I found a solution that is almost perfect: I create 2 vars using the fov formula: var hfov = Math.atan2(view.mouseX*2, camera.zoom*camera.zoom + (- view.mouseX*view.mouseX)/(camera.zoom*camera.zoom))*toDEGREES; var vfov = Math.atan2(view.mouseY*2, camera.zoom*camera.zoom + (- view.mouseY*view.mouseY)/(camera.zoom*camera.zoom))*toDEGREES;
var hAngle= hfov/2; var vAngle = vfov/2; hAngle works perfect but there is a problem with vAngle as long as the mouse moves in the center so the mouseX is 0 the vAngle is perfect but when the mouseX moves the vAngle becomes begger than it should, the further the mouseX is from the center the bigger vAngle becomes, I also noticed that if I move the mouse horizontally at y != 0 then an object driven by the vAngle moves like on a circle I guess vAngle needs some sort of correction, ot vfov different values for mouseY that would take into an account the mouseX movement I would appreciate any help
