Luis_Mb
#1
I try this code:
MouseInput.prototype.onMouseWheel = function (event) {
this.orbitCamera.distance -= event.wheel * this.distanceSensitivity * (this.orbitCamera.distance * 0.1);
event.event.preventDefault();
};
and works But it not use physics i need use torque in my entity with scroll Any idea?
Hi @Luis_Mb,
You can use that value to apply a torque to your body in a direction:
var torque = new pc.Vec3(0, this.orbitCamera.distance, 0);
this.entity.rigidbody.applyTorqueImpulse(torque);
2 Likes
Luis_Mb
#3
Thank You @Leonidas for quickly answer… I have tried this. I am some confused 
var Test = pc.createScript('test');
Test.prototype.initialize = function() {
var mouse= this.app.mouse;
this._mouseWheelChange = 0;
mouse.on(pc.EVENT_MOUSEWHEEL, function (e) {
this._mouseWheelChange = e.wheelDelta;
}, this);
};
Test.prototype.update = function(dt) {
//this.entity.translate(0, this._mouseWheelChange * dt * 5, 0);
// this.entity.rigidbody.applyTorque(0,this.mouseWheelChange * dt * 0.01, 0);
var torque = new pc.Vec3(0, this.orbitCamera.distance, 0);
this.entity.rigidbody.applyTorqueImpulse(torque);
this._mouseWheelChange = 0;
};
Test.prototype.onMouseWheel = function (event) {
this.orbitCamera.distance -= event.wheel * this.distanceSensitivity * (this.orbitCamera.distance * 0.1);
event.event.preventDefault();
};
yaustar
#4
Why are you using the camera distance for torque?
Luis_Mb
#5
Hi @yaustar.
I used this script before, for another move, and now I’m trying to edit it to include torque physics
yaustar
#6
It’s just weird to use as distance is always positive so it will just keep spinning in one direction.
Luis_Mb
#7
Thanks. I have finished the code. Now works perfect 