successfully changed the sky and bar colors. learned that in this strange 3D animation paradigm, the color of the light actually determines the color of the bars:
<a-light color="steelblue" position="0 5 0" type="ambient"></a-light>
this was non-obvious to me, and pretty cool once I figured it out.
oh, I also added a delay the the mouseout
(gazeout
?!) transition. the idea for this is to allow the user time to look to the next bar without snapping their attention right back to the previous bar.
Testing out aframe.io with d3.js.
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
<!DOCTYPE html>
<head>
<meta charset="utf-8">
<!--
<script src="d3.min.js"></script>
<script src="aframe.min.js"></script>
-->
<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>
<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="steelblue" position="0 5 0" type="ambient"></a-light>
<a-entity light="type: point; color: #EEE; intensity: 0.5" position="0 3 0"></a-entity>
<!-- Sky -->
<a-sky color="#d9d9d9"></a-sky>
</a-scene>
<script>
// synthetic 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 x = i - data.length/2;
var x = radius * Math.cos(i/data.length * 2 * Math.PI)
var z = radius * Math.sin(i/data.length * 2 * Math.PI)
return x + " " + y + " " + z
},
rotation: function(d,i) {
var x = 0;
var z = 0;
var y = -(i/data.length)*360;
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: 0.2,
width: 1.5
})
})
.on("mouseleave", function(d,i) {
console.log("leave",i,d)
this.hovering = false;
d3.select(this).transition().delay(1000)
.attr({
metalness: 0,
width: 0.5
})
})
</script>
</body>