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"""
Minecraft Skin 3D Renderer (PyVista Version)
A tool to render Minecraft skins in 3D using PyVista.
Usage:
python mc_render.py <skin_image_path>
Example:
python mc_render.py skin.png
"""
import argparse
import numpy as np
from PIL import Image
import pyvista as pv
from mc_voxel_texture_resolver import resolve_voxel_consistency
def load_skin(path: str) -> np.ndarray:
"""Load a Minecraft skin image and convert to numpy array."""
img = Image.open(path).convert("RGBA")
# Minecraft skins are either 64x64 (new format) or 64x32 (legacy format)
if img.size == (64, 32):
new_img = Image.new("RGBA", (64, 64), (0, 0, 0, 0))
new_img.paste(img, (0, 0))
# Copy right leg to left leg
new_img.paste(img.crop((0, 16, 16, 32)), (16, 48))
# Copy right arm to left arm
new_img.paste(img.crop((40, 16, 56, 32)), (32, 48))
img = new_img
img = resolve_voxel_consistency(img)
return np.array(img)
def get_uv_face(skin: np.ndarray, u: int, v: int, w: int, h: int, flip_h: bool = False, flip_v: bool = False) -> np.ndarray:
"""Extract a face texture from the skin."""
# Slicing in numpy is [row, col] -> [y, x]
face = skin[v:v+h, u:u+w].copy()
if flip_h:
face = np.fliplr(face)
if flip_v:
face = np.flipud(face)
return face
def create_textured_box(
position: tuple,
size: tuple,
uv_coords: dict,
skin: np.ndarray,
tex_size: tuple = None
) -> pv.PolyData:
x, y, z = position
w, h, d = size
hw, hh, hd = w/2, h/2, d/2
if tex_size is None:
tex_w, tex_h, tex_d = int(w), int(h), int(d)
else:
tex_w, tex_h, tex_d = int(tex_size[0]), int(tex_size[1]), int(tex_size[2])
faces_list = []
# Helper function: construct a single face
def build_face(name, p_width, p_height, res_x, res_y):
if name not in uv_coords:
return None
uv_data = uv_coords[name]
u, v = uv_data[0], uv_data[1]
flip_h = not(uv_data[2] if len(uv_data) > 2 else False)
flip_v = not(uv_data[3] if len(uv_data) > 3 else False)
# 1. Extract texture
face_tex = get_uv_face(skin, u, v, res_x, res_y, flip_h, flip_v)
# 2. Critical fix: PyVista's Plane builds grids (cells) from bottom-left by default,
# whereas image data starts from top-left. Image data must be flipped vertically to match UV.
face_tex = np.flipud(face_tex)
# 3. Special fix: The back face will be horizontally mirrored after 3D rotation of 180 degrees,
# so it needs to be flipped horizontally beforehand on the texture data.
if name == 'back' or name =='front':
face_tex = np.fliplr(face_tex)
# 4. Create base plane (default in XY plane, center at 0,0,0, normal +Z)
plane = pv.Plane(center=(0,0,0), direction=(0,0,1),
i_size=p_width, j_size=p_height,
i_resolution=res_x, j_resolution=res_y)
# 5. Assign colors
colors = face_tex.reshape(-1, 4)
plane.cell_data["RGBA"] = colors.astype(np.uint8)
# 6. Move and rotate the plane to the correct position
# Note: rotate operation modifies points in place
if name == 'front': # +Z
plane.translate((0, 0, hd), inplace=True)
elif name == 'back': # -Z (Rotate 180 degrees to face back)
plane.rotate_y(180, inplace=True)
plane.translate((0, 0, -hd), inplace=True)
elif name == 'left': # +X (Rotate right 90 degrees from Front)
plane.rotate_y(-90, inplace=True)
plane.translate((hw, 0, 0), inplace=True)
elif name == 'right': # -X (Rotate left 90 degrees from Front)
plane.rotate_y(90, inplace=True)
plane.translate((-hw, 0, 0), inplace=True)
elif name == 'top': # +Y (Rotate up 90 degrees from Front)
plane.rotate_x(-90, inplace=True)
plane.translate((0, hh, 0), inplace=True)
elif name == 'bottom': # -Y (Rotate down 90 degrees from Front)
plane.rotate_x(90, inplace=True)
plane.translate((0, -hh, 0), inplace=True)
# 7. Apply overall offset (move to the center position of the body part)
plane.translate((x, y, z), inplace=True)
return plane
# Define each face (width, height, texture width, texture height)
# Front (res: w * h)
p = build_face('front', w, h, tex_w, tex_h)
if p: faces_list.append(p)
# Back (res: w * h)
p = build_face('back', w, h, tex_w, tex_h)
if p: faces_list.append(p)
# Right (res: d * h) - side width is d
p = build_face('right', d, h, tex_d, tex_h)
if p: faces_list.append(p)
# Left (res: d * h)
p = build_face('left', d, h, tex_d, tex_h)
if p: faces_list.append(p)
# Top (res: w * d) - top face height is d
p = build_face('top', w, d, tex_w, tex_d)
if p: faces_list.append(p)
# Bottom (res: w * d)
p = build_face('bottom', w, d, tex_w, tex_d)
if p: faces_list.append(p)
if not faces_list:
return None
# Merge all faces into one Mesh
mesh = faces_list[0]
for i in range(1, len(faces_list)):
mesh = mesh.merge(faces_list[i])
return mesh
def create_voxel_box(
position: tuple,
size: tuple,
uv_coords: dict,
skin: np.ndarray,
tex_size: tuple = None,
hl: bool = False,
hl_direction: tuple = (0,0,-1),
hl_depth: int = 3,
) -> pv.PolyData:
"""
Create a voxelized box.
Optimization: Create a PointCloud of centers and Glyph a single Cube.
"""
x, y, z = position
w, h, d = size
hw, hh, hd = w/2, h/2, d/2
if tex_size is None:
tex_w, tex_h, tex_d = int(w), int(h), int(d)
else:
tex_w, tex_h, tex_d = int(tex_size[0]), int(tex_size[1]), int(tex_size[2])
vx = w / tex_w
vy = h / tex_h
vz = d / tex_d
voxel_centers = []
voxel_colors = []
voxel_centers_hl = []
voxel_colors_hl = []
faces = [
('front', tex_w, tex_h), ('back', tex_w, tex_h),
('right', tex_d, tex_h), ('left', tex_d, tex_h),
('top', tex_w, tex_d), ('bottom', tex_w, tex_d),
]
# Map to dedup voxels at corners
# Key: (ix, iy, iz), Value: list of colors
voxel_map = {}
voxel_map_hl = {}
exists = {}
face_textures = {}
for face_name, face_tw, face_th in faces:
if face_name not in uv_coords:
continue
uv_data = uv_coords[face_name]
u, v = uv_data[0], uv_data[1]
flip_h = uv_data[2] if len(uv_data) > 2 else False
flip_v = uv_data[3] if len(uv_data) > 3 else False
if face_name == 'top':
flip_h = False
flip_v = True
if face_name == 'bottom':
flip_h = False
flip_v = False
face_tex = get_uv_face(skin, u, v, face_tw, face_th, flip_h, flip_v)
face_textures[face_name] = face_tex
for py in range(face_th):
for px in range(face_tw):
alpha = face_tex[py, px, 3]
if alpha < 10: # Threshold for transparency
continue
# Coordinate mapping
ix, iy, iz = 0, 0, 0
if face_name == 'front':
ix, iy, iz = px, py, tex_d - 1
elif face_name == 'back':
ix, iy, iz = (tex_w - 1) - px, py, 0
elif face_name == 'right':
ix, iy, iz = 0, py, px
elif face_name == 'left':
ix, iy, iz = tex_w - 1, py, (tex_d - 1) - px
elif face_name == 'top':
ix, iy, iz = px, tex_h - 1, (tex_d - 1) - py
elif face_name == 'bottom':
ix, iy, iz = px, 0, py
key = (ix, iy, iz)
exists[key] = True
for face_name, face_tw, face_th in faces:
if face_name not in uv_coords:
continue
face_tex = face_textures[face_name]
for py in range(face_th):
for px in range(face_tw):
alpha = face_tex[py, px, 3]
if alpha < 10: # Threshold for transparency
continue
color = face_tex[py, px, :] # RGBA
# Coordinate mapping
ix, iy, iz = 0, 0, 0
if face_name == 'front':
ix, iy, iz = px, py, tex_d - 1
elif face_name == 'back':
ix, iy, iz = (tex_w - 1) - px, py, 0
elif face_name == 'right':
ix, iy, iz = 0, py, px
elif face_name == 'left':
ix, iy, iz = tex_w - 1, py, (tex_d - 1) - px
elif face_name == 'top':
ix, iy, iz = px, tex_h - 1, (tex_d - 1) - py
elif face_name == 'bottom':
ix, iy, iz = px, 0, py
hl_filter = ix
key = (ix, iy, iz)
if hl:
direction = 1
if hl_direction == (1,0,0) or hl_direction == (-1,0,0):
hl_filter = ix
direction = hl_direction[0]
elif hl_direction == (0,1,0) or hl_direction == (0,-1,0):
hl_filter = iy
direction = hl_direction[1]
elif hl_direction == (0,0,1) or hl_direction == (0,0,-1):
hl_filter = iz
direction = hl_direction[2]
if direction == 1:
if hl_filter < hl_depth:
continue
else:
if hl_filter > hl_depth:
continue
prev = tuple(np.array((ix, iy, iz))-np.array(hl_direction))
# Ignore voxels occluded by the core
if prev[0] >0 and prev[0] < tex_w-1 and prev[1] >0 and prev[1] < tex_h-1 and prev[2] > 0 and prev[2] < tex_d-1:
continue
# Ignore occluded voxels
if hl_filter == hl_depth and prev in exists:
continue
if hl_filter == hl_depth:
if key not in voxel_map_hl:
voxel_map_hl[key] = {}
voxel_map_hl[key][face_name] = color
continue
else:
color = [0,0,0,20]
if key not in voxel_map:
voxel_map[key] = {}
voxel_map[key][face_name] = color
if not voxel_map and not voxel_map_hl:
return None
for (ix, iy, iz), face_dict in voxel_map_hl.items():
# Get fallback color from available faces
all_colors = list(face_dict.values())
any_color = all_colors[0] if all_colors else [0,0,0,0]
# Calculate world position # Grid origin is (x-hw, y-hh, z-hd)
cx = (x - hw) + (ix + 0.5) * vx
cy = (y - hh) + (iy + 0.5) * vy
cz = (z - hd) + (iz + 0.5) * vz
voxel_centers_hl.append([cx, cy, cz])
voxel_colors_hl.append(any_color)
face_planes = {
'front': pv.Plane(center=(0,0,vz/2), direction=(0,0,1), i_size=vx, j_size=vy, i_resolution=1, j_resolution=1),
'back': pv.Plane(center=(0,0,-vz/2), direction=(0,0,-1), i_size=vx, j_size=vy, i_resolution=1, j_resolution=1),
'left': pv.Plane(center=(vx/2,0,0), direction=(1,0,0), i_size=vz, j_size=vy, i_resolution=1, j_resolution=1),
'right': pv.Plane(center=(-vx/2,0,0), direction=(-1,0,0), i_size=vz, j_size=vy, i_resolution=1, j_resolution=1),
'top': pv.Plane(center=(0,vy/2,0), direction=(0,1,0), i_size=vx, j_size=vz, i_resolution=1, j_resolution=1),
'bottom': pv.Plane(center=(0,-vy/2,0), direction=(0,-1,0), i_size=vx, j_size=vz, i_resolution=1, j_resolution=1),
}
face_centers_map = {f: [] for f in face_planes.keys()}
face_colors_map = {f: [] for f in face_planes.keys()}
for (ix, iy, iz), face_dict in voxel_map.items():
# Any available color to use as fallback if face is missing
all_colors = list(face_dict.values())
any_color = all_colors[0] if all_colors else [0,0,0,0]
# Calculate world position # Grid origin is (x-hw, y-hh, z-hd)
cx = (x - hw) + (ix + 0.5) * vx
cy = (y - hh) + (iy + 0.5) * vy
cz = (z - hd) + (iz + 0.5) * vz
for f in face_planes.keys():
color = face_dict.get(f, any_color)
face_centers_map[f].append([cx, cy, cz])
face_colors_map[f].append(color)
mesh = None
for f in face_planes.keys():
if not face_centers_map[f]:
continue
cloud = pv.PolyData(np.array(face_centers_map[f]))
cloud.point_data["RGBA"] = np.array(face_colors_map[f]).astype(np.uint8)
f_mesh = cloud.glyph(geom=face_planes[f], scale=False, orient=False)
if mesh is None:
mesh = f_mesh
else:
mesh = mesh.merge(f_mesh, merge_points=False)
if hl and voxel_centers_hl:
cloud_hl = pv.PolyData(np.array(voxel_centers_hl))
cloud_hl.point_data["RGBA"] = np.array(voxel_colors_hl).astype(np.uint8)
if hl_direction == (0,1,0) or hl_direction == (0,-1,0):
plane = pv.Plane(center=(0,0,0), direction=(0,1,0),
i_size=vx, j_size=vz,
i_resolution=1, j_resolution=1)
elif hl_direction == (1,0,0) or hl_direction == (-1,0,0):
plane = pv.Plane(center=(0,0,0), direction=(1,0,0),
i_size=vx, j_size=vz,
i_resolution=1, j_resolution=1)
elif hl_direction == (0,0,1) or hl_direction == (0,0,-1):
plane = pv.Plane(center=(0,0,0), direction=(0,0,1),
i_size=vx, j_size=vz,
i_resolution=1, j_resolution=1)
mesh_hl = cloud_hl.glyph(geom=plane, scale=False, orient=False)
return mesh_hl.merge(mesh, merge_points=False) if mesh is not None else mesh_hl
return mesh
def build_minecraft_model(
skin: np.ndarray,
core_display: list = [],
decor_display: list = [],
hl: bool = False,
hl_direction: tuple = (0,0,-1),
hl_depth: int = 3,
use_voxels: bool = True,
rot_head: tuple = (0, 0, 0),
rot_arm_right: tuple = (0, 0, 0),
rot_arm_left: tuple = (0, 0, 0),
rot_leg_right: tuple = (0, 0, 0),
rot_leg_left: tuple = (0, 0, 0),
pos_args: dict = None
) -> list:
"""Build the model components."""
scale = 1.0
limbs_offset = 0.8
is_slim = skin[52, 47, 3] == 0
default_positions = {
'head': (0, 28 * scale, 0),
'body': (0, 18 * scale, 0),
'right_arm': (-6 * scale - limbs_offset, 18 * scale - 1, 0),
'left_arm': (6 * scale + limbs_offset, 18 * scale - 1, 0),
'right_leg': (-2 * scale - limbs_offset, 6 * scale, 0),
'left_leg': (2 * scale + limbs_offset, 6 * scale, 0),
}
pos_args = pos_args or {}
positions = {part: pos_args.get(part, def_pos) for part, def_pos in default_positions.items()}
pivots = {
'head': (0, 24 * scale, 0),
'right_arm': (-6 * scale, 24 * scale, 0),
'left_arm': (6 * scale, 24 * scale, 0),
'right_leg': (-2 * scale, 12 * scale, 0),
'left_leg': (2 * scale, 12 * scale, 0),
}
# Adjust pivots based on position override
for part in pivots:
if part in pos_args:
offset = np.array(pos_args[part]) - np.array(default_positions[part])
pivots[part] = tuple(np.array(pivots[part]) + offset)
def apply_rotation(mesh, angles, pivot):
if not angles or all(a == 0 for a in angles):
return
# PyVista rotations are simple.
# Translate to origin relative to pivot -> Rotate -> Translate back
px, py, pz = pivot
mesh.translate((-px, -py, -pz), inplace=True)
# Order: x (pitch), y (yaw), z (roll)
if angles[0] != 0: mesh.rotate_x(angles[0], inplace=True)
if angles[1] != 0: mesh.rotate_y(angles[1], inplace=True)
if angles[2] != 0: mesh.rotate_z(angles[2], inplace=True)
mesh.translate((px, py, pz), inplace=True)
uv_flip = {
'front': (False, True), 'back': (False, True),
'right': (False, True), 'left': (False, True),
'top': (True, True), 'bottom': (True, False),
}
# --- Head ---
head_uv = {
'front': (8, 8, *uv_flip['front']), 'back': (24, 8, *uv_flip['back']),
'right': (0, 8, *uv_flip['right']), 'left': (16, 8, *uv_flip['left']),
'top': (8, 0, *uv_flip['top']), 'bottom': (16, 0, *uv_flip['bottom']),
}
head_mesh = create_textured_box(positions['head'], (8 * scale, 8 * scale, 8 * scale), head_uv, skin)
if head_mesh:
apply_rotation(head_mesh, rot_head, pivots['head'])
# --- Hat ---
overlay_offset = 0.5 * scale
hat_uv = {
'front': (40, 8, *uv_flip['front']), 'back': (56, 8, *uv_flip['back']),
'right': (32, 8, *uv_flip['right']), 'left': (48, 8, *uv_flip['left']),
'top': (40, 0, *uv_flip['top']), 'bottom': (48, 0, *uv_flip['bottom']),
}
hat_args = {
'position': positions['head'],
'size': (8 * scale + overlay_offset * 2, 8 * scale + overlay_offset * 2, 8 * scale + overlay_offset * 2),
'uv_coords': hat_uv, 'skin': skin, 'tex_size': (8, 8, 8)
}
hat_mesh = create_voxel_box(hl = hl and "head" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**hat_args) if use_voxels else create_textured_box(**hat_args)
if hat_mesh:
apply_rotation(hat_mesh, rot_head, pivots['head'])
# --- Body ---
body_uv = {
'front': (20, 20, *uv_flip['front']), 'back': (32-(1 if is_slim else 0), 20, *uv_flip['back']),
'right': (16, 20, *uv_flip['right']), 'left': (28-(1 if is_slim else 0), 20, *uv_flip['left']),
'top': (20, 16, *uv_flip['top']), 'bottom': (28-(1 if is_slim else 0), 16, *uv_flip['bottom']),
}
body_mesh = create_textured_box(positions['body'], (8 * scale, 12 * scale, 4 * scale), body_uv, skin)
# --- Arms & Legs ---
# Right Arm
r_arm_uv = {
'front': (44, 20, *uv_flip['front']), 'back': (52-(1 if is_slim else 0), 20, *uv_flip['back']),
'right': (40, 20, *uv_flip['right']), 'left': (48-(1 if is_slim else 0), 20, *uv_flip['left']),
'top': (44, 16, *uv_flip['top']), 'bottom': (48-(1 if is_slim else 0), 16, *uv_flip['bottom']),
}
r_arm_mesh = create_textured_box(positions['right_arm'], ((3 if is_slim else 4)*scale, 12*scale, 4*scale), r_arm_uv, skin)
if r_arm_mesh:
apply_rotation(r_arm_mesh, rot_arm_right, pivots['right_arm'])
# Left Arm
l_arm_uv = {
'front': (36, 52, *uv_flip['front']), 'back': (44-(1 if is_slim else 0), 52, *uv_flip['back']),
'right': (32, 52, *uv_flip['right']), 'left': (40-(1 if is_slim else 0), 52, *uv_flip['left']),
'top': (36, 48, *uv_flip['top']), 'bottom': (40-(1 if is_slim else 0), 48, *uv_flip['bottom']),
}
l_arm_mesh = create_textured_box(positions['left_arm'], ((3 if is_slim else 4)*scale, 12*scale, 4*scale), l_arm_uv, skin)
if l_arm_mesh:
apply_rotation(l_arm_mesh, rot_arm_left, pivots['left_arm'])
# Right Leg
r_leg_uv = {
'front': (4, 20, *uv_flip['front']), 'back': (12, 20, *uv_flip['back']),
'right': (0, 20, *uv_flip['right']), 'left': (8, 20, *uv_flip['left']),
'top': (4, 16, *uv_flip['top']), 'bottom': (8, 16, *uv_flip['bottom']),
}
r_leg_mesh = create_textured_box(positions['right_leg'], (4*scale, 12*scale, 4*scale), r_leg_uv, skin)
if r_leg_mesh:
apply_rotation(r_leg_mesh, rot_leg_right, pivots['right_leg'])
# Left Leg
l_leg_uv = {
'front': (20, 52, *uv_flip['front']), 'back': (28, 52, *uv_flip['back']),
'right': (16, 52, *uv_flip['right']), 'left': (24, 52, *uv_flip['left']),
'top': (20, 48, *uv_flip['top']), 'bottom': (24, 48, *uv_flip['bottom']),
}
l_leg_mesh = create_textured_box(positions['left_leg'], (4*scale, 12*scale, 4*scale), l_leg_uv, skin)
if l_leg_mesh:
apply_rotation(l_leg_mesh, rot_leg_left, pivots['left_leg'])
# --- Overlays ---
decor_offset = 0.5
# Jacket
jacket_uv = {
'front': (20, 36, *uv_flip['front']), 'back': (32, 36, *uv_flip['back']),
'right': (16, 36, *uv_flip['right']), 'left': (28, 36, *uv_flip['left']),
'top': (20, 32, *uv_flip['top']), 'bottom': (28, 32, *uv_flip['bottom']),
}
jacket_args = {
'position': positions['body'],
'size': (8*scale+decor_offset, 12*scale+decor_offset, 4*scale+decor_offset),
'uv_coords': jacket_uv, 'skin': skin, 'tex_size': (8, 12, 4)
}
jacket_mesh = create_voxel_box(hl = hl and "body" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**jacket_args) if use_voxels else create_textured_box(**jacket_args)
# Sleeves & Pants (Similar logic to Arms/Legs)
# Right Sleeve
rs_uv = {'front':(44,36,*uv_flip['front']),'back':(52-(1 if is_slim else 0),36,*uv_flip['back']),'right':(40,36,*uv_flip['right']),'left':(48-(1 if is_slim else 0),36,*uv_flip['left']),'top':(44,32,*uv_flip['top']),'bottom':(48-(1 if is_slim else 0),32,*uv_flip['bottom'])}
rs_args = {'position':positions['right_arm'],'size':((3 if is_slim else 4)*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':rs_uv,'skin':skin,'tex_size':((3 if is_slim else 4),12,4)}
rs_mesh = create_voxel_box(hl = hl and "right_arm" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**rs_args) if use_voxels else create_textured_box(**rs_args)
if rs_mesh: apply_rotation(rs_mesh, rot_arm_right, pivots['right_arm']);
# Left Sleeve
ls_uv = {'front':(52,52,*uv_flip['front']),'back':(60-(1 if is_slim else 0),52,*uv_flip['back']),'right':(48,52,*uv_flip['right']),'left':(56-(1 if is_slim else 0),52,*uv_flip['left']),'top':(52,48,*uv_flip['top']),'bottom':(56-(1 if is_slim else 0),48,*uv_flip['bottom'])}
ls_args = {'position':positions['left_arm'],'size':((3 if is_slim else 4)*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':ls_uv,'skin':skin,'tex_size':((3 if is_slim else 4),12,4)}
ls_mesh = create_voxel_box(hl = hl and "left_arm" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**ls_args) if use_voxels else create_textured_box(**ls_args)
if ls_mesh: apply_rotation(ls_mesh, rot_arm_left, pivots['left_arm']);
# Right Pants
rp_uv = {'front':(4,36,*uv_flip['front']),'back':(12,36,*uv_flip['back']),'right':(0,36,*uv_flip['right']),'left':(8,36,*uv_flip['left']),'top':(4,32,*uv_flip['top']),'bottom':(8,32,False,True)}
rp_args = {'position':positions['right_leg'],'size':(4*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':rp_uv,'skin':skin,'tex_size':(4,12,4)}
rp_mesh = create_voxel_box(hl = hl and "right_leg" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**rp_args) if use_voxels else create_textured_box(**rp_args)
if rp_mesh: apply_rotation(rp_mesh, rot_leg_right, pivots['right_leg']);
# Left Pants
lp_uv = {'front':(4,52,*uv_flip['front']),'back':(12,52,*uv_flip['back']),'right':(0,52,*uv_flip['right']),'left':(8,52,*uv_flip['left']),'top':(4,48,*uv_flip['top']),'bottom':(8,48,*uv_flip['bottom'])}
lp_args = {'position':positions['left_leg'],'size':(4*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':lp_uv,'skin':skin,'tex_size':(4,12,4)}
lp_mesh = create_voxel_box(hl = hl and "left_leg" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**lp_args) if use_voxels else create_textured_box(**lp_args)
if lp_mesh: apply_rotation(lp_mesh, rot_leg_left, pivots['left_leg']);
return head_mesh, body_mesh, l_arm_mesh,r_arm_mesh, l_leg_mesh,r_leg_mesh, hat_mesh, jacket_mesh, ls_mesh, rs_mesh, lp_mesh, rp_mesh
def render_skin(
skin: np.ndarray,
output_size: tuple=(300,300),
cam_front: tuple = (0.5, 0.5, 0.5),
use_voxels: bool = True,
ortho: bool = False,
rot_args: dict = None,
pos_args: dict = None,
save_path: str = None,
bg: list = [1, 1, 1],
light = False,
core_display = ["head","body","right_arm","left_arm","right_leg","left_leg"],
decor_display = ["head","body","right_arm","left_arm","right_leg","left_leg"],
zoom = 0.25,
look_at_y = 12,
light_pos: tuple = (0, 30, 30),
light_intensity: float = 0.5,
core_opacity: float = 1.0,
decore_opacity: float = 1.0,
transparent_background: bool = False,
hl: bool = False,
hl_direction: tuple = (0, 1, 0),
hl_depth: int = 0,
show_wireframe: bool = False,
off_screen: bool = True,
):
if rot_args is None: rot_args = {}
# Build models
head, body, l_arm, r_arm, l_leg, r_leg, hat, jacket, ls, rs, lp, rp = build_minecraft_model(skin, hl=hl,hl_direction=hl_direction,hl_depth=hl_depth, core_display=core_display, decor_display=decor_display, use_voxels=use_voxels, pos_args=pos_args, **rot_args)
# Initialize Plotter
plotter = pv.Plotter(off_screen=off_screen, window_size=output_size)
plotter.background_color = bg
mesh_kwargs = {
"scalars": "RGBA", "rgb": True, "show_scalar_bar": False,
"smooth_shading": False, "lighting": True,
"show_edges": show_wireframe
}
if show_wireframe:
mesh_kwargs["edge_color"] = "black"
if "head" in core_display:
plotter.add_mesh(head, opacity=core_opacity, **mesh_kwargs)
if "head" in decor_display and hat:
plotter.add_mesh(hat, opacity=decore_opacity, **mesh_kwargs)
if "body" in core_display:
plotter.add_mesh(body, opacity=core_opacity, **mesh_kwargs)
if "body" in decor_display and jacket:
plotter.add_mesh(jacket, opacity=decore_opacity, **mesh_kwargs)
if "right_arm" in core_display:
plotter.add_mesh(r_arm, opacity=core_opacity, **mesh_kwargs)
if "right_arm" in decor_display and rs:
plotter.add_mesh(rs, opacity=decore_opacity, **mesh_kwargs)
if "left_arm" in core_display:
plotter.add_mesh(l_arm, opacity=core_opacity, **mesh_kwargs)
if "left_arm" in decor_display and ls:
plotter.add_mesh(ls, opacity=decore_opacity, **mesh_kwargs)
if "right_leg" in core_display:
plotter.add_mesh(r_leg, opacity=core_opacity, **mesh_kwargs)
if "right_leg" in decor_display and rp:
plotter.add_mesh(rp, opacity=decore_opacity, **mesh_kwargs)
if "left_leg" in core_display:
plotter.add_mesh(l_leg, opacity=core_opacity, **mesh_kwargs)
if "left_leg" in decor_display and lp:
plotter.add_mesh(lp, opacity=decore_opacity, **mesh_kwargs)
# Camera setup
plotter.camera.position = (cam_front[0] * 70, cam_front[1] * 70 + 20, cam_front[2] * 70)
plotter.camera.focal_point = (0, look_at_y, 0)
plotter.camera.up = (0, 1, 0)
plotter.camera.zoom(.14/zoom)
if ortho:
plotter.enable_parallel_projection()
if light:
# --- Interactive Light Setup ---
# Mutable state for the light (use list so closures can modify)
light_state = {
'pos': list(light_pos),
'intensity': light_intensity,
'step': 5.0, # position step per keypress
'int_step': 0.05, # intensity step per keypress
}
key_light = pv.Light(
position=light_state['pos'],
focal_point=(0, 12, 0),
intensity=light_state['intensity'],
color='white'
)
plotter.add_light(key_light)
plotter.add_light(pv.Light(
position=(-light_state['pos'][0], -light_state['pos'][1], -light_state['pos'][2]),
focal_point=(0, 12, 0),
intensity=light_state['intensity'],
color='white'
)
)
interact = not off_screen
if interact:
# HUD text actor to display light info
hud_text = f"Light: pos=({light_state['pos'][0]:.0f}, {light_state['pos'][1]:.0f}, {light_state['pos'][2]:.0f}) intensity={light_state['intensity']:.2f}"
text_actor = plotter.add_text(
hud_text, position='lower_left', font_size=9,
color='yellow', name='light_hud'
)
def _update_light_hud():
"""Refresh the HUD text and re-render."""
pos = light_state['pos']
key_light.position = tuple(pos)
key_light.intensity = light_state['intensity']
new_text = f"Light: pos=({pos[0]:.0f}, {pos[1]:.0f}, {pos[2]:.0f}) intensity={light_state['intensity']:.2f}"
plotter.add_text(
new_text, position='lower_left', font_size=9,
color='yellow', name='light_hud'
)
plotter.render()
# --- Key bindings ---
# W/S : move light in Z (forward / backward)
def _light_forward():
light_state['pos'][2] += light_state['step']
_update_light_hud()
def _light_backward():
light_state['pos'][2] -= light_state['step']
_update_light_hud()
# A/D : move light in X (left / right)
def _light_left():
light_state['pos'][0] -= light_state['step']
_update_light_hud()
def _light_right():
light_state['pos'][0] += light_state['step']
_update_light_hud()
# Q/E : move light in Y (up / down)
def _light_up():
light_state['pos'][1] += light_state['step']
_update_light_hud()
def _light_down():
light_state['pos'][1] -= light_state['step']
_update_light_hud()
# R/F : increase / decrease intensity
def _light_brighter():
light_state['intensity'] = min(5.0, light_state['intensity'] + light_state['int_step'])
_update_light_hud()
def _light_dimmer():
light_state['intensity'] = max(0.0, light_state['intensity'] - light_state['int_step'])
_update_light_hud()
# P : print current state to console
def _light_print():
pos = light_state['pos']
print(f"[Light] position=({pos[0]:.1f}, {pos[1]:.1f}, {pos[2]:.1f}), intensity={light_state['intensity']:.2f}")
if interact:
plotter.add_key_event('w', _light_forward)
plotter.add_key_event('s', _light_backward)
plotter.add_key_event('a', _light_left)
plotter.add_key_event('d', _light_right)
plotter.add_key_event('q', _light_up)
plotter.add_key_event('e', _light_down)
plotter.add_key_event('r', _light_brighter)
plotter.add_key_event('f', _light_dimmer)
plotter.add_key_event('p', _light_print)
else:
# Flat lighting for pure texture look
plotter.disable_anti_aliasing()
if save_path:
plotter.screenshot(save_path, transparent_background=transparent_background)
plotter.close()
plotter.deep_clean()
import gc; gc.collect()
return None
else:
# If off_screen, return the image data
if off_screen:
img = plotter.screenshot(None, transparent_background=transparent_background)
plotter.close()
plotter.deep_clean()
import gc; gc.collect()
return img
plotter.show(title="Minecraft Skin Renderer (PyVista)")
return None
def main():
parser = argparse.ArgumentParser(description="Minecraft Skin 3D Renderer (PyVista)")
parser.add_argument("skin_path", help="Path to the Minecraft skin image")
parser.add_argument("--cam-front", type=float, nargs=3, default=[0.5, 0.5, 0.5], help="Camera front direction (x y z)")
parser.add_argument("--flat", action="store_true", help="Render second layer as flat planes instead of voxels")
parser.add_argument("--light", action="store_true", help="Enable lighting (default is flat/unlit)")
parser.add_argument("--ortho", action="store_true", help="Use orthographic projection")
parser.add_argument("--wireframe", action="store_true", help="Overlay wireframe on the texture")
parser.add_argument("--output-size", type=int, nargs=2, default=[600, 600], help="Output size (width height)")
parser.add_argument("--rot-head", type=float, nargs=3, default=[0, 0, 0], help="Head rotation (pitch yaw roll)")
parser.add_argument("--rot-arm-right", type=float, nargs=3, default=[0, 0, 0], help="Right arm rotation")
parser.add_argument("--rot-arm-left", type=float, nargs=3, default=[0, 0, 0], help="Left arm rotation")
parser.add_argument("--rot-leg-right", type=float, nargs=3, default=[0, 0, 0], help="Right leg rotation")
parser.add_argument("--rot-leg-left", type=float, nargs=3, default=[0, 0, 0], help="Left leg rotation")
parser.add_argument("--pos-head", type=float, nargs=3, help="Head position")
parser.add_argument("--pos-body", type=float, nargs=3, help="Body position")
parser.add_argument("--pos-arm-right", type=float, nargs=3, help="Right arm position")
parser.add_argument("--pos-arm-left", type=float, nargs=3, help="Left arm position")
parser.add_argument("--pos-leg-right", type=float, nargs=3, help="Right leg position")
parser.add_argument("--pos-leg-left", type=float, nargs=3, help="Left leg position")
parser.add_argument("--save", type=str, help="Save screenshot to file")
parser.add_argument("--bg", type=float, nargs=3, default=[1/255, 254/255, 1/255], help="Background color (r g b)")
parser.add_argument("--light-pos", type=float, nargs=3, default=[0, 30, 30], help="Initial light position (x y z)")
parser.add_argument("--light-intensity", type=float, default=0.5, help="Initial light intensity")
parser.add_argument("--interact", action="store_true", help="Interactive mode (opens GUI window)")
args = parser.parse_args()
rot_args = {
'rot_head': tuple(args.rot_head),
'rot_arm_right': tuple(args.rot_arm_right),
'rot_arm_left': tuple(args.rot_arm_left),
'rot_leg_right': tuple(args.rot_leg_right),
'rot_leg_left': tuple(args.rot_leg_left),
}
pos_args = {}
if args.pos_head: pos_args['head'] = tuple(args.pos_head)
if args.pos_body: pos_args['body'] = tuple(args.pos_body)
if args.pos_arm_right: pos_args['right_arm'] = tuple(args.pos_arm_right)
if args.pos_arm_left: pos_args['left_arm'] = tuple(args.pos_arm_left)
if args.pos_leg_right: pos_args['right_leg'] = tuple(args.pos_leg_right)
if args.pos_leg_left: pos_args['left_leg'] = tuple(args.pos_leg_left)
skin = load_skin(args.skin_path)
render_skin(
skin,
cam_front=args.cam_front,
output_size=args.output_size,
use_voxels=not args.flat,
ortho=args.ortho,
rot_args=rot_args,
pos_args=pos_args,
save_path=args.save,
bg=args.bg,
light=args.light,
light_pos=tuple(args.light_pos),
light_intensity=args.light_intensity,
show_wireframe=args.wireframe,
off_screen=not args.interact
)
if __name__ == "__main__":
main() |