I am trying to create an infinite loop for the animation using tween.js but it gives me this error related to TWEEN.update(time), I also tried TWEEN.default.update() but i get this Attempted import error: '@createjs/tweenjs' does not contain a default export (imported as 'TWEEN'). If I remove TWEEN.update(time) the animation works but stops after one revolution. How do I make it work? is there another library that needs to be imported?
here is the concerned code:
import React, {Component} from 'react';
import * as THREE from "three";
import './App.css';
import './style.css'
import {OrbitControls} from "three/examples/jsm/controls/OrbitControls";
import * as TWEEN from '@createjs/tweenjs'
class App extends Component{
componentDidMount() {
var scene, camera, renderer;
var controls;
init();
animate();
function createPlanet(radius, distance, tilt, color, speed) {
var orbitContainer = new THREE.Object3D();
//orbitContainer.rotation.x = tilt;
var orbit = new THREE.Object3D();
var geometry = new THREE.CircleGeometry(distance, 100);
geometry.vertices.shift();
var line = new THREE.Line(
geometry,
new THREE.LineBasicMaterial({color: 'aqua'})
);
//ring movement
line.rotation.x = Math.PI * 0.5;
var planet = new THREE.Mesh(
new THREE.SphereGeometry(radius, 32, 32),
new THREE.MeshPhongMaterial({color: color})
);
// initial position
// distance away from the center
planet.position.set(distance, 0.0, 0.0);
//orbit.add(line);
orbit.add(planet);
new TWEEN.Tween(orbit.rotation).to({y: //'+' or '-' for rotation direction
'+' + (Math.PI * 2)}, 4000 / speed);
orbitContainer.add(orbit);
scene.add(orbitContainer);
return orbitContainer;
}
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x202020);
camera = new THREE.PerspectiveCamera(60, 4 / 3, 0.1, 10000.0);
camera.position.set(20.0, 20.0, 20.0);
camera.lookAt(new THREE.Vector3(0, 0, 0));
renderer = new THREE.WebGLRenderer({antialias: false});
controls = new OrbitControls(camera, renderer.domElement);
var ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);
//light emission will be the icon with a line connecting to the logo (sun) and will light up the line and icon when selected
var solar = new THREE.Mesh(
new THREE.SphereGeometry(1.0, 32, 32),
new THREE.MeshPhongMaterial({emissive: 0xff5800, emissiveIntensity: 0.5})
);
var pointLight = new THREE.PointLight(0xffffff, 1.0, 300.0);
solar.add(pointLight);
scene.add(solar);
createPlanet(0.5, 3.2, 0.25, 'yellow', 1.0);
createPlanet(0.6, 7.0, 0.1, 'red', 2.0);
createPlanet(1.0, 11.0, 0.0, 'blue', 0.4);
createPlanet(0.7, 14.2, 0.25, 'green', 0.9);
createPlanet(0.4, 20.0, 0.0, 0, 'pink', 3.0);
window.addEventListener('resize', onWindowResize, false);
onWindowResize();
document.body.appendChild(renderer.domElement);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate(time) {
TWEEN.update(time);
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
}
render(){
return (
<div>
</div>
)}}
export default App;
Looks like you're confusing your animation modules (the naming convention can be very confusing with so many similar names). You installed @createjs/tweenjs
, but you're following the documentation for something else. If you install @createjs/tweenjs
, you should follow the documentation for that specific module. You'll find its docs don't suggest that you import in the method you're using: import * as TWEEN from '@createjs/tweenjs'
, nor does it require TWEEN.update(time);
on each frame.
However, @tweenjs/tween.js
, does suggest in its user guide that you use it as follows:
const TWEEN = require('@tweenjs/tween.js');
// Can probably be substituted with:
import * as TWEEN from '@tweenjs/tweenjs'
TWEEN.update(currentTime)