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---
--- Calculates the power of a camera shake effect based on the position of the camera and the position of the shake.
--- @param pos point The position of the shake.
--- @param radius_insight number The radius within which the shake is considered to be in sight of the camera.
--- @param radius_outofsight number The radius beyond which the shake is considered to be out of sight of the camera.
--- @return number The power of the camera shake effect, as a percentage.
---
function CameraShake_GetEffectPower(pos, radius_insight, radius_outofsight)
	local cam_pos, cam_look = GetCamera()
	local camera_orientation = CalcOrientation(cam_pos, cam_look)
	local shake_orientation = CalcOrientation(cam_pos, pos)
	local dist = DistSegmentToPt(cam_pos, cam_look, pos)
	if dist < 0 then
		assert(false)
		return 0
	end
	
	local radius
	if abs(AngleDiff(shake_orientation, camera_orientation)) < const.CameraShakeFOV/2 then
		radius = radius_insight or const.ShakeRadiusInSight
	else
		radius = radius_outofsight or const.ShakeRadiusOutOfSight
	end
	return dist < radius and 100 * (radius - dist) / radius or 0
end

--- Starts a camera shake effect with the specified position and power.
-- @cstyle void CameraShake(point pos, int power).
-- @param pos point.
-- @param power int.
-- @return void.
function CameraShake(pos, power)
	power = power * CameraShake_GetEffectPower(pos) / 100
	if power == 0 then return end
	local total_duration = const.MinShakeDuration + power*(const.MaxShakeDuration-const.MinShakeDuration)/const.MaxShakePower
	local shake_offset = power*const.MaxShakeOffset/const.MaxShakePower
	local shake_roll = power*const.MaxShakeRoll/const.MaxShakePower
	camera.Shake(total_duration, const.ShakeTick, shake_offset, shake_roll)
end

---
--- Stores the current camera shake thread and the maximum offset for the camera shake effect.
---
--- @field camera_shake_thread thread The current camera shake thread.
--- @field camera_shake_max_offset number The maximum offset for the camera shake effect.
---
MapVar("camera_shake_thread", false)
MapVar("camera_shake_max_offset", 0)
---
--- Performs a camera shake effect with the specified parameters.
---
--- @param total_duration number The total duration of the camera shake effect, in seconds.
--- @param shake_tick number The interval between each shake, in seconds.
--- @param max_offset number The maximum offset of the camera shake, in meters.
--- @param max_roll_offset number The maximum roll offset of the camera shake, in degrees.
---

local function DoShakeCamera(total_duration, shake_tick, max_offset, max_roll_offset)
    local time_left = total_duration
    while true do
        local LookAtOffset = RandPoint(1500, 500, 500)
        local EyePtOffset = RandPoint(1500, 500, 500)
        local len = Max(1, 2 * time_left * max_offset / total_duration)
        local angle = 60 * time_left * max_roll_offset / total_duration
        if LookAtOffset:Len2() > 0 then
            LookAtOffset = SetLen(LookAtOffset, len)
        end
        if EyePtOffset:Len2() > 0 then
            EyePtOffset = SetLen(EyePtOffset, len)
        end
        camera.SetLookAtOffset(LookAtOffset, shake_tick)
        camera.SetEyeOffset(EyePtOffset, shake_tick)
        camera.SetRollOffset(AsyncRand(2 * angle + 1) - angle, shake_tick)
        if total_duration > 0 then
            time_left = time_left - shake_tick
            if time_left <= shake_tick then
                Sleep(time_left)
                break
            end
        end
        Sleep(shake_tick)
    end
    camera.ShakeStop(shake_tick)
end

---
--- Performs a camera shake effect with the specified parameters.
---
--- @param total_duration number The total duration of the camera shake effect, in seconds.
--- @param shake_tick number The interval between each shake, in seconds.
--- @param shake_max_offset number The maximum offset of the camera shake, in meters. This value is clamped to the range [0, 10m].
--- @param shake_max_roll number The maximum roll offset of the camera shake, in degrees. This value is clamped to the range [0, 180].
---
function camera.Shake(total_duration, shake_tick, shake_max_offset, shake_max_roll)
    local max_offset = Clamp(shake_max_offset, 0, 10 * guim)
    assert(max_offset == shake_max_offset, "camera.Shake() max_offset should be [0-10m]!")
    local max_roll = Clamp(shake_max_roll, 0, 180)
    assert(max_roll == shake_max_roll, "camera.Shake() max_roll should be [0-180]!")

    if total_duration == 0 or shake_tick <= 0 then
        return
    end
    if IsValidThread(camera_shake_thread) then
        if camera_shake_max_offset > shake_max_offset then
            return
        end
        DeleteThread(camera_shake_thread)
    end
    camera_shake_max_offset = max_offset
    camera_shake_thread = CreateRealTimeThread(DoShakeCamera, total_duration, shake_tick, max_offset, max_roll)
    MakeThreadPersistable(camera_shake_thread)
end

---
--- Stops the camera shake effect.
---
--- @param shake_tick number The interval between each shake, in seconds.
---
function camera.ShakeStop(shake_tick)
    camera.SetRollOffset(0, 0)
    camera.SetLookAtOffset(point30, shake_tick or 0)
    camera.SetEyeOffset(point30, shake_tick or 0)
    camera_shake_max_offset = 0
    if IsValidThread(camera_shake_thread) and CurrentThread() ~= camera_shake_thread then
        DeleteThread(camera_shake_thread)
    end
    camera_shake_thread = false
end

function OnMsg.ChangeMap()
	camera.ShakeStop()
end

---
--- Sets the camera to the specified position, look-at point, camera type, zoom, and field of view.
---
--- @param ptCamera vec3 The position of the camera.
--- @param ptCameraLookAt vec3 The point the camera is looking at.
--- @param camType string The type of camera to use. Can be "3p", "RTS", "Max", or "Tac".
--- @param zoom number The zoom level of the camera.
--- @param properties table A table of camera properties to set.
--- @param fovX number The field of view of the camera in degrees.
--- @param time number The duration of the camera transition in seconds.
---
--- @return nil
---
function SetCamera(ptCamera, ptCameraLookAt, camType, zoom, properties, fovX, time)
	if type(ptCamera) == "table" then
		return SetCamera(unpack_params(ptCamera))
	end
	time = time or 0
	if camType then
		if camType == "Max" or camType == "3p" or camType == "RTS" or camType == "Tac" then
			camType = "camera" .. camType
		end
		_G[camType].Activate(1)
	end
	if not ptCamera then
		return
	end
	if camera3p.IsActive() then
		camera3p.SetEye(ptCamera, time)
		camera3p.SetLookAt(ptCameraLookAt, time)
	elseif cameraRTS.IsActive() then
		if properties then
			cameraRTS.SetProperties(1, properties)
		end
		cameraRTS.SetCamera(ptCamera, ptCameraLookAt, time)
		if zoom then
			cameraRTS.SetZoom(zoom)
		end
	elseif cameraMax.IsActive() then
		-- cameraMax can't look straight down
		local diff = ptCameraLookAt - ptCamera
		if diff:x() == 0 and diff:y() == 0 then
			ptCamera = ptCamera:SetX(ptCamera:x()-5)
		end
		cameraMax.SetCamera(ptCamera, ptCameraLookAt, time)
	elseif cameraTac.IsActive() then
		cameraTac.SetCamera(ptCamera, ptCameraLookAt, time)
		if properties then
			local floor = properties.floor
			local overview = properties.overview
			if floor then
				cameraTac.SetFloor(floor)
			end
			if overview ~= nil then
				cameraTac.SetOverview(overview, true)
			end
		end
		if zoom then
			cameraTac.SetZoom(zoom)
		end
	end
	SetCameraFov(fovX)
end

---
--- Sets the camera field of view (FOV) to the specified value.
---
--- @param fovX number The horizontal field of view in degrees. If not provided, defaults to 70 degrees.
---
function SetCameraFov(fovX)
    camera.SetFovX(fovX or 70 * 60)
end

---
--- Sets the camera field of view (FOV) to the specified value, with optional easing.
---
--- @param properties table A table containing the following properties:
---   - FovX: number The horizontal field of view in degrees.
---   - FovXNarrow: number The horizontal field of view in degrees for 3:4 screens.
---   - FovXWide: number The horizontal field of view in degrees for 21:9 screens.
--- @param duration number (optional) The duration of the FOV change in seconds.
--- @param easing string (optional) The easing function to use for the FOV change.
---
function SetRTSCameraFov(properties, duration, easing)
    local FovX = properties.FovX
    local minFovX = properties.FovXNarrow -- FovX for 3:4 screens
    local minX, minY = 4, 3
    local maxFovX = properties.FovXWide -- FovX for 21:9 screens
    local maxX, maxY = 21, 9
    if FovX and minFovX and maxFovX then
        -- when both FovXNarrow and FovXWide are supplied,
        -- FovX at 16:9 is computed and equals FovXNarrow * 5 / 9 + FovXWide * 4 / 9
        assert(abs(minFovX * 5 / 9 + maxFovX * 4 / 9 - FovX) < 60)
    end
    FovX = FovX or 90 * 60
    if not minFovX then
        minFovX = FovX
        minX, minY = 16, 9
    end
    if not maxFovX then
        maxFovX = FovX
        maxX, maxY = 16, 9
    end
    hr.CameraFovEasing = easing or "Linear"
    camera.SetAutoFovX(1, duration or 0, minFovX, minX, minY, maxFovX, maxX, maxY)
end

-- init from last camera with reasonable settings ( at editor exit, ... )
-- or set to map center if first run
---
--- Sets the default camera to the RTS (Real-Time Strategy) camera type and configures its properties.
---
--- If the Libs.Sim module is available, it retrieves the RTS camera properties from the account storage and applies them.
--- Otherwise, it uses the default RTS camera properties defined in const.DefaultCameraRTS.
---
--- The function also sets the camera's field of view using the SetRTSCameraFov function, and positions the camera to the center of the map if the current look-at position is at (0, 0).
---
--- Finally, it calls the ViewObjectRTS function to set the camera's position and look-at to the center of the map.
---
function SetDefaultCameraRTS()
    cameraRTS.Activate(1)
    cameraRTS.SetProperties(1, const.DefaultCameraRTS)
    if Libs.Sim then
        cameraRTS.SetProperties(1, GetRTSCamPropsFromAccountStorage())
    end
    SetRTSCameraFov(const.DefaultCameraRTS)
    local lookat = cameraRTS.GetLookAt()
    if lookat:x() == 0 and lookat:y() == 0 then
        lookat = point(terrain.GetMapSize()) / 2
    end
    ViewObjectRTS(lookat, 0)
end

---
--- Returns a table of available camera types.
---
--- @return table Camera types
---
function GetCameraTypesItems()
    return {"3p", "RTS", "Max", "Tac"}
end

---
--- Returns the current camera position, look-at position, camera type, zoom level, and camera properties.
---
--- @return point, point, string, number, table, number Camera position, look-at position, camera type, zoom level, camera properties, and field of view angle
---
function GetCamera()
    local ptCamera, ptCameraLookAt, camType, zoom, properties, fovX
    if camera3p.IsActive() then
        ptCamera, ptCameraLookAt = camera.GetEye(), camera3p.GetLookAt()
        camType = "3p"
    elseif cameraRTS.IsActive() then
        ptCamera, ptCameraLookAt = cameraRTS.GetPosLookAt()
        camType = "RTS"
        zoom = cameraRTS.GetZoom()
        properties = cameraRTS.GetProperties(1)
    elseif cameraMax.IsActive() then
        ptCamera, ptCameraLookAt = cameraMax.GetPosLookAt()
        camType = "Max"
    elseif cameraTac.IsActive() then
        ptCamera, ptCameraLookAt = cameraTac.GetPosLookAt()
        camType = "Tac"
        zoom = cameraTac.GetZoom()
        properties = {floor=cameraTac.GetFloor(), overview=cameraTac.GetIsInOverview()}
    else
        ptCamera, ptCameraLookAt = camera.GetEye(), camera.GetEye() + SetLen(camera.GetDirection(), 3 * guim)
    end
    fovX = camera.GetFovX()
    return ptCamera, ptCameraLookAt, camType, zoom, properties, fovX
end

if FirstLoad then
	ptLastCameraPos = false
	ptLastCameraLookAt = false
	cameraMax3DView = {
		toggle = false,
		old_pos = false,
		old_lookat = false,
	}
end

---
--- Cleans up the state of the cameraMax3DView object.
--- Resets the toggle, old_pos, and old_lookat properties to their default values.
---
function cameraMax3DView:Clean()
    self.toggle = false
    self.old_pos = false
    self.old_lookat = false
end

-- returns the new camera pos and the look pos of the selection
---
--- Rotates the camera in the 3D Max view to the specified view direction.
---
--- @param view_direction point The new view direction for the camera.
---
local function cameraMax3DView_Rotate(view_direction)
    local sel = editor.GetSel()
    local cnt = #sel
    if cnt == 0 then
        print("You need to select object(s) for this operation")
        return
    end

    local center = point30
    for i = 1, cnt do
        local bsc = sel[i]:GetBSphere()
        center = center + bsc
    end
    if cnt > 0 then
        -- find center of the selection
        center = point(center:x() / cnt, center:y() / cnt, center:z() / cnt)

        -- find the radius of the bounding sphere of the selection
        local selSize = 0
        for i = 1, cnt do
            local bsc, bsr = sel[i]:GetBSphere()
            local dist = bsc:Dist(center) + bsr
            if selSize < dist then
                selSize = dist
            end
        end
        selSize = 2 * selSize -- get the diameter of the selection

        -- move the camera position to look in the center of the selection
        local half_fovY = MulDivRound(camera.GetFovY(), 1, 2)
        local fov_sin, fov_cos = sin(half_fovY), cos(half_fovY)
        local dist_from_camera = (fov_sin > 0) and MulDivRound((selSize / 2), fov_cos, fov_sin) or (selSize / 2)

        view_direction = SetLen(view_direction, dist_from_camera * 130 / 100)
        local pos = center + view_direction
        cameraMax.SetCamera(pos, center, 0)
    end
end

---
--- Rotates the camera in the 3D Max view to the up direction.
---
function cameraMax3DView:SetViewUp()
    cameraMax3DView_Rotate(point(0, 0, 1))
end
---
--- Rotates the camera in the 3D Max view to the down direction.
---
function cameraMax3DView:SetViewDown()
    cameraMax3DView_Rotate(point(0, 0, -1))
end
---
--- Sets the camera to the old position and look-at point.
---
function cameraMax3DView:SetViewOld()
    cameraMax.SetCamera(cameraMax3DView.old_pos, cameraMax3DView.old_lookat, 0)
end

---
--- Rotates the camera in the 3D Max view around the Z axis.
---
--- @param dir string The direction to rotate the camera, either "east" or "west".
---
function cameraMax3DView:RotateZ(dir)
    local pos, look_at = cameraMax.GetPosLookAt()
    local cam_angle = (camera.GetYaw() / 60) + 180
    local cam_quadrant = (cam_angle / 90) % 4 + 1
    local correction = 0
    local z_axis = point(0, 0, 1)

    if cam_angle % 90 ~= 0 then
        if cam_angle - 90 * (cam_quadrant - 1) < 90 * cam_quadrant - cam_angle then
            correction = -(cam_angle - 90 * (cam_quadrant - 1))
        else
            correction = 90 * cam_quadrant - cam_angle
        end
        cam_angle = cam_angle + correction
    end

    local view_dir = false
    if dir == "east" then
        view_dir = RotateAxis(pos, z_axis, (cam_angle - 90) * 60)
    else
        view_dir = RotateAxis(pos, z_axis, (cam_angle + 90) * 60)
    end

    if view_dir then
        cameraMax3DView_Rotate(Normalize(view_dir))
    end
end

---
--- Sets the camera position and look-at point.
---
--- @param pos table The position of the camera, represented as a point.
--- @param dist number (optional) The distance from the camera to the look-at point.
--- @param cam_type number (optional) The type of camera to use.
---
--- If `pos` is `InvalidPos()`, the camera will be reset to the last known position and look-at point.
--- If `pos` does not have a valid Z coordinate, it will be set to the terrain Z coordinate.
--- The camera vector is calculated based on the `pos` and the look-at point, and the camera is set to this position.
---
function ViewPos(pos, dist, cam_type)
    local ptCamera, ptCameraLookAt = GetCamera()
    if not ptCamera then
        return
    end
    if pos == InvalidPos() then
        pos = nil
    end
    if not pos then
        if ptLastCameraPos then
            SetCamera(ptLastCameraPos, ptLastCameraLookAt, cam_type)
        end
        return
    end

    ptLastCameraPos, ptLastCameraLookAt = ptCamera, ptCameraLookAt

    if not pos:z() then
        pos = pos:SetTerrainZ()
    end

    local cameraVector = ptCameraLookAt - ptCamera
    if dist then
        cameraVector = SetLen(cameraVector, dist)
    end
    ptCamera = pos - cameraVector
    ptCameraLookAt = pos

    SetCamera(ptCamera, ptCameraLookAt, cam_type)
end

---
--- Sets the camera to view the specified object.
---
--- @param obj MapObject|number The object to view, or its handle.
--- @param dist number (optional) The distance from the camera to the object.
---
--- If `obj` is a number, it is assumed to be the handle of a `MapObject` and looked up in `HandleToObject`.
--- If `pos` is `InvalidPos()`, the camera will be reset to the last known position and look-at point.
--- If `pos` does not have a valid Z coordinate, it will be set to the terrain Z coordinate.
--- The camera vector is calculated based on the `pos` and the look-at point, and the camera is set to this position.
---
ViewObject = function(obj, dist)
    if type(obj) == "number" and HandleToObject[obj] then
        obj = HandleToObject[obj]
    end
    local pos = IsValid(obj) and obj:GetPos()
    if not pos or pos == InvalidPos() then
        return
    end
    if dist then
        ViewPos(pos, dist)
    else
        local center, radius = obj:GetBSphere()
        ViewPos(center, Max(guim, radius * 10))
    end
end

---
--- Caches the last object viewed by `ViewNextObject`.
---
--- This cache is used to keep track of the last object that was viewed, so that `ViewNextObject` can cycle through the objects in the order they were viewed.
---
local ViewNextObjectCache
function OnMsg.ChangeMap()
	ViewNextObjectCache = nil
end

-- Cycles ViewObject in the array objs, viewing the next object every time it is called for the same set of parameters

---
--- Cycles through the next object in the given list of objects and views it.
---
--- @param name string (optional) The class name of the objects to cycle through. If not provided, the class name of the last selected object is used.
--- @param objs table (optional) The list of objects to cycle through. If not provided, all objects of the given class name are used.
--- @param select_obj boolean (optional) Whether to select the object after viewing it.
---
--- If `name` is not provided and there is no last selected object, this function does nothing.
--- If `objs` is not provided, all objects of the given class name are used.
--- The function keeps track of the last object viewed and cycles to the next one in the list.
--- If the end of the list is reached, it cycles back to the beginning.
--- If `select_obj` is true, the viewed object is also selected.
---
function ViewNextObject(name, objs, select_obj)
    name = name or ""
    local last
    if not objs then
        if name == "" then
            last = SelectedObj
            name = last and last.class
            select_obj = true
        end
        if not IsKindOf(g_Classes[name], "MapObject") then
            return
        end
        objs = MapGet("map", name)
    end
    ViewNextObjectCache = ViewNextObjectCache or setmetatable({}, weak_values_meta)
    last = last or ViewNextObjectCache[name]
    local idx = last and table.find(objs, last) or 0
    last = objs[idx + 1] or objs[1]
    ViewNextObjectCache[name] = last
    ViewObject(last)
    SelectObj(last)
end

---
--- Cycles through the next object in the given list of objects and views it.
---
--- @param name string (optional) The class name of the objects to cycle through. If not provided, the class name of the last selected object is used.
--- @param objs table (optional) The list of objects to cycle through. If not provided, all objects of the given class name are used.
--- @param select_obj boolean (optional) Whether to select the object after viewing it.
---
--- If `name` is not provided and there is no last selected object, this function does nothing.
--- If `objs` is not provided, all objects of the given class name are used.
--- The function keeps track of the last object viewed and cycles to the next one in the list.
--- If the end of the list is reached, it cycles back to the beginning.
--- If `select_obj` is true, the viewed object is also selected.
---
function ViewObjects(objects)
	objects = objects or {}
	local dgs = XEditorSelectSingleObjects
	XEditorSelectSingleObjects = 1
	editor.ChangeSelWithUndoRedo(objects)
	XEditorSelectSingleObjects = dgs
	if #objects == 0 then
		return
	end
	local bbox = GetObjectsBBox(objects)
	local center, radius = bbox:GetBSphere()
	local cam_pos = camera.GetEye()
	local h = cam_pos:z() - terrain.GetSurfaceHeight(cam_pos)
	local eye = center:SetZ(0) + SetLen((cam_pos - center):SetZ(0), h)
	eye = eye:SetZ(terrain.GetSurfaceHeight(eye) + h)
	local dist = (eye - center):Len()
	local new_dist = Clamp(Max(dist, 2*radius), 10*guim, 100*guim)
	eye = center + MulDivRound(eye - center, new_dist, dist)
	local steps = 18
	local angle = 360 * 60 / steps
	local max_radius = 2 * guim
	local success = true
	local objects_map = {}
	for i=1,#objects do
		objects_map[objects[i]] = true
	end
	while true do
		local objs = IntersectSegmentWithObjects(eye, center, const.efVisible)
		if not objs then
			break
		end
		local objects_too_big = false
		for i=1,#objs do
			local obj = objs[i]
			if not objects_map[obj] then
				local center, radius = obj:GetBSphere()
				if radius > max_radius then
					objects_too_big = true
					break
				end
			end
		end
		if not objects_too_big then
			break
		end
		steps = steps - 1
		if steps <= 1 then
			success = false
			break
		end
		eye = RotateAroundCenter(center, eye, angle)
		eye = eye:SetZ(terrain.GetSurfaceHeight(eye) + h) 
	end
	if success then
		SetCamera(eye, center)
	end
end

if FirstLoad then
	SplitScreenType = false
	SplitScreenEnabled = true
	SecondViewEnabled = false
	SecondViewViewport = false
end

-- call this after every resolution/scene size change to recalc and setup appropriate views for single or split screen
---
--- Sets up the camera views for single or split screen.
---
--- @param size number|nil The size of the screen, if provided.
---
--- This function is responsible for configuring the camera views based on the current split screen settings.
--- If split screen is enabled, it sets up two views - one for each player. The views can be either horizontal or vertical.
--- If split screen is disabled, it sets up a single view that covers the entire screen.
--- The function adjusts the viewport settings of the camera accordingly.
---
function SetupViews(size)
    local w, h = 1000000, 1000000
    if SecondViewEnabled and SecondViewViewport then
        camera.SetViewCount(2)
        camera.SetViewport(box(0, 0, w, h), 1)
        camera.SetViewport(SecondViewViewport, 2)
    elseif SplitScreenEnabled then
        if SplitScreenType == "horizontal" then
            camera.SetViewCount(2)
            camera.SetViewport(box(0, 0, w, h / 16 * 8), 1)
            camera.SetViewport(box(0, (h + 15) / 16 * 8, w, h), 2)
        elseif SplitScreenType == "vertical" then
            camera.SetViewCount(2)
            camera.SetViewport(box(0, 0, w / 16 * 8, h), 1)
            camera.SetViewport(box((w + 15) / 16 * 8, 0, w, h), 2)
        else
            camera.SetViewCount(1)
            camera.SetViewport(box(0, 0, w, h), 1)
        end
    else
        if not SplitScreenType then
            camera.SetViewCount(1)
            camera.SetViewport(box(0, 0, w, h), 1)
        else
            camera.SetViewport(box(0, 0, w, h), 1)
        end
    end
end

if FirstLoad then
SplitScreenDisableReasons = {}
end

---
--- Enables or disables split screen mode based on the provided reason.
---
--- @param on boolean Whether to enable or disable split screen mode.
--- @param reason string The reason for enabling or disabling split screen mode.
---
--- This function is responsible for managing the state of split screen mode. It updates the `SplitScreenDisableReasons` table to track the reasons for enabling or disabling split screen mode. If there are no more reasons to disable split screen mode, it enables it. Otherwise, it disables it. The function also calls `SetupViews()` to reconfigure the camera views and sends a "SplitScreenChange" message.
---
function SetSplitScreenEnabled(on, reason)
    assert(reason)
    SplitScreenDisableReasons[reason] = (on == false) or nil
    on = not next(SplitScreenDisableReasons)
    if SplitScreenEnabled ~= on then
        SplitScreenEnabled = on
        SetupViews()
        Msg("SplitScreenChange", true)
    end
end

---
--- Enables the second view for the camera and sets the viewport for it.
---
--- @param viewport table The viewport for the second view.
---
--- This function enables the second view for the camera and sets the viewport for it. It updates the `SecondViewEnabled` and `SecondViewViewport` variables and then calls the `SetupViews()` function to reconfigure the camera views.
---
function EnableSecondView(viewport)
    SecondViewEnabled = true
    SecondViewViewport = viewport
    SetupViews()
end

---
--- Disables the second view for the camera.
---
--- This function disables the second view for the camera by setting the `SecondViewEnabled` variable to `false` and calling the `SetupViews()` function to reconfigure the camera views.
---
function DisableSecondView()
    SecondViewEnabled = false
    SetupViews()
end

---
--- Sets the split screen type.
---
--- @param type string The type of split screen to use, or an empty string to disable split screen.
---
--- This function sets the `SplitScreenType` variable to the provided `type` parameter. If the `type` is an empty string, split screen is disabled. The function then calls `SetupViews()` to reconfigure the camera views, and sends a "SplitScreenChange" message if the split screen type has changed.
function SetSplitScreenType(type)
    if type == "" then
        type = false
    end
    local bChange = SplitScreenType ~= type
    SplitScreenType = type
    if not CameraControlScene then
        SetupViews()
    end
    if bChange then
        Msg("SplitScreenChange")
    end
end

---
--- Checks if split screen is enabled.
---
--- @return boolean true if split screen is enabled, false otherwise
---
function IsSplitScreenEnabled()
    return SplitScreenEnabled and SplitScreenType and true
end

---
--- Checks if split screen is in horizontal mode.
---
--- @return boolean true if split screen is in horizontal mode, false otherwise
---
function IsSplitScreenHorizontal()
    return SplitScreenEnabled and SplitScreenType == "horizontal"
end

---
--- Checks if split screen is in vertical mode.
---
--- @return boolean true if split screen is in vertical mode, false otherwise
---
function IsSplitScreenVertical()
    return SplitScreenEnabled and SplitScreenType == "vertical"
end

---
--- Loads a map and camera location from a saved state.
---
--- @param map string The name of the map to load.
--- @param cam_params table A table containing the camera parameters to set.
--- @param editor_mode boolean Whether to activate the editor mode after loading.
--- @param map_rand number The random seed to use for the map.
---
--- This function loads a map and camera location from a saved state. It first checks if the map exists, and if not, prints an error message. It then creates a real-time thread to perform the following steps:
---
--- 1. Deactivate the editor.
--- 2. If the map or random seed is different from the current map, change the map and restore the configuration.
--- 3. If the editor mode is enabled, activate the editor.
--- 4. Set the camera parameters, activating the fly camera if necessary.
--- 5. Close any open menu dialogs.
--- 6. Send a "OnDbgLoadLocation" message.
---
--- This function is typically used for debugging purposes, to quickly load a specific map and camera location.
function DbgLoadLocation(map, cam_params, editor_mode, map_rand)
    if not MapData[map] then
        print("No such map:", map)
        return
    end
    CreateRealTimeThread(function()
        EditorDeactivate()
        if map ~= GetMapName() or map_rand and map_rand ~= MapLoadRandom then
            if map_rand then
                table.change(config, "DbgLoadLocation", {FixedMapLoadRandom=map_rand})
            end
            ChangeMap(map)
            table.restore(config, "DbgLoadLocation", true)
        end
        if editor_mode then
            EditorActivate()
        end
        if cam_params then
            if cam_params[3] == "Fly" then
                cam_params[3] = "Max"
                SetCamera(table.unpack(cam_params))
                cameraFly.Activate()
            else
                SetCamera(table.unpack(cam_params))
            end
        end
        CloseMenuDialogs()
        Msg("OnDbgLoadLocation")
    end)
end

---
--- Gets a string representation of the current camera location that can be used to restore the camera state.
---
--- @return string A string that can be passed to `DbgLoadLocation` to restore the camera state.
---
function GetCameraLocationString()
    local cam_params
    if cameraFly.IsActive() then
        -- Fly camera doesn't expose its parameters, but it can be saved as Max and forced to Fly again on load
        cameraMax.Activate()
        cam_params = {GetCamera()}
        cam_params[3] = "Fly"
        cameraFly.Activate()
    else
        cam_params = {GetCamera()}
    end
    return string.format("DbgLoadLocation( \"%s\", %s, %s, %s)\n", GetMapName(), TableToLuaCode(cam_params, ' '),
        IsEditorActive() and "true" or "false", tostring(MapLoadRandom))
end

function OnMsg.BugReportStart(print_func)
	print_func(string.format("\nLocation: (paste in the console)\n%s", GetCameraLocationString()))
end

if FirstLoad then
	g_ResetSceneCameraViewportThread = false
end

function OnMsg.SystemSize(pt)
	--if FullscreenMode() == 0 then
		DeleteThread(g_ResetSceneCameraViewportThread)
		g_ResetSceneCameraViewportThread = CreateRealTimeThread(function()
			WaitNextFrame(1)
			SetupViews(pt)
		end)
	--end
end

---
--- Checks if the given position is a valid camera position.
---
--- @param pos point The position to check.
--- @return boolean True if the position is valid, false otherwise.
---
local function IsValidCameraPos(pos)
    return pos and pos ~= point30 and pos ~= InvalidPos()
end

---
--- Checks if the camera can move between two positions without intersecting terrain.
---
--- @param pos0 point The starting position for the camera movement.
--- @param pos1 point The ending position for the camera movement.
--- @return boolean True if the camera can move between the two positions without intersecting terrain, false otherwise.
---
local function CanMoveCamBetween(pos0, pos1)
    local max_move_dist = const.MaxMoveCamDist or max_int
    if max_move_dist >= max_int or IsCloser(pos0, pos1, max_move_dist) then
        return true
    end
    return not terrain.IntersectSegment(pos0, pos1)
end

---
--- Moves the camera to view the specified object, optionally with a zoom level.
---
--- @param obj table|point The object or position to view
--- @param time number The time in seconds for the camera to move to the new position
--- @param pos point The position to move the camera to
--- @param zoom number The zoom level to set the camera to
---
function ViewObjectRTS(obj, time, pos, zoom)
    if not obj then
        return
    end

    local la = IsPoint(obj) and obj or IsValid(obj)
                   and (obj:HasMember("GetLogicalPos") and obj:GetLogicalPos() or obj:GetVisualPos())
    if not la or la == InvalidPos() then
        return
    end
    la = la:SetTerrainZ()

    local cur_pos, cur_la = cameraRTS.GetPosLookAt()
    if not pos then
        local cur_off = cur_pos - cur_la
        if not IsValidCameraPos(cur_pos) or cur_pos == cur_la then
            local lookatDist = const.DefaultCameraRTS.LookatDistZoomIn
                                   + (const.DefaultCameraRTS.LookatDistZoomOut - const.DefaultCameraRTS.LookatDistZoomIn)
                                   * cameraRTS.GetZoom()
            cur_off = SetLen(point(1, 1, 0), lookatDist * guim) + point(0, 0, cameraRTS.GetHeight() * guim)
            zoom = zoom or 0.5
        end
        pos = la + cur_off
    end
    pos, la = cameraRTS.Normalize(pos, la)

    if not IsValidCameraPos(cur_pos) or not CanMoveCamBetween(cur_pos, pos) then
        time = 0
    elseif not time then
        local min_dist, max_dist = 200 * guim, 1000 * guim
        local min_time, max_time = 200, 500
        local dist_factor = Clamp(pos:Dist2D(cur_pos) - min_dist, 0, max_dist) * 100 / (max_dist - min_dist)
        time = min_time + (max_time - min_time) * dist_factor / 100
    end

    cameraRTS.SetCamera(pos, la, time or 0, "Sin in/out")
    if zoom then
        cameraRTS.SetZoom(zoom, time or 0)
    end
end

---
--- Defines the available types of camera interpolation.
---
--- @class CameraInterpolationTypes
--- @field linear integer Linear interpolation.
--- @field spherical integer Spherical interpolation.
--- @field polar integer Polar interpolation.
CameraInterpolationTypes = {linear=0, spherical=1, polar=2}

---
--- Defines the available types of camera movement.
---
--- @class CameraMovementTypes
--- @field linear integer Linear movement.
--- @field harmonic integer Harmonic movement.
--- @field accelerated integer Accelerated movement.
--- @field decelerated integer Decelerated movement.
CameraMovementTypes = {linear=0, harmonic=1, accelerated=2, decelerated=3}

---
--- Sets the camera position and lookat point, taking into account the base offset and angle.
---
--- @param pos table The camera position.
--- @param lookat table The camera lookat point.
--- @param base_offset table The base offset to apply to the position and lookat.
--- @param base_angle number The base angle to apply to the position and lookat.
--- @param camera_view integer The camera view to use.
---
function SetCameraPosMaxLookAt(pos, lookat, base_offset, base_angle, camera_view)
    cameraMax.SetPositionLookatAndRoll(base_offset + Rotate(pos, base_angle), base_offset + Rotate(lookat, base_angle),
        0)
end

---
--- Interpolates the camera position and lookat point between two camera states over a given duration, relative to a reference object.
---
--- @param camera1 table The initial camera state, with `pos` and `lookat` fields.
--- @param camera2 table The final camera state, with `pos` and `lookat` fields.
--- @param duration number The duration of the interpolation in frames.
--- @param relative_to Entity The entity to use as the reference for the camera position and lookat.
--- @param interpolation string The type of interpolation to use, one of "linear", "spherical", or "polar".
--- @param movement string The type of camera movement to use, one of "linear", "harmonic", "accelerated", or "decelerated".
--- @param camera_view integer The camera view to use.
---
function InterpolateCameraMaxWakeup(camera1, camera2, duration, relative_to, interpolation, movement, camera_view)
    camera_view = camera_view or 1

    local base_offset = IsValid(relative_to) and relative_to:GetVisualPosPrecise(1000) or point30
    local base_angle = IsValid(relative_to) and relative_to:GetVisualAngle() or 0

    local camera2_pos = Rotate(camera2.pos * 1000 - base_offset, 360 * 60 - base_angle)
    local camera2_lookat = Rotate(camera2.lookat * 1000 - base_offset, 360 * 60 - base_angle)
    if duration > 1 then
        local camera1_pos = Rotate(camera1.pos * 1000 - base_offset, 360 * 60 - base_angle)
        local camera1_lookat = Rotate(camera1.lookat * 1000 - base_offset, 360 * 60 - base_angle)
        SetCameraPosMaxLookAt(camera1_pos, camera1_lookat, base_offset, base_angle, camera_view)
        for t = 1, duration do
            if WaitWakeup(1) then
                break
            end
            base_offset = IsValid(relative_to) and relative_to:GetVisualPosPrecise(1000) or point30
            base_angle = IsValid(relative_to) and relative_to:GetVisualAngle() or 0
            local p, l = CameraLerp(camera1_pos, camera1_lookat, camera2_pos, camera2_lookat, t, duration,
                CameraInterpolationTypes[interpolation] or 0, CameraMovementTypes[movement] or 0)
            SetCameraPosMaxLookAt(p, l, base_offset, base_angle, camera_view)
        end
    end
    SetCameraPosMaxLookAt(camera2_pos, camera2_lookat, base_offset, base_angle, camera_view)
end

---
--- Toggles the fly camera mode.
---
--- If the fly camera is active, it deactivates the fly camera and applies the camera and controllers.
--- If the fly camera is not active, it activates the fly camera and recalculates the active player control.
--- It also sets the mouse delta mode accordingly.
---
function CheatToggleFlyCamera()
    if cameraFly.IsActive() then
        SetMouseDeltaMode(false)
        if rawget(_G, "GetPlayerControlObj") and GetPlayerControlObj() then
            ApplyCameraAndControllers()
        else
            SetupInitialCamera()
        end
    else
        print("Camera Fly")
        cameraFly.Activate(1)
        if rawget(_G, "GetPlayerControlObj") and GetPlayerControlObj() then
            PlayerControl_RecalcActive(true)
        end
        SetMouseDeltaMode(true)
    end
end