync } from 'node:fs';
import { Vector3 } from 'three';
import { SkinViewer, WalkingAnimation } from 'skinview3d-node';
import gl from 'gl'
const glContext = gl(width, height, { preserveDrawingBuffer: true })
const width = 300
const height = 300
const mockCanvas = {
width,
height,
style: {},
addEventListener: () => {},
removeEventListener: () => {},
getContext: () => glContext
}
const skinViewer = new SkinViewer({
canvas: mockCanvas as any,
width,
height,
skin: './skin.png',
cape: './cape.png',
fov: 65,
zoom: 0.8,
pixelRatio: 1,
preserveDrawingBuffer: true,
animation: new WalkingAnimation()
});
await skinViewer.ready;
skinViewer.camera.position.set(25, 22, 25);
skinViewer.camera.lookAt(new Vector3(0, 5, 0));
writeFileSync('out.png', viewer.renderAnimationFrame(progress,true)());
skinViewer.dispose();Render animation frames:
import { writeFileSync } from 'node:fs';
import { SkinViewer, WalkAnimation } from 'skinview3d-node';
import gl from 'gl'
const glContext = gl(width, height, { preserveDrawingBuffer: true })
const width = 300
const height = 300
const mockCanvas = {
width,
height,
style: {},
addEventListener: () => {},
removeEventListener: () => {},
getContext: () => glContext
}
const skinViewer = new SkinViewer({
canvas: mockCanvas as any,
width,
height,
skin: './skin.png',
animation: new SwimAnimation(),
preserveDrawingBuffer: true
});
await skinViewer.ready;
const frames = skinViewer.renderAnimationLoop(60);
const arr: Uint8Array[] = [];
frames.forEach((frame, i) => {
const buffer = frame();
arr.push(buffer);
// writeFileSync(`out/frame-${i}.png`, buffer)
});
const tmpgif = './output.gif' //path.join(os.tmpdir(), 'skinview3d_tmp.gif');
await framesToGif({
width,
height,
frames: arr,
outputPath: tmpgif,
delay: WalkAnimation!.params.delay.value
});
skinViewer.dispose();For local testing, this repository also provides an example Vite page at examples/offscreen-render.html.
It calls a Vite plugin endpoint to render single frames or full animations on the backend and preview the result in the browser.
Lighting
By default, there are two lights on the scene. One is an ambient light, and the other is a point light from the camera.
To change the light intensity:
skinViewer.cameraLight.intensity = 0.6;
skinViewer.globalLight.intensity = 3;Setting globalLight.intensity to 3.0 and cameraLight.intensity to 0.0
will completely disable shadows.
Ears
skinview3d supports two types of ear texture:
standalone: 14x7 image that contains the ear (example)skin: Skin texture that contains the ear (e.g. deadmau5's skin)
Usage:
// You can specify ears in the constructor:
new skinview3d.SkinViewer({
skin: "img/deadmau5.png",
// Use ears drawn on the current skin (img/deadmau5.png)
ears: "current-skin",
// Or use ears from other textures
ears: {
textureType: "standalone", // "standalone" or "skin"
source: "img/ears.png"
}
});
// Show ears when loading skins:
skinViewer.loadSkin("img/deadmau5.png", { ears: true });
// Use ears from other textures:
skinViewer.loadEars("img/ears.png", { textureType: "standalone" });
skinViewer.loadEars("img/deadmau5.png", { textureType: "skin" });Name Tag
Usage:
// Name tag with text "hello"
skinViewer.nameTag = "hello";
// Specify the text color
skinViewer.nameTag = new skinview3d.NameTagObject("hello", { textStyle: "yellow" });
// Unset the name tag
skinViewer.nameTag = null;In order to display name tags correctly, you need the Minecraft font from
South-Paw/typeface-minecraft.
This font is available at assets/minecraft.woff2.
To load this font, please add the @font-face rule to your CSS:
@font-face {
font-family: 'Minecraft';
src: url('/path/to/minecraft.woff2') format('woff2');
}Build
npm run build
