Pointer Hover
Basic example of how to add Babylon pointer actions to Meshes to achieve a hover highlighting effect.
js
// SPDX-License-Identifier: Apache-2.0
// Copyright : J.P. Morgan Chase & Co.
import * as anu from '@jpmorganchase/anu';
import * as BABYLON from '@babylonjs/core';
import * as d3 from 'd3';
import data from './data/penguins.json' assert {type: 'json'};
//Create and export a function that takes a Babylon engine and returns a Babylon Scene
export function hover(engine) {
//Create an empty Scene
const scene = new BABYLON.Scene(engine);
//Add some lighting
new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 10, 0), scene);
//Add a camera that rotates around the origin and adjust its properties
const camera = new BABYLON.ArcRotateCamera('Camera', 0, 0, 0, new BABYLON.Vector3(0, 0, 0), scene);
camera.position = new BABYLON.Vector3(2, 2, -3.5);
camera.wheelPrecision = 20;
camera.minZ = 0;
camera.attachControl(true);
//Create the D3 functions that we will use to scale our data dimensions to desired output ranges for our visualization
let scaleX = d3.scaleLinear().domain(d3.extent(d3.map(data, (d) => d['Beak Depth (mm)']))).range([-1,1]).nice();
let scaleY = d3.scaleLinear().domain(d3.extent(d3.map(data, (d) => d['Beak Length (mm)']))).range([-1,1]).nice();
let scaleZ = d3.scaleLinear().domain(d3.extent(d3.map(data, (d) => d['Flipper Length (mm)']))).range([-1,1]).nice();
//Do the same for color, using Anu helper functions to map values to StandardMaterial objects with colors based on the 'schemecategory10' palette from D3
let scaleC = d3.scaleOrdinal(anu.ordinalChromatic('d310').toStandardMaterial());
//Create a HighlightLayer that will allow us to add a highlight stencil to meshes
const highlighter = new BABYLON.HighlightLayer('highlighter', scene);
//Create a Center of Transform TransformNode that serves the parent node for all our meshes that make up our chart
let CoT = anu.create('cot', 'cot');
//Select our CoT so that we have it as a Selection object
let chart = anu.selectName('cot', scene);
//Create sphere meshes as children of our CoT for each row of our data and set their visual encodings using method chaining
let spheres = chart.bind('sphere', { diameter: 0.05 }, data)
.position((d) => new BABYLON.Vector3(scaleX(d['Beak Depth (mm)']), scaleY(d['Beak Length (mm)']), scaleZ(d['Flipper Length (mm)'])))
.material((d) => scaleC(d.Species))
//Add actions to respond to user inputs
.action((d, n, i) => new BABYLON.InterpolateValueAction( //When the pointer over event happens, the mesh's scaling
BABYLON.ActionManager.OnPointerOverTrigger, //will be updated and interpolated over the specified duration
n,
'scaling',
new BABYLON.Vector3(1.2, 1.2, 1.2),
100
))
.action((d, n, i) => new BABYLON.InterpolateValueAction( //When the pointer out event happens, the mesh's scaling
BABYLON.ActionManager.OnPointerOutTrigger, //will be set back to 1 over the specified duration
n,
'scaling',
BABYLON.Vector3.One(),
100
))
.action((d,n,i) => new BABYLON.ExecuteCodeAction( //When the pointer over event happens, we execute code to
BABYLON.ActionManager.OnPointerOverTrigger, //add the mesh to our HighlightLayer to highlight it
() => {
highlighter.addMesh(n, BABYLON.Color3.White());
}
))
.action((d,n,i) => new BABYLON.ExecuteCodeAction( //When the pointer out event happens, we execute code to
BABYLON.ActionManager.OnPointerOutTrigger, //remove the mesh from our HighlightLayer to unhighlight it
() => {
highlighter.removeMesh(n);
}
));
//Use the Axes prefab with our three D3 scales
anu.createAxes('myAxes', { scale: { x: scaleX, y: scaleY, z: scaleZ }, parent: chart });
return scene;
};