Add this code to mousewheel to help you scale based on cursor position, and not relative to model.
If you use trackball controls, you can use it to pan and rotate. Thus, the trackball controls are included in the lie in the mouse wheel.
renderer.domElement.addEventListener('mousewheel',
function (e) {
mousewheel(e);
},
false);
function mousewheel(event) {
trackBallControls.noZoom = true;
event.preventDefault();
var factor = 50;
var mX = (event.clientX / jQuery(container).width()) * 2 - 1;
var mY = -(event.clientY / jQuery(container).height()) * 2 + 1;
var vector = new THREE.Vector3(mX, mY, 0.5);
vector.unproject(camera);
vector.sub(camera.position);
if (event.deltaY < 0) {
camera.position.addVectors(camera.position,
vector.setLength(factor));
trackBallControls.target.addVectors(trackBallControls.target,
vector.setLength(factor));
camera.updateProjectionMatrix();
} else {
camera.position.subVectors(camera.position,
vector.setLength(factor));
trackBallControls.target.subVectors(trackBallControls.target,
vector.setLength(factor));
camera.updateProjectionMatrix();
}
}
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