setOrbitPoint()
setOrbitPoint(
controls,point):void
Move the orbit point to an anchored surface without letting the camera jump or the zoom decay.
CameraControls.setOrbitPoint internally calls dollyTo(distance), which
clamps the orbit radius to [minDistance, maxDistance]. If the anchored
surface sits closer than minDistance, that clamp would snap the camera
backwards, so the anchor has to be placed with a near-zero minDistance.
But minDistance is also what stops the zoom from decaying: with
dollyToCursor + infinityDolly the wheel step is proportional to the
orbit radius, and the constant-speed "infinity" push only kicks in once the
radius reaches minDistance. Leaving minDistance near zero (as dynamic
anchoring used to, globally) let the radius shrink toward zero on every
zoom-in, so each notch moved exponentially less — the zoom felt like it was
grinding to a halt until a press re-anchored it. So we drop minDistance
only for the placement itself and restore it immediately, keeping the real
minDistance in force for the wheel.
Parameters
| Parameter | Type |
|---|---|
controls | CameraControls |
point | Vector3 |
Returns
void