Testing out aframe.io with d3.js. use WASD keys to "walk" around the space.
Since AFrame works with DOM elements, you can use d3's selection API to generate and modify 3D elements, as well as handle "mouse" events (including the VR friendly "fuse cursor") as if it was SVG.
Built with blockbuilder.org
forked from enjalot's block: aframe + d3 test
xxxxxxxxxx
<head>
<meta charset="utf-8">
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.5.5/d3.min.js"></script>
<script src="https://aframe.io/releases/latest/aframe.min.js"></script>
<script src="aframe-text-component.min.js"></script>
<style>
body { margin:0;position:fixed;top:0;right:0;bottom:0;left:0; background-color: white;}
</style>
</head>
<body>
<a-scene>
<!-- Camera with customized cursor -->
<a-camera position="0 1.8 0" cursor-visible="true" cursor-scale="2" cursor-color="#4CC3D9" cursor-offset="2" cursor-maxdistance="100" cursor-opacity="0.5" cursor-fuse="true"></a-camera>
<a-light color="#da47da" position="0 5 0" type="ambient"></a-light>
<a-entity camera look-controls wasd-controls></a-entity>
<a-entity light="type: point; color: #EEE; intensity: 0.5" position="0 3 0"></a-entity>
<!-- Sky -->
<a-sky color="#ecfcf4"></a-sky>
</a-scene>
<script>
// fake data
var data = [ 10, 20, 30, 15, 25, 35, 40,
45, 50, 70, 100, 120, 130,
12, 18, 22, 29, 33, 44, 59, 200]
// we scale the height of our bars using d3's linear scale
var hscale = d3.scale.linear()
.domain([0, d3.max(data)])
.range([0, 3])
// we select the scene object just like an svg
var scene = d3.select("a-scene")
// we use d3's enter/update/exit pattern to draw and bind our dom elements
var bars = scene.selectAll("a-cube.bar").data(data)
bars.enter().append("a-cube").classed("bar", true)
// we set attributes on our cubes to determine how they are rendered
bars.attr({
position: function(d,i) {
// cubes are positioned by their center so we
// offset for their height
var y = 1 + hscale(d)/2;
// lets place the bars all around our camera
var radius = 5;
var theta = i/data.length * 2 * Math.PI - 3/4*Math.PI
var x = radius * Math.cos(theta)
var z = radius * Math.sin(theta)
return x + " " + y + " " + z
},
rotation: function(d,i) {
var x = 0;
var z = 0;
var y = -(i/data.length)*360 - 45;
return x + " " + y + " " + z
},
width: function(d) { return 0.5},
depth: function(d) { return 0.9},
height: function(d) { return hscale(d)},
opacity: function(d,i) { return 0.6 + (i/data.length) * 0.4},
//metalness: function(d,i) { return i/data.length}
})
.on("click", function(d,i) {
console.log("click", i,d)
})
.on("mouseenter", function(d,i) {
// this event gets fired continuously as long as the cursor
// is over the element. we only want trigger our animation the first time
if(this.hovering) return;
console.log("hover", i,d)
this.hovering = true;
d3.select(this).transition().duration(1000)
.attr({
metalness: 0.5,
width: 2
})
})
.on("mouseleave", function(d,i) {
console.log("leave",i,d)
this.hovering = false;
d3.select(this).transition()
.attr({
metalness: 0,
width: 0.5
})
})
var labels = scene.selectAll("a-entity.label").data(data)
labels.enter().append("a-entity").classed("label", true)
.attr({
text: function(d,i){ return "text: " + i },
material: "color: #000"
})
// we set attributes on our cubes to determine how they are rendered
labels.attr({
position: function(d,i) {
// cubes are positioned by their center so we
// offset for their height
var y = 0.3;
// lets place the bars all around our camera
var radius = 5;
var theta = i/data.length * 2 * Math.PI - 3/4*Math.PI - 0.07
var x = radius * Math.cos(theta)
var z = radius * Math.sin(theta)
return x + " " + y + " " + z
},
rotation: function(d,i) {
var x = 0;
var z = 0;
var y = +45 -(i/data.length)*360;
return x + " " + y + " " + z
},
})
</script>
</body>
https://cdnjs.cloudflare.com/ajax/libs/d3/3.5.5/d3.min.js
https://aframe.io/releases/latest/aframe.min.js