@masatomakino/threejs-interactive-object
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    Class RadioButtonInteractionHandler<Value>

    Radio button interaction handler with exclusive group selection behavior.

    Extends CheckBoxInteractionHandler with radio button-specific exclusive selection behavior. Radio buttons work in groups where only one can be selected at a time, managed externally by RadioButtonManager. The frozen state prevents re-selection of already selected buttons.

    Unlike checkboxes, radio buttons require external group management and do not operate independently. The RadioButtonManager controls both selection and frozen states across the entire button group to maintain exclusive selection behavior.

    Typically instantiated internally by RadioButtonMesh/RadioButtonSprite constructors or convertToRadioButton* utility functions, then managed by RadioButtonManager.

    // Creating radio buttons from geometry and materials
    import { RadioButtonMesh, StateMaterialSet } from '@masatomakino/threejs-interactive-object';
    import { BoxGeometry, MeshBasicMaterial } from 'three';

    const materials = new StateMaterialSet({
    normal: new MeshBasicMaterial({ color: 0x888888 }),
    over: new MeshBasicMaterial({ color: 0xaaaaaa }),
    selected: new MeshBasicMaterial({ color: 0xff0000 }),
    selectedOver: new MeshBasicMaterial({ color: 0xaa0000 })
    });

    const radio1 = new RadioButtonMesh({
    geo: new BoxGeometry(1, 1, 1),
    material: materials
    });
    const radio2 = new RadioButtonMesh({
    geo: new BoxGeometry(1, 1, 1),
    material: materials
    });

    radio1.interactionHandler.value = { id: 'option1', label: 'Choice A' };
    radio2.interactionHandler.value = { id: 'option2', label: 'Choice B' };
    // Converting existing Mesh to radio button
    import { convertToRadioButtonMesh, StateMaterialSet } from '@masatomakino/threejs-interactive-object';
    import { Mesh, BoxGeometry, MeshBasicMaterial } from 'three';

    const existingMesh1 = new Mesh(new BoxGeometry(1, 1, 1), new MeshBasicMaterial());
    const existingMesh2 = new Mesh(new BoxGeometry(1, 1, 1), new MeshBasicMaterial());
    const convertedRadio1 = convertToRadioButtonMesh<string>(existingMesh1);
    const convertedRadio2 = convertToRadioButtonMesh<string>(existingMesh2);

    // Set up materials for radio button states
    const radioMaterials = new StateMaterialSet({
    normal: new MeshBasicMaterial({ color: 0x888888 }),
    over: new MeshBasicMaterial({ color: 0xaaaaaa }),
    selected: new MeshBasicMaterial({ color: 0xff0000 }),
    selectedOver: new MeshBasicMaterial({ color: 0xaa0000 })
    });
    convertedRadio1.interactionHandler.materialSet = radioMaterials;
    convertedRadio2.interactionHandler.materialSet = radioMaterials;

    convertedRadio1.interactionHandler.value = 'option1';
    convertedRadio2.interactionHandler.value = 'option2';
    // RadioButtonManager setup (required for both approaches above)
    import { RadioButtonManager } from '@masatomakino/threejs-interactive-object';

    // Create manager and add radio buttons to group
    const radioManager = new RadioButtonManager<string>();
    radioManager.addButton(radio1, radio2);

    // Listen for exclusive selection events from manager
    radioManager.on('select', (event) => {
    console.log('Selected radio button:', event.interactionHandler?.value);
    // Only one radio button can be selected at a time
    });

    Type Parameters

    • Value

      Type of arbitrary data associated with this radio button. Used for identifying specific options in radio button groups.

    Hierarchy (View Summary)

    Index

    Constructors

    • Creates a new ButtonInteractionHandler instance.

      Type Parameters

      • Value

      Parameters

      Returns RadioButtonInteractionHandler<Value>

      Initializes the interaction handler with the specified display object and optional material set. The handler immediately applies the initial material state upon creation.

      This constructor is typically not called directly by end users. Instead, it is invoked internally by display object constructors (ClickableMesh, ClickableSprite) or conversion utility functions (convertToClickableMesh, convertToClickableSprite).

      // Example 1: Creating clickable object from geometry and materials using ClickableMesh constructor
      import { ClickableMesh, StateMaterialSet } from '@masatomakino/threejs-interactive-object';
      import { BoxGeometry, MeshBasicMaterial } from 'three';

      const materials = new StateMaterialSet({
      normal: new MeshBasicMaterial({ color: 0x0000ff }),
      over: new MeshBasicMaterial({ color: 0x00ff00 }),
      down: new MeshBasicMaterial({ color: 0xff0000 })
      });

      const clickableMesh = new ClickableMesh({
      geo: new BoxGeometry(1, 1, 1),
      material: materials
      });

      clickableMesh.interactionHandler.value = { id: 'button1', action: 'save' };

      // Example 2: Converting existing Mesh to clickable using convertToClickableMesh
      import { convertToClickableMesh } from '@masatomakino/threejs-interactive-object';
      import { Mesh } from 'three';

      const existingMesh = new Mesh(new BoxGeometry(1, 1, 1), new MeshBasicMaterial());
      const convertedClickable = convertToClickableMesh<string>(existingMesh);
      convertedClickable.interactionHandler.value = 'converted-button';

      // Listen for click events
      convertedClickable.interactionHandler.on('click', (event) => {
      console.log('Button clicked:', convertedClickable.interactionHandler.value);
      });

      For most use cases, prefer using ClickableMesh/ClickableSprite constructors for new objects or convertToClickable* utility functions for existing objects, rather than instantiating ButtonInteractionHandler directly.

    Properties

    _alpha: number = 1.0

    Internal alpha multiplier for opacity control.

    _enable: boolean = true

    Internal state tracking enabled/disabled status.

    _isFrozen: boolean = false
    _isOver: boolean = false

    Internal state tracking pointer hover status.

    _isPress: boolean = false

    Internal state tracking pointer press status.

    _isSelect: boolean = false
    _materialSet?: StateMaterialSet

    Internal reference to the material set.

    frozen: boolean = false

    Temporarily prevents interaction handling while maintaining current visual state.

    When frozen is true, the object stops responding to pointer interactions but preserves its current visual state (does not switch to disable state). Useful when you want to temporarily pause interactions without changing the visual appearance to disabled.

    false
    
    mouseEnabled: boolean = true

    Controls whether the object responds to pointer interactions.

    When set to false, the object will not respond to any pointer interactions. This differs from the disable() method which changes the visual state.

    true
    
    state: ClickableState = "normal"

    Current visual interaction state of the object.

    Represents the current state used for material selection:

    • normal: Default resting state
    • over: Pointer hovering over the object
    • down: Pointer pressed down on the object
    • disable: Object is disabled and non-interactive
    value: undefined | Value

    Arbitrary data associated with this interactive object.

    The value property allows association of custom data with the interactive object, making it useful for identifying specific buttons in multi-button scenarios or storing configuration data. Event listeners can use this value to determine appropriate responses to interactions.

    // String identifier
    handler.value = 'save-button';

    // Complex object with metadata
    handler.value = { id: 'btn1', action: 'save', data: {...} };

    The display object being managed by this interaction handler.

    This readonly reference maintains the connection between the handler and the Three.js display object (Mesh, Sprite, or Group).

    prefixed: string | boolean

    Accessors

    • set alpha(value: number): void

      Sets the opacity alpha multiplier for the material set.

      Parameters

      • value: number

        Alpha value between 0.0 (transparent) and 1.0 (opaque)

      Returns void

      Controls the overall opacity of the interactive object by setting an alpha multiplier that is applied to all materials in the material set. This allows for fade effects while preserving the relative opacity differences between different interaction states.

    • get isFrozen(): boolean

      Gets the current frozen state of the radio button.

      Returns boolean

      True if the radio button is frozen (selected and non-interactive), false otherwise

      Returns the frozen state that prevents re-selection of already selected radio buttons. This state is controlled externally by RadioButtonManager to maintain exclusive selection behavior in radio button groups.

    • get isOver(): boolean

      Indicates whether the pointer is currently hovering over the object.

      Returns boolean

      True if pointer is over the object, false otherwise

    • get isPress(): boolean

      Indicates whether the pointer is currently pressed down on the object.

      Returns boolean

      True if pointer is pressed down, false otherwise

    • get materialSet(): undefined | StateMaterialSet

      Gets the current StateMaterialSet managing visual states.

      Returns undefined | StateMaterialSet

      The current material set, or undefined if none is assigned

    • set materialSet(value: undefined | StateMaterialSet): void

      Sets the StateMaterialSet for managing visual states.

      Parameters

      • value: undefined | StateMaterialSet

        The material set to assign, or undefined to remove

      Returns void

      When a new material set is assigned, the handler automatically updates the display object's material to reflect the current interaction state. Setting the same material set again will not trigger an update.

    Methods

    • Protected

      Checks if the radio button can respond to pointer interactions.

      Returns boolean

      True if the radio button is enabled and not frozen, false otherwise

      Overrides the base checkActivity to include frozen state consideration. Radio buttons become frozen when selected to prevent re-selection, implementing the exclusive selection behavior required for radio button groups.

      Activity status depends on both:

      • _enable state (inherited from ButtonInteractionHandler)
      • _isFrozen state (RadioButton-specific, controlled by RadioButtonManager)

      The frozen state is managed externally by RadioButtonManager, not by the radio button itself. When a radio button is selected, RadioButtonManager sets isFrozen=true to prevent further interactions.

      RadioButtonManager.select - External method that controls frozen state

    • Handles pointer click interactions by toggling selection state and emitting select events.

      Returns void

      Overrides base onMouseClick to implement checkbox toggle behavior. Toggles internal selection state, emits select event, and updates material for visual feedback.

      select - Emitted with the updated selection state after toggling

      Called automatically on complete pointer interactions.

    • Handles pointer up events and manages click detection logic.

      Parameters

      Returns void

      Processes pointer up events by resetting press state, determining the next visual state based on hover status, and emitting the up event. If the pointer was previously pressed down, also triggers click event emission through the onMouseClick hook.

      up - Emitted when the pointer is released

      click - Emitted when a complete click interaction is detected

    • Remove all listeners, or those of the specified event.

      Parameters

      • Optionalevent: keyof ThreeMouseEventMap<Value>

      Returns this

    • Switches the interactive object between enabled and disabled states.

      Parameters

      • bool: boolean

        True to enable, false to disable

      Returns void

      Changes the enabled state of the interactive object and immediately updates the interaction state and material. When enabled, the state becomes "normal"; when disabled, the state becomes "disable".

      // Enable the button
      handler.switchEnable(true);

      // Disable the button
      handler.switchEnable(false);