In Three.js I'm using this formulas to calculate visible width & height
var vFOV = camera.fov * Math.PI / 180; // convert vertical fov to radians
var height = 2 * Math.tan( vFOV / 2 ) * dist; // visible height
var aspect = window.width / window.height;
var width = height * aspect; // visible width
And with that I calculate the camera zoom required for object to fit exactly into render area by WIDTH
var zoom = (ObjectHeight/aspect) / (2*Math.tan(vFOV/2)) + ObjectDepth;
How do I calculate the camera zoom required for object to fit exactly into render area by HEIGHT?
Thanks to GuyGood, I found the solution:
var zoom = (ObjectHeight/2) / Math.tan(vFOV/2) - ObjectDepth;