It's annoying to control the view with a pair of sliders. Makes more sense to use something like OrbitControls to drag directly on the canvas.
Could be tricky to implement because view can also be controlled from PerspectiveCamera.
A few ideas:
Use Desmos Regression to back-compute PerspectiveCamera arguments from the OrbitControls values. This is super complicated for little gain, and there could even be race conditions if view is controlled by a slider that is playing.
Override PerspectiveCamera values with the OrbitControls values
Use a function OrbitCamera that allows specifying fov, near, and far, avoiding the need for all this mess.
It's annoying to control the view with a pair of sliders. Makes more sense to use something like OrbitControls to drag directly on the canvas.
Could be tricky to implement because view can also be controlled from
PerspectiveCamera
.A few ideas:
PerspectiveCamera
arguments from the OrbitControls values. This is super complicated for little gain, and there could even be race conditions if view is controlled by a slider that is playing.PerspectiveCamera
values with the OrbitControls valuesOrbitCamera
that allows specifyingfov
,near
, andfar
, avoiding the need for all this mess.