<code> if ((boxSize.x > 1 || boxSize.y > 1) && this.mesh) {
const cameraAspect = this.camera.aspect;
const horizontalPadding = (boxSize.x - boxSize.y * cameraAspect) / 2;
const verticalPadding = (boxSize.y - boxSize.x / cameraAspect) / 2;
this.controls.fitToBox(this.mesh, true, {
paddingTop: verticalPadding,
paddingBottom: verticalPadding,
paddingLeft: horizontalPadding,
paddingRight: horizontalPadding,
});
}
</code>
<code> if ((boxSize.x > 1 || boxSize.y > 1) && this.mesh) {
const cameraAspect = this.camera.aspect;
const horizontalPadding = (boxSize.x - boxSize.y * cameraAspect) / 2;
const verticalPadding = (boxSize.y - boxSize.x / cameraAspect) / 2;
this.controls.fitToBox(this.mesh, true, {
paddingTop: verticalPadding,
paddingBottom: verticalPadding,
paddingLeft: horizontalPadding,
paddingRight: horizontalPadding,
});
}
</code>
if ((boxSize.x > 1 || boxSize.y > 1) && this.mesh) {
const cameraAspect = this.camera.aspect;
const horizontalPadding = (boxSize.x - boxSize.y * cameraAspect) / 2;
const verticalPadding = (boxSize.y - boxSize.x / cameraAspect) / 2;
this.controls.fitToBox(this.mesh, true, {
paddingTop: verticalPadding,
paddingBottom: verticalPadding,
paddingLeft: horizontalPadding,
paddingRight: horizontalPadding,
});
}
Occasionally the camera will zoom to the origin instead of the mesh. I have tried a try and catch block, but the behavior persists. Is there any way to verify if a mesh boundary box is valid? Any advice would be greatly appreciated.