Perspective Camera and Orbit Camera not zoom in/out with middle mouse button

Have a good day to everyone. I have a problem with zoom in/out with my mouse middle mouse button. Firstly, I can move zoom in/out. “Camera2” is a combine camera. “Camera” is changing according to buttons. Perspective view --> camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10000 );
left view --> camera = new THREE.OrthographicCamera(- halfWidth, halfWidth, halfHeight, - halfHeight, -500,1000 );

My other codeblocks are:

function setupScene(doUseRaycaster) {
  useRaycaster = doUseRaycaster;
  raycaster = new THREE.Raycaster();

  scene = new THREE.Scene();

  var viewer = document.getElementById('viewer');
  width = viewer.offsetWidth; // So that is stays inside the viewer div
  height = window.innerHeight; // full page

  // For small grid

  camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10000 );
  //camera = new THREE.CombinedCamera(  width / 2, height / 2, 75, 0.1, 10000, -500, 1000 );

  //camera.lookAt(0, 0, 0);
  camera.position.x = -30;
  camera.position.y = 500;
  camera.position.z = 500;

  camera.up.set(0, 1, 0);

  renderer = new THREE.WebGLRenderer({ antialias: true });
  renderer.setSize(width, height);

  renderer2 = new THREE.WebGLRenderer({ alpha: true });
  renderer.setClearColor(0x000000, 0); // the default

  renderer2.setSize(150, 150);
  inset = document.getElementById('inset');

  viewer.appendChild(renderer.domElement);
  inset.appendChild(renderer2.domElement);

  var ambientLight = new THREE.AmbientLight(0xbbbbbb);
  scene.add(ambientLight);

  var lights = [];
  lights[0] = new THREE.PointLight(0xececec, 0.25, 0);
  lights[1] = new THREE.PointLight(0xececec, 0.25, 0);
  lights[2] = new THREE.PointLight(0xececec, 0.25, 0);

  lights[0].position.set(0, 100, 0);
  lights[1].position.set(100, 200, 100);
  lights[2].position.set(-100, -200, -100);

  scene.add(lights[0]);
  scene.add(lights[1]);
  scene.add(lights[2]);

  window.addEventListener('mousemove', onMouseMove, false);
  window.addEventListener('mousedown', onMouseDown, false);
  window.addEventListener('mouseup', mouseUp, false);
  window.addEventListener("keydown", onKeyDown, false);

  function onWindowResize() {
    camera.setSize(width, height);
    camera.updateProjectionMatrix();
    renderer.setSize(width, height);
  }

  scene2 = new THREE.Scene();
  camera2 = new THREE.CombinedCamera(width / 2, height / 2, 75, 0.1, 10000, -500, 1000);
  camera2.position.x = -30;
  camera2.position.y = 10;
  camera2.position.z = 100;
  camera2.up = camera.up;

  camera2.lookAt(0, 0, 0);

  var interval = GRID_SIZE / MAJOR_AXIS
  addGridToScene(GRID_SIZE, MAJOR_AXIS, MINOR_AXIS, [0, 0, 0], [0, 0, 0]);

  axis2 = buildMiniAxis(50);
  scene2.add(axis2);

  miniAxisLabels("X", 50, -5, 0);
  miniAxisLabels("Y", 5, 50, 0);
  miniAxisLabels("Z", 0, 5, 50);


  var gui = new dat.GUI();
  gui.add(guicontrols, 'textSize', 0, 120);
  gui.add(guicontrols, 'showFrontCurve');
  gui.add(guicontrols, 'showBackCurve');

  var geometry = new THREE.BoxGeometry( 30, 30, 30 );
  var material = new THREE.MeshNormalMaterial();

  var mesh = new THREE.Mesh( geometry, material );
  mesh.position.x = 150;
  mesh.position.y = 150;
  mesh.position.z = 0;

  scene.add( mesh );
  objects.push( mesh );

  console.log(objects);
  console.log(camera.fov, camera.aspect, camera.near, camera.far);
  console.log(camera2);

  const orbitControls = new THREE.OrbitControls( camera, renderer.domElement );

  const dragControls = new THREE.DragControls( objects, camera, renderer.domElement );
  dragControls.addEventListener( 'dragstart', function () { orbitControls.enabled = false; } );
  dragControls.addEventListener( 'dragend', function () { orbitControls.enabled = true; } );

  orbitControls.update();

}

But, when I clicked “Left View” button or “Perspective View” button. I cannot make zoom in/out. In “Inspect Element” console, there is no error.

function ugurToPerspective() {

	console.log("near");
	console.log(camera.near);
    console.log("far");
    console.log(camera.far);

	camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10000 );

	//camera.lookAt(0, 0, 0);
    camera.position.x = -30;
    camera.position.y = 500;
    camera.position.z = 500;

    camera.up.set(0, 1, 0);

	camera.updateProjectionMatrix();
}

function ugurToOrthographic() {
  	// Switches to the Orthographic camera estimating viewport from Perspective

    var zoom = 3;
	var fov = 70;
	var aspect = window.innerWidth/window.innerHeight;
	var near = 0.1;
	var far = 10000;

	// The size that we set is the mid plane of the viewing frustum

	var hyperfocus = ( near + far ) / 2;

	var halfHeight = Math.tan( fov * Math.PI / 180 / 2 ) * hyperfocus;
	var planeHeight = 2 * halfHeight;
	var planeWidth = planeHeight * aspect;
	var halfWidth = planeWidth / 2;

	halfHeight /= zoom;
	halfWidth /= zoom;

	camera = new THREE.OrthographicCamera(- halfWidth, halfWidth, halfHeight, - halfHeight, -500,1000 );

	camera.updateProjectionMatrix();
}

function setOrthographic() {
  camera2.zoom = 40;

  ugurToOrthographic();
  camera2.toOrthographic();

  camera.zoom = 3;
  camera.position.x = 0;
  camera.position.y = 0;
  camera.position.z = 0;

  // Removing the grid and background image, both will be redrawn.
  removeAllObjectsByName("axis_labels", scene2);
  removeAllObjectsByName("helpergrid", scene);
  removeAllObjectsByName("images", scene);
  removeAllObjectsByName("mini_axis", scene2);
}

function setPerspective() {

  camera2.zoom = 1;
  console.log("ugurrrrrrrrr");
  console.log(camera);

  ugurToPerspective();

  //camera.lookAt(0, 0, 0);
  camera.position.x = -30;
  camera.position.y = 50;
  camera.position.z = 100;
  camera.zoom = 0.1;

  camera.up.set(0, 1, 0);
  camera2.up = camera.up;

  console.log(camera);
  camera2.toPerspective();
  lookAtScene = true;

  camera2.position.copy(camera.position);
  camera2.lookAt(scene2.position);

  // Removing the grid and background image, both will be redrawn.
  removeAllObjectsByName("axis_labels", scene2);
  removeAllObjectsByName("helpergrid", scene);
  removeAllObjectsByName("images", scene);
  removeAllObjectsByName("mini_axis", scene2);

  addGridToScene(GRID_SIZE, MAJOR_AXIS, MINOR_AXIS, [0, 0, 0], [0, 0, 0]);
  axis2 = buildMiniAxis(50);
  scene2.add(axis2);

  miniAxisLabels("X", 50, -5, 0);
  miniAxisLabels("Y", 5, 50, 0);
  miniAxisLabels("Z", 0, 5, 50);
}

/* The next 6 functions camera parameters based on asthetics of current grid (100,10),
and redraw the grid where needed so that it appears behind to the model, facing the screen.*/
function leftView(boolRotateX = false) {
  var picture = document.getElementById("checkboxleft");
  var xray = document.getElementById("checkboxleftXray");

  setOrthographic();
  ugurToOrthographic();

  //camera.toLeftView();
  camera.rotation.x = 0;
  camera.rotation.y = - Math.PI / 2;
  camera.rotation.z = 0;
  camera.rotationAutoUpdate = false;
  console.log("left view camera")
  console.log(camera);

  camera2.toLeftView();
  lookAtScene = false;

  camera2.position.copy(camera.position);
  camera2.lookAt(scene2.position);

  if (picture && picture.checked == true) {
    picture_value = JSON.parse(picture.value)
    imgren = renderImage('left', picture_value.url, picture_value.rot, picture_value.pos[0], picture_value.pos[1], picture_value.pos[2], boolRotateX);
  }

  if (xray && xray.checked == true) {
    xray_value = JSON.parse(picture.value)
    imgren = renderImage('leftXray', xray_value.url, xray_value.rot, xray_value.pos[0], xray_value.pos[1], xray_value.pos[2], boolRotateX);
  }
  addGridToScene(GRID_SIZE, MAJOR_AXIS, MINOR_AXIS, [0, 0, Math.PI / 2], [-5, 0, 0]);

  axis2 = buildMiniAxis(50);
  axis2.rotation.y = Math.PI / 2;
  scene2.add(axis2);

  miniAxisLabels("Y", 5, 50, 0);
  miniAxisLabels("Z", 55, -5, 0);
}