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    <script src="https://aframe.io/releases/0.7.0/aframe.min.js"></script>
  <body style="background: #111;">
        <img id="groundTexture" src="https://cdn.aframe.io/a-painter/images/floor.jpg" crossorigin>
      <a-entity position="0 1 0" rotation="0 0 0">
        <a-entity camera look-controls wasd-controls>
          <a-entity cursor="fuse: true; fuseTimeout: 500"
                    position="0 0 -2"
                    geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.027"
                    material="color: black; shader: flat">
      <a-cylinder id="ground" src="#groundTexture" radius="32" height="0.1"></a-cylinder>
              // default alpha for bars
let alpha = 0.6;
const data = [ 19, 80, 30, 15, 55];
const dataText = [ 'A', 'B', 'C', 'D', 'E'];
// Scale the height of our bars using d3's linear scale
const hscale = d3.scaleLinear()
  .domain([0, d3.max(data)])
  .range([0, 3]);

// Select the scene object just like an svg
const scene = d3.select('a-scene');

// we use d3's enter/update/exit pattern to draw and bind our dom elements
const bars = scene.selectAll('a-box.bar').data(data);
// we set attributes on our cubes to determine how they are rendered
bars.enter().append('a-box').classed('bar', true)
  .attr('position', (d, i) => {
  const x =  i * 0.8 - (data.length / 2);
  const y = hscale(d)/2;
  const z = -3
  return x + " " + y + " " + z   
  .attr('width', (d) => 0.5)
  .attr('depth', (d) => 0.5)
  .attr('height', (d) => hscale(d))
  .attr('opacity', alpha)
  .attr('color', 'blue')
  .on("mouseenter", function(d,i) {
      .attr('opacity', 0.9);

      .attr('color', 'red')
      .attr('align', 'center')
      .attr('position', `0 ${(hscale(d) / 2 + 0.5)} 0`)
      .attr('scale', '1 1 1')
      .attr('value', `${dataText[i]}, ${d}`);
  .on("mouseleave", function(d,i) {
      .attr('opacity', alpha);


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