function (time, deltaTime) {
    var progress;
    var now = this.now();
    var obj3d = this.el.object3D;

    this.checkForComponentChanged();

    // Lerp position
    if (this.lerpingPosition) {
      progress = (now - this.startLerpTimePosition) / this.duration;
      obj3d.position.lerpVectors(this.startPosition, this.targetPosition, progress);
      // console.log("new position", obj3d.position);
      if (progress >= 1) {
        this.lerpingPosition = false;
      }
    }

    // Slerp rotation
    if (this.lerpingRotation) {
      progress = (now - this.startLerpTimeRotation) / this.duration;
      THREE.Quaternion.slerp(this.startRotation, this.targetRotation, obj3d.quaternion, progress);
      if (progress >= 1) {
        this.lerpingRotation = false;
      }
    }

    // Lerp scale
    if (this.lerpingScale) {
      progress = (now - this.startLerpTimeScale) / this.duration;
      obj3d.scale.lerpVectors(this.startScale, this.targetScale, progress);
      if (progress >= 1) {
        this.lerpingScale = false;
      }
    }
  }
function (time, deltaTime) {
    var progress;
    var now = this.now();
    var obj3d = this.el.object3D;

    this.checkForComponentChanged();

    
    if (this.lerpingPosition) {
      progress = (now - this.startLerpTimePosition) / this.duration;
      obj3d.position.lerpVectors(this.startPosition, this.targetPosition, progress);
      
      if (progress >= 1) {
        this.lerpingPosition = false;
      }
    }

    
    if (this.lerpingRotation) {
      progress = (now - this.startLerpTimeRotation) / this.duration;
      THREE.Quaternion.slerp(this.startRotation, this.targetRotation, obj3d.quaternion, progress);
      if (progress >= 1) {
        this.lerpingRotation = false;
      }
    }

    
    if (this.lerpingScale) {
      progress = (now - this.startLerpTimeScale) / this.duration;
      obj3d.scale.lerpVectors(this.startScale, this.targetScale, progress);
      if (progress >= 1) {
        this.lerpingScale = false;
      }
    }
  }
function ( time , deltaTime ) { var progress ; var now = this . now ( ) ; var obj3d = this . el . object3D ; this . checkForComponentChanged ( ) ; // Lerp position if ( this . lerpingPosition ) { progress = ( now - this . startLerpTimePosition ) / this . duration ; obj3d . position . lerpVectors ( this . startPosition , this . targetPosition , progress ) ; // console.log("new position", obj3d.position); if ( progress >= 1 ) { this . lerpingPosition = false ; } } // Slerp rotation if ( this . lerpingRotation ) { progress = ( now - this . startLerpTimeRotation ) / this . duration ; THREE . Quaternion . slerp ( this . startRotation , this . targetRotation , obj3d . quaternion , progress ) ; if ( progress >= 1 ) { this . lerpingRotation = false ; } } // Lerp scale if ( this . lerpingScale ) { progress = ( now - this . startLerpTimeScale ) / this . duration ; obj3d . scale . lerpVectors ( this . startScale , this . targetScale , progress ) ; if ( progress >= 1 ) { this . lerpingScale = false ; } } }
Called on each scene tick.
Called on each scene tick .