block by enjalot 1fd196cd99f8d58a56d3

aframe + d3 test: text labels

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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.

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forked from enjalot‘s block: aframe + d3 test

index.html

<!DOCTYPE html>
<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>