LÖVE library for 3D rendering based on scene graph. Support glTF 2.0 (implemented: meshes, materials, textures, skins, skeletons, animations). Assets may be provided either in JSON (.gltf) or binary (.glb) format.
Works on LÖVE 11.4 and higher.
Web version Built using love-web-builder
You can generate documentation using ldoc -c menori/docs/config.ld -o index .
local menori = require 'menori'
local ml = menori.ml
local vec3 = ml.vec3
local quat = ml.quat
function love.load()
local _, _, w, h = menori.app:get_viewport()
camera = menori.PerspectiveCamera(60, w/h, 0.5, 1024)
environment = menori.Environment(camera)
root_node = menori.Node()
local gltf = menori.glTFLoader.load('examples/assets/etrian_odyssey_3_monk.glb')
local scenes = menori.NodeTreeBuilder.create(gltf, function (scene, builder)
animations = menori.glTFAnimations(builder.animations)
animations:set_action(1)
scene:traverse(function (node)
if node.mesh then
node.material:set("baseColor", {0.85, 0.95, 1.0, 1})
end
end)
end)
root_node:attach(scenes[1])
end
local scene = menori.Scene()
function love.draw()
love.graphics.clear(0.3, 0.25, 0.2)
scene:render_nodes(root_node, environment, {
node_sort_comp = menori.Scene.alpha_mode_comp
})
love.graphics.print(love.timer.getFPS(), 10, 10)
end
function love.update(dt)
scene:update_nodes(root_node, environment)
local q = quat.from_euler_angles(0, math.rad(20), math.rad(10)) * vec3.unit_z * 2.0
local v = vec3(0, 0.5, 0)
camera.center = v
camera.eye = q + v
camera:update_view_matrix()
animations:update(dt)
if love.keyboard.isDown('escape') then
love.event.quit()
end
end
See main.lua
for a more complete example.
MIT