skinview3d
========

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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
[Example of using skinview3d](https://skinview3d-demo.vercel.app)

[![CodeSandbox](https://img.shields.io/badge/Codesandbox-040404?style=for-the-badge&logo=codesandbox&logoColor=DBDBDB)](https://codesandbox.io/s/skinview3d-template-vdmuh4)

```html
<canvas id="skin_container"></canvas>
<script>
	let skinViewer = new skinview3d.SkinViewer({
		canvas: document.getElementById("skin_container"),
		width: 300,
		height: 400,
		skin: "img/skin.png"
	});

	// Change viewer size
	skinViewer.width = 600;
	skinViewer.height = 800;

	// Load another skin
	skinViewer.loadSkin("img/skin2.png");

	// Load a cape
	skinViewer.loadCape("img/cape.png");

	// Load an elytra (from a cape texture)
	skinViewer.loadCape("img/cape.png", { backEquipment: "elytra" });

	// Unload(hide) the cape / elytra
	skinViewer.loadCape(null);

	// Set the background color
	skinViewer.background = 0x5a76f3;

	// Set the background to a normal image
	skinViewer.loadBackground("img/background.png");

	// Set the background to a panoramic image
	skinViewer.loadPanorama("img/panorama1.png");

	// Change camera FOV
	skinViewer.fov = 70;

	// Zoom out
	skinViewer.zoom = 0.5;

	// Rotate the player
	skinViewer.autoRotate = true;

	// Apply an animation
	skinViewer.animation = new skinview3d.WalkingAnimation();

	// Set the speed of the animation
	skinViewer.animation.speed = 3;

	// Pause the animation
	skinViewer.animation.paused = true;

	// Remove the animation
	skinViewer.animation = null;
</script>
```

## 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:
```js
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](https://github.com/bs-community/skinview3d/blob/master/examples/public/img/ears.png))
* `skin`: Skin texture that contains the ear (e.g. [deadmau5's skin](https://minecraft.wiki/w/Easter_eggs#deadmau5's_ears))

Usage:
```js
// 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:
```js
// 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](https://github.com/South-Paw/typeface-minecraft).
This font is available at [`assets/minecraft.woff2`](assets/minecraft.woff2).

To load this font, please add the `@font-face` rule to your CSS:
```css
@font-face {
	font-family: 'Minecraft';
	src: url('/path/to/minecraft.woff2') format('woff2');
}
```

# Build
`npm run build`
