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three-recsub

v1.0.2

Published

Creates a recursive subdivision animation using threejs

Readme

three-recsub

A recursive subdivision using InstancedMesh, with support for custom shaders and uniforms. I’ve been exploring this structure to create animations and generative artworks—like here, here, and here. Since I couldn’t find many examples of this algorithm in Three.js, I decided to create a simple case, with help from Michael Schlachter (thrax 🎱).

Here's an example, hope it’s useful for anyone interested in exploring or building upon it!

Settings

By default, instantiating the class creates a recursive subdivision displaying the UV coordinates of each quad. If you'd like to tweak it further, here are the available parameters:

| Parameter | Type | Default | Description | | ---------------- | --------- | -------- | ------------------------------------------ | | size | Array | [1, 1] | Dimensions of the base quad. | | depth | Number | 4 | Number of subdivision iterations. | | strength | Number | 0.8 | How much the quads vary in size (max 1). | | animate | Boolean | true | Whether the subdivision moves over time. | | speed | Number | 1 | Animation speed. | | frequency | Number | 0.5 | Frequency of movement variations. | | vertexShader | String | null | Custom vertex shader (optional). | | fragmentShader | String | null | Custom fragment shader (optional). | | uniforms | Object | {} | Custom uniforms (optional). |

Usage

import { WebGLRenderer, PerspectiveCamera, Scene, Clock, InstancedBufferAttribute } from 'three'
import { RecSub } from 'three-recsub'

let renderer, camera
let scene, subdiv
let clock,
    time = 0

init()
render()

function init() {
    renderer = new WebGLRenderer({ antialias: true })
    renderer.setClearColor(0x000000, 1)
    renderer.setPixelRatio(window.devicePixelRatio)
    document.body.appendChild(renderer.domElement)

    camera = new PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100)
    camera.position.z = 2

    scene = new Scene()
    clock = new Clock()

    subdiv = new RecSub()
    scene.add(subdiv.mesh)

    onWindowResize()
    window.addEventListener('resize', onWindowResize)
}

function onWindowResize() {
    let width = window.innerWidth
    let height = window.innerHeight

    camera.aspect = width / height
    camera.updateProjectionMatrix()
    renderer.setSize(width, height)
}

function render() {
    requestAnimationFrame(render)

    time = clock.getElapsedTime()
    subdiv.update(time)

    renderer.render(scene, camera)
}

License

MIT, see LICENSE.md for details.