Torque3D/Engine/source/gui/worldEditor/guiMissionArea.cpp
marauder2k7 47bff2f0eb Update guiMissionArea.cpp
simplify logic around skipping objects that push the mLevelBounds outside F32_MAX
2025-06-15 17:15:59 +01:00

750 lines
22 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gui/worldEditor/guiMissionArea.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/primBuilder.h"
#include "gfx/bitmap/gBitmap.h"
#include "gui/3d/guiTSControl.h"
#include "T3D/gameFunctions.h"
#include "terrain/terrData.h"
#include "gfx/gfxTransformSaver.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "lighting/lightManager.h"
#include "lighting/shadowMap/lightShadowMap.h"
#include "math/mathUtils.h"
#include "math/util/frustum.h"
namespace {
F32 round_local(F32 val)
{
if(val >= 0.f)
{
F32 floor = mFloor(val);
if((val - floor) >= 0.5f)
return(floor + 1.f);
return(floor);
}
else
{
F32 ceil = mCeil(val);
if((val - ceil) <= -0.5f)
return(ceil - 1.f);
return(ceil);
}
}
}
IMPLEMENT_CONOBJECT(GuiMissionAreaCtrl);
ConsoleDocClass( GuiMissionAreaCtrl,
"@brief Visual representation of Mission Area Editor.\n\n"
"@internal"
);
GuiMissionAreaCtrl::GuiMissionAreaCtrl()
{
mHandleTextureSize = Point2I::Zero;
mHandleTextureHalfSize = Point2F::Zero;
mSquareBitmap = true;
mMissionArea = 0;
mLevelTexture = NULL;
mLevelBounds = Box3F::Zero;
mMissionBoundsColor.set(255,0,0);
mCameraColor.set(255,0,0);
mBlendStateBlock = NULL;
mSolidStateBlock = NULL;
mLastHitMode = Handle_None;
mSavedDrag = false;
mBitmap.set(256, 256, GFXFormatR8G8B8, &GFXRenderTargetProfile, "MissionAreaRenderTarget");
}
GuiMissionAreaCtrl::~GuiMissionAreaCtrl()
{
}
//------------------------------------------------------------------------------
void GuiMissionAreaCtrl::initPersistFields()
{
docsURL;
addField( "squareBitmap", TypeBool, Offset(mSquareBitmap, GuiMissionAreaCtrl));
INITPERSISTFIELD_IMAGEASSET(HandleBitmap, GuiMissionAreaCtrl, "Bitmap for the mission area handles.\n");
addField( "missionBoundsColor", TypeColorI, Offset(mMissionBoundsColor, GuiMissionAreaCtrl));
addField( "cameraColor", TypeColorI, Offset(mCameraColor, GuiMissionAreaCtrl));
Parent::initPersistFields();
}
//------------------------------------------------------------------------------
bool GuiMissionAreaCtrl::onAdd()
{
if(!Parent::onAdd())
return(false);
GFXStateBlockDesc desc;
desc.setCullMode(GFXCullNone);
desc.setZReadWrite(false);
desc.setBlend(false, GFXBlendOne, GFXBlendZero);
mSolidStateBlock = GFX->createStateBlock( desc );
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
mBlendStateBlock = GFX->createStateBlock( desc );
if (!mHandleBitmapAsset.isNull())
{
mHandleTextureSize = Point2I(getHandleBitmap()->getWidth(), getHandleBitmap()->getHeight());
mHandleTextureHalfSize = Point2F(mHandleTextureSize.x, mHandleTextureSize.y) * 0.5f;
}
else
{
mHandleTextureSize = Point2I::Zero;
mHandleTextureHalfSize = Point2F::Zero;
}
return(true);
}
bool GuiMissionAreaCtrl::onWake()
{
if(!Parent::onWake())
return(false);
// make sure mission area is clamped
setArea(getArea());
//onUpdate();
setActive(true);
return(true);
}
void GuiMissionAreaCtrl::onSleep()
{
mBitmap = NULL;
mMissionArea = 0;
Parent::onSleep();
}
//------------------------------------------------------------------------------
void GuiMissionAreaCtrl::onMouseUp(const GuiEvent & event)
{
if(!bool(mMissionArea))
return;
//unlock the mouse
mouseUnlock();
mLastMousePoint = event.mousePoint;
RectI box;
getScreenMissionArea(box);
S32 hit = getHitHandles(event.mousePoint, box);
// set the current cursor
//updateCursor(hit);
mLastHitMode = hit;
if(mSavedDrag)
{
// Let the script get a chance at it.
Con::executef( this, "onMissionAreaModified" );
}
mSavedDrag = false;
}
void GuiMissionAreaCtrl::onMouseDown(const GuiEvent & event)
{
if(!bool(mMissionArea))
return;
setFirstResponder();
// lock mouse
mouseLock();
RectI box;
getScreenMissionArea(box);
mLastHitMode = getHitHandles(event.mousePoint, box);
//if(mLastHitMode == Handle_Middle)
// setCursor(GrabCursor);
mLastMousePoint = event.mousePoint;
}
void GuiMissionAreaCtrl::onMouseMove(const GuiEvent & event)
{
if(!bool(mMissionArea))
return;
RectI box;
getScreenMissionArea(box);
S32 hit = getHitHandles(event.mousePoint, box);
// set the current cursor...
//updateCursor(hit);
mLastHitMode = hit;
}
void GuiMissionAreaCtrl::onMouseDragged(const GuiEvent & event)
{
if(!bool(mMissionArea))
return;
if(mLastHitMode == Handle_None)
return;
// If we haven't already saved,
// save an undo action to get back to this state,
// before we make any modifications.
if ( !mSavedDrag )
{
submitUndo( "Modify Node" );
mSavedDrag = true;
}
RectI box;
getScreenMissionArea(box);
Point2I mouseDiff(event.mousePoint.x - mLastMousePoint.x,
event.mousePoint.y - mLastMousePoint.y);
// what we drag'n?
RectI area = getArea();
Point2I wp = screenDeltaToWorldDelta(mouseDiff);
if (mLastHitMode == Handle_Middle)
{
area.point += wp;
}
if (mLastHitMode & Handle_Left)
{
if ((area.extent.x - wp.x) >= 1)
{
area.point.x += wp.x;
area.extent.x -= wp.x;
}
}
if (mLastHitMode & Handle_Right)
{
if ((area.extent.x + wp.x) >= 1)
{
area.extent.x += wp.x;
}
}
if (mLastHitMode & Handle_Bottom)
{
if ((area.extent.y - wp.y) >= 1)
{
area.point.y += wp.y;
area.extent.y -= wp.y;
}
}
if (mLastHitMode & Handle_Top)
{
if ((area.extent.y + wp.y) >= 1)
{
area.extent.y += wp.y;
}
}
setArea(area);
mLastMousePoint = event.mousePoint;
}
void GuiMissionAreaCtrl::onMouseEnter(const GuiEvent &)
{
mLastHitMode = Handle_None;
//setCursor(DefaultCursor);
}
void GuiMissionAreaCtrl::onMouseLeave(const GuiEvent &)
{
mLastHitMode = Handle_None;
//setCursor(DefaultCursor);
}
//------------------------------------------------------------------------------
void GuiMissionAreaCtrl::submitUndo( const UTF8 *name )
{
// Grab the mission editor undo manager.
UndoManager *undoMan = NULL;
if ( !Sim::findObject( "EUndoManager", undoMan ) )
{
Con::errorf( "GuiRiverEditorCtrl::submitUndo() - EUndoManager not found!" );
return;
}
// Setup the action.
GuiMissionAreaUndoAction *action = new GuiMissionAreaUndoAction( name );
action->mMissionAreaEditor = this;
action->mObjId = mMissionArea->getId();
action->mArea = mMissionArea->getArea();
undoMan->addAction( action );
}
//------------------------------------------------------------------------------
void GuiMissionAreaCtrl::setMissionArea( MissionArea* area )
{
mMissionArea = area;
if( mMissionArea )
{
setArea(getArea());
}
}
void GuiMissionAreaCtrl::updateLevelBitmap()
{
if (mLevelTexture.isNull())
mLevelTexture = GFX->allocRenderToTextureTarget();
mLevelTexture->attachTexture(GFXTextureTarget::DepthStencil, GFXTextureTarget::sDefaultDepthStencil);
mLevelTexture->attachTexture(GFXTextureTarget::Color0, mBitmap);
mLevelBounds = Box3F::Zero;
for (SimSetIterator iter(Sim::getRootGroup()); *iter; ++iter)
{
SceneObject* obj = dynamic_cast<SceneObject*>(*iter);
if (!obj)
continue;
if (obj->isGlobalBounds())
continue;
// Merge bounds
mLevelBounds.intersect(obj->getWorldBox());
}
const F32 minSize = 256.0f;
// Ensure the bounding box has a minimum size and is square
VectorF size = mLevelBounds.getExtents();
F32 maxExtent = getMax(getMax(size.x, size.y), minSize);
// Expand to make it square and centered
Point3F center = mLevelBounds.getCenter();
Point3F halfExtents(maxExtent * 0.5f, maxExtent * 0.5f, size.z * 0.5f);
mLevelBounds.minExtents = center - halfExtents;
mLevelBounds.maxExtents = center + halfExtents;
GFXTransformSaver saver;
// Calculate orthographic dimensions
Point3F minPt = mLevelBounds.minExtents;
Point3F maxPt = mLevelBounds.maxExtents;
F32 orthoWidth = maxPt.x - minPt.x;
F32 orthoHeight = maxPt.y - minPt.y;
F32 nearPlane = 0.01f;
F32 farPlane = 1000.0f;
// Set orthographic projection centered around level bounds
GFX->setOrtho(
-orthoWidth * 0.5f, orthoWidth * 0.5f, // left/right
-orthoHeight * 0.5f, orthoHeight * 0.5f, // bottom/top
nearPlane, farPlane,
true // flip y
);
GFX->pushActiveRenderTarget();
// create camera matrix
MatrixF lightMatrix(true);
VectorF eye = mLevelBounds.getCenter();
eye.z += 500.0f;
lightMatrix.LookAt(eye, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
lightMatrix.inverse();
GFX->setWorldMatrix(lightMatrix);
GFX->clearTextureStateImmediate(0);
GFX->setActiveRenderTarget(mLevelTexture);
GFX->clear(GFXClearStencil | GFXClearTarget | GFXClearZBuffer, ColorI::BLACK, 1.0f, 0);
SceneRenderState reflectRenderState
(
gClientSceneGraph,
SPT_Reflect,
SceneCameraState::fromGFX()
);
// We don't use a special clipping projection, but still need to initialize
// this for objects like SkyBox which will use it during a reflect pass.
gClientSceneGraph->setNonClipProjection(GFX->getProjectionMatrix());
// render scene
LIGHTMGR->registerGlobalLights(&reflectRenderState.getCullingFrustum(), false);
gClientSceneGraph->renderSceneNoLights(&reflectRenderState);
LIGHTMGR->unregisterAllLights();
// Clean up.
mLevelTexture->resolve();
GFX->popActiveRenderTarget();
}
const RectI & GuiMissionAreaCtrl::getArea()
{
if( !bool(mMissionArea) )
return(MissionArea::smMissionArea);
return(mMissionArea->getArea());
}
void GuiMissionAreaCtrl::setArea(const RectI & area)
{
if( bool(mMissionArea) )
{
mMissionArea->setArea(area);
mMissionArea->inspectPostApply();
//onUpdate();
}
}
//------------------------------------------------------------------------------
void GuiMissionAreaCtrl::drawHandle(const Point2F & pos)
{
Point2F pnt(pos.x-mHandleTextureHalfSize.x, pos.y-mHandleTextureHalfSize.y);
GFX->getDrawUtil()->drawBitmap(getHandleBitmap(), pnt);
}
void GuiMissionAreaCtrl::drawHandles(RectI & box)
{
F32 fillOffset = GFX->getFillConventionOffset();
F32 lx = box.point.x + fillOffset, rx = box.point.x + box.extent.x + fillOffset;
F32 cx = (lx + rx) * 0.5f;
F32 by = box.point.y + fillOffset, ty = box.point.y + box.extent.y + fillOffset;
F32 cy = (ty + by) * 0.5f;
GFX->getDrawUtil()->clearBitmapModulation();
drawHandle(Point2F(lx, ty));
drawHandle(Point2F(lx, cy));
drawHandle(Point2F(lx, by));
drawHandle(Point2F(rx, ty));
drawHandle(Point2F(rx, cy));
drawHandle(Point2F(rx, by));
drawHandle(Point2F(cx, ty));
drawHandle(Point2F(cx, by));
}
bool GuiMissionAreaCtrl::testWithinHandle(const Point2I & testPoint, S32 handleX, S32 handleY)
{
S32 dx = testPoint.x - handleX;
S32 dy = testPoint.y - handleY;
return dx <= Handle_Pixel_Size && dx >= -Handle_Pixel_Size && dy <= Handle_Pixel_Size && dy >= -Handle_Pixel_Size;
}
S32 GuiMissionAreaCtrl::getHitHandles(const Point2I & mousePnt, const RectI & box)
{
S32 lx = box.point.x, rx = box.point.x + box.extent.x - 1;
S32 cx = (lx + rx) >> 1;
S32 by = box.point.y, ty = box.point.y + box.extent.y - 1;
S32 cy = (ty + by) >> 1;
if (testWithinHandle(mousePnt, lx, ty))
return Handle_Left | Handle_Top;
if (testWithinHandle(mousePnt, cx, ty))
return Handle_Top;
if (testWithinHandle(mousePnt, rx, ty))
return Handle_Right | Handle_Top;
if (testWithinHandle(mousePnt, lx, by))
return Handle_Left | Handle_Bottom;
if (testWithinHandle(mousePnt, cx, by))
return Handle_Bottom;
if (testWithinHandle(mousePnt, rx, by))
return Handle_Right | Handle_Bottom;
if (testWithinHandle(mousePnt, lx, cy))
return Handle_Left;
if (testWithinHandle(mousePnt, rx, cy))
return Handle_Right;
if(mousePnt.x >= lx && mousePnt.x <= rx &&
mousePnt.y >= ty && mousePnt.y <= by)
return(Handle_Middle);
return Handle_None;
}
//------------------------------------------------------------------------------
Point2F GuiMissionAreaCtrl::worldToScreen(const Point2F & pos)
{
return(Point2F(mCenterPos.x + (pos.x * mScale.x), mCenterPos.y + (pos.y * mScale.y)));
}
Point2I GuiMissionAreaCtrl::worldToScreen(const Point2I &pos)
{
return(Point2I(S32(mCenterPos.x + (pos.x * mScale.x)), S32(mCenterPos.y + (pos.y * mScale.y))));
}
Point2F GuiMissionAreaCtrl::screenToWorld(const Point2F & pos)
{
return(Point2F((pos.x - mCenterPos.x) / mScale.x, (pos.y - mCenterPos.y) / mScale.y));
}
Point2I GuiMissionAreaCtrl::screenToWorld(const Point2I &pos)
{
return(Point2I(S32((pos.x - mCenterPos.x) / mScale.x), S32((pos.y - mCenterPos.y) / mScale.y)));
}
Point2I GuiMissionAreaCtrl::screenDeltaToWorldDelta(const Point2I &screenPoint)
{
return(Point2I(S32(screenPoint.x / mScale.x), S32(screenPoint.y / mScale.y)));
}
void GuiMissionAreaCtrl::setupScreenTransform(const Point2I& offset)
{
// Compute 2D size of the bounding box
Point2F boxSize(mLevelBounds.len_x(), mLevelBounds.len_y());
Point2F boxMin(mLevelBounds.minExtents.x, mLevelBounds.minExtents.y);
Point2F boxCenter = Point2F(mLevelBounds.getCenter().x, mLevelBounds.getCenter().y);
// GUI control size
const Point2I& extenti = getExtent();
Point2F extent((F32)extenti.x, (F32)extenti.y);
// Maintain square aspect ratio if requested
if (mSquareBitmap)
extent.x > extent.y ? extent.x = extent.y : extent.y = extent.x;
// Compute scale (how many pixels per world unit)
mScale.set(extent.x / boxSize.x, -extent.y / boxSize.y, 0); // Y flipped
// Instead of offsetting the center to (0,0), we want to place the box center at GUI center
// So we compute the world-to-screen offset for center
Point2F screenCenter((F32)offset.x + extent.x * 0.5f, (F32)offset.y + extent.y * 0.5f);
Point2F worldCenterOffset = boxCenter * Point2F(mScale.x, mScale.y);
// Compute the final offset that maps world center to screen center
mCenterPos.set(screenCenter.x - worldCenterOffset.x,
screenCenter.y - worldCenterOffset.y);
}
void GuiMissionAreaCtrl::getScreenMissionArea(RectI & rect)
{
RectI area = mMissionArea->getArea();
Point2F pos = worldToScreen(Point2F(F32(area.point.x), F32(area.point.y)));
Point2F end = worldToScreen(Point2F(F32(area.point.x + area.extent.x), F32(area.point.y + area.extent.y)));
//
rect.point.x = S32(round_local(pos.x));
rect.point.y = S32(round_local(pos.y));
rect.extent.x = S32(round_local(end.x - pos.x));
rect.extent.y = S32(round_local(end.y - pos.y));
}
void GuiMissionAreaCtrl::getScreenMissionArea(RectF & rect)
{
RectI area = mMissionArea->getArea();
Point2F pos = worldToScreen(Point2F(F32(area.point.x), F32(area.point.y)));
Point2F end = worldToScreen(Point2F(F32(area.point.x + area.extent.x), F32(area.point.y + area.extent.y)));
//
rect.point.x = pos.x;
rect.point.y = pos.y;
rect.extent.x = end.x - pos.x;
rect.extent.y = end.y - pos.y;
}
Point2I GuiMissionAreaCtrl::convertOrigin(const Point2I &pos)
{
// Convert screen point to our bottom left origin
Point2I pnt = globalToLocalCoord(pos);
const Point2I& extent = getExtent( );
pnt.y = extent.y - pnt.y;
Point2I pt = localToGlobalCoord(pnt);
return pt;
}
void GuiMissionAreaCtrl::onRender(Point2I offset, const RectI & updateRect)
{
RectI rect(offset, getExtent());
F32 fillOffset = GFX->getFillConventionOffset();
setUpdate();
// draw an x
if(!bool(mMissionArea))
{
GFX->setStateBlock(mSolidStateBlock);
PrimBuild::color3i( 0, 0, 0 );
PrimBuild::begin( GFXLineList, 4 );
PrimBuild::vertex2f( rect.point.x + fillOffset, updateRect.point.y + fillOffset );
PrimBuild::vertex2f( rect.point.x + updateRect.extent.x + fillOffset, updateRect.point.y + updateRect.extent.y + fillOffset );
PrimBuild::vertex2f( rect.point.x + fillOffset, updateRect.point.y + updateRect.extent.y + fillOffset );
PrimBuild::vertex2f( rect.point.x + updateRect.extent.x + fillOffset, updateRect.point.y + fillOffset );
PrimBuild::end();
return;
}
//
setupScreenTransform(offset);
// draw the terrain
if(mSquareBitmap)
rect.extent.x > rect.extent.y ? rect.extent.x = rect.extent.y : rect.extent.y = rect.extent.x;
GFXDrawUtil *drawer = GFX->getDrawUtil();
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(mBitmap, rect, GFXBitmapFlip_Y, GFXTextureFilterLinear, false);
GFX->setStateBlock(mSolidStateBlock);
drawer->clearBitmapModulation();
// draw the reference axis
PrimBuild::begin( GFXLineList, 4 );
PrimBuild::color3i( 255, 0, 0 );
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
PrimBuild::vertex2f( rect.point.x + 25 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
PrimBuild::color3i( 0, 255, 0 );
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 25 + fillOffset );
PrimBuild::end();
RectF area;
getScreenMissionArea(area);
// render the mission area box
PrimBuild::color( mMissionBoundsColor );
PrimBuild::begin( GFXLineStrip, 5 );
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + fillOffset);
PrimBuild::vertex2f(area.point.x + area.extent.x + fillOffset, area.point.y + fillOffset);
PrimBuild::vertex2f(area.point.x + area.extent.x + fillOffset, area.point.y + area.extent.y + fillOffset);
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + area.extent.y + fillOffset);
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + fillOffset);
PrimBuild::end();
// render the camera
//if(mRenderCamera)
{
CameraQuery camera;
GameProcessCameraQuery(&camera);
// farplane too far, 90' looks wrong...
camera.fov = mDegToRad(60.f);
camera.farPlane = 500.f;
//
F32 rot = camera.fov / 2;
//
VectorF ray;
VectorF projRayA, projRayB;
ray.set(camera.farPlane * -mSin(rot), camera.farPlane * mCos(rot), 0);
camera.cameraMatrix.mulV(ray, &projRayA);
ray.set(camera.farPlane * -mSin(-rot), camera.farPlane * mCos(-rot), 0);
camera.cameraMatrix.mulV(ray, &projRayB);
Point3F camPos;
camera.cameraMatrix.getColumn(3, &camPos);
Point2F s = worldToScreen(Point2F(camPos.x, camPos.y));
Point2F e1 = worldToScreen(Point2F(camPos.x + projRayA.x, camPos.y + projRayA.y));
Point2F e2 = worldToScreen(Point2F(camPos.x + projRayB.x, camPos.y + projRayB.y));
PrimBuild::color( mCameraColor );
PrimBuild::begin( GFXLineList, 4 );
PrimBuild::vertex2f( s.x + fillOffset, s.y + fillOffset );
PrimBuild::vertex2f( e1.x + fillOffset, e1.y + fillOffset );
PrimBuild::vertex2f( s.x + fillOffset, s.y + fillOffset );
PrimBuild::vertex2f( e2.x + fillOffset, e2.y + fillOffset );
PrimBuild::end();
}
// render the handles
RectI iArea;
getScreenMissionArea(iArea);
drawHandles(iArea);
renderChildControls(offset, updateRect);
}
//------------------------------------------------------------------------------
DefineEngineMethod( GuiMissionAreaCtrl, setMissionArea, void, ( MissionArea* area ),,
"@brief Set the MissionArea to edit.\n\n")
{
object->setMissionArea( area );
}
DefineEngineMethod(GuiMissionAreaCtrl, updateLevelBitmap, void, (), ,
"@brief Update the level bitmap and bounds.\n\n")
{
object->updateLevelBitmap();
}
//------------------------------------------------------------------------------
void GuiMissionAreaUndoAction::undo()
{
MissionArea *ma = NULL;
if ( !Sim::findObject( mObjId, ma ) )
return;
// Temporarily save the MissionArea's current data.
RectI area = ma->getArea();
// Restore the MissionArea properties saved in the UndoAction
ma->setArea( mArea );
ma->inspectPostApply();
// Now save the previous Mission data in this UndoAction
// since an undo action must become a redo action and vice-versa
mArea = area;
// Let the script get a chance at it.
Con::executef( mMissionAreaEditor, "onUndo" );
}