Determine the necessary camera zoom level to ensure the object fits within the height of the screen

In my Three.js project, I've been utilizing these formulas to determine the visible width and height:

var vFOV = camera.fov * Math.PI / 180;        // converting vertical fov to radians
var height = 2 * Math.tan( vFOV / 2 ) * dist; // calculating visible height

var aspect = window.width / window.height;
var width = height * aspect;                  // figuring out visible width

Using this information, I figure out the camera zoom needed for an object to perfectly fit within the render area by its WIDTH

var zoom = (ObjectHeight/aspect) / (2*Math.tan(vFOV/2)) + ObjectDepth;

Now, the challenge is calculating the camera zoom needed for an object to fit exactly into the render area by its HEIGHT.

Credit goes to GuyGood for providing the solution:

var zoom = (ObjectHeight/2) / Math.tan(vFOV/2) - ObjectDepth;

Answer №1

My current approach is centered around the boundingSphere radius:

geometry.computeBoundingSphere();
radius = geometry.boundingSphere.radius;
distanceFactor = Math.abs( aspect * radius / Math.sin( fov/2 );

I referenced information from here to guide me in interpreting this method correctly:

The distanceFactor indicates how much you should move the camera along its viewing direction for proper alignment. I am still uncertain if it should be adjusted by height or width, but hopefully this insight will help you determine that. :)

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