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Merge branch 'next' of https://github.com/gameplay3d/GamePlay into next

seanpaultaylor il y a 11 ans
Parent
commit
9c3078c4bc
40 fichiers modifiés avec 152 ajouts et 152 suppressions
  1. 1 1
      gameplay/src/Animation.h
  2. 1 1
      gameplay/src/AudioSource.h
  3. 1 1
      gameplay/src/Button.h
  4. 1 1
      gameplay/src/CheckBox.h
  5. 1 1
      gameplay/src/Container.h
  6. 1 1
      gameplay/src/Control.h
  7. 1 1
      gameplay/src/Form.h
  8. 1 1
      gameplay/src/Game.h
  9. 1 1
      gameplay/src/ImageControl.h
  10. 1 1
      gameplay/src/JoystickControl.h
  11. 1 1
      gameplay/src/Label.h
  12. 1 1
      gameplay/src/Layout.h
  13. 1 1
      gameplay/src/Material.h
  14. 10 10
      gameplay/src/Node.cpp
  15. 12 12
      gameplay/src/Node.h
  16. 1 1
      gameplay/src/ParticleEmitter.h
  17. 1 1
      gameplay/src/PhysicsCharacter.h
  18. 1 1
      gameplay/src/PhysicsCollisionObject.h
  19. 1 1
      gameplay/src/PhysicsConstraint.h
  20. 1 1
      gameplay/src/PhysicsController.h
  21. 1 1
      gameplay/src/PhysicsFixedConstraint.h
  22. 1 1
      gameplay/src/PhysicsGenericConstraint.h
  23. 1 1
      gameplay/src/PhysicsGhostObject.h
  24. 1 1
      gameplay/src/PhysicsHingeConstraint.h
  25. 1 1
      gameplay/src/PhysicsRigidBody.h
  26. 1 1
      gameplay/src/PhysicsSocketConstraint.h
  27. 1 1
      gameplay/src/PhysicsSpringConstraint.h
  28. 1 1
      gameplay/src/PhysicsVehicle.h
  29. 1 1
      gameplay/src/PhysicsVehicleWheel.h
  30. 1 1
      gameplay/src/RadioButton.h
  31. 1 1
      gameplay/src/Scene.cpp
  32. 1 1
      gameplay/src/Scene.h
  33. 1 1
      gameplay/src/Slider.h
  34. 1 1
      gameplay/src/Terrain.h
  35. 1 1
      gameplay/src/TextBox.h
  36. 1 1
      gameplay/src/Theme.h
  37. 45 45
      gameplay/src/lua/lua_Joint.cpp
  38. 3 3
      gameplay/src/lua/lua_Joint.h
  39. 45 45
      gameplay/src/lua/lua_Node.cpp
  40. 3 3
      gameplay/src/lua/lua_Node.h

+ 1 - 1
gameplay/src/Animation.h

@@ -20,7 +20,7 @@ class AnimationClip;
  * You can create additional clips to run only parts of an animation and control
  * various runtime characteristics, such as repeat count, etc.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Animation
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Animation
  */
 class Animation : public Ref
 {

+ 1 - 1
gameplay/src/AudioSource.h

@@ -17,7 +17,7 @@ class NodeCloneContext;
  *
  * This can be attached to a Node for applying its 3D transformation.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Audio
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Audio
  */
 class AudioSource : public Ref, public Transform::Listener
 {

+ 1 - 1
gameplay/src/Button.h

@@ -13,7 +13,7 @@ namespace gameplay
 /**
  * Defines a button control. 
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Button : public Label
 {

+ 1 - 1
gameplay/src/CheckBox.h

@@ -14,7 +14,7 @@ namespace gameplay
  *
  * This is a button that can be enabled or disabled.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class CheckBox : public Button
 {

+ 1 - 1
gameplay/src/Container.h

@@ -11,7 +11,7 @@ namespace gameplay
 /**
  * Defines a container that contains zero or more controls.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Container : public Control
 {

+ 1 - 1
gameplay/src/Control.h

@@ -21,7 +21,7 @@ class Form;
 /**
  * Defines the base class for all controls.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Control : public Ref, public AnimationTarget, public ScriptTarget
 {

+ 1 - 1
gameplay/src/Form.h

@@ -21,7 +21,7 @@ class Theme;
  *
  * This can also be attached on a scene Node to support 3D forms.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Form : public Container
 {

+ 1 - 1
gameplay/src/Game.h

@@ -26,7 +26,7 @@ class ScriptController;
  * This represents a running cross-platform game application and provides an abstraction
  * to most typical platform functionality and events.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Game_Config
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Game_Config
  */
 class Game
 {

+ 1 - 1
gameplay/src/ImageControl.h

@@ -15,7 +15,7 @@ namespace gameplay
  *
  * This allows forms to display seperate images from arbitrary files not specified in the theme.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class ImageControl : public Control
 {

+ 1 - 1
gameplay/src/JoystickControl.h

@@ -11,7 +11,7 @@ namespace gameplay
  *
  * This is used in virtual Gamepad instances.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class JoystickControl : public Control
 {

+ 1 - 1
gameplay/src/Label.h

@@ -12,7 +12,7 @@ namespace gameplay
  * 
  * This is capable of rendering text within its border.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Label : public Control
 {

+ 1 - 1
gameplay/src/Layout.h

@@ -17,7 +17,7 @@ class Control;
  * Implementations are responsible for positioning, resizing and
  * calling update on all the controls within a container.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Layout : public Ref
 {

+ 1 - 1
gameplay/src/Material.h

@@ -18,7 +18,7 @@ class NodeCloneContext;
  * material files (.material). When multiple techniques are loaded using a material file,
  * the current technique for an object can be set at runtime.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Materials
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Materials
  */
 class Material : public RenderState
 {

+ 10 - 10
gameplay/src/Node.cpp

@@ -20,7 +20,7 @@ namespace gameplay
 {
 
 Node::Node(const char* id)
-    : _scene(NULL), _firstChild(NULL), _nextSibling(NULL), _prevSibling(NULL), _parent(NULL), _childCount(0), _active(true),
+    : _scene(NULL), _firstChild(NULL), _nextSibling(NULL), _prevSibling(NULL), _parent(NULL), _childCount(0), _enabled(true),
     _tags(NULL), _camera(NULL), _light(NULL), _model(NULL), _terrain(NULL), _form(NULL), _audioSource(NULL), _particleEmitter(NULL),
     _collisionObject(NULL), _agent(NULL), _dirtyBits(NODE_DIRTY_ALL), _notifyHierarchyChanged(true), _userData(NULL)
 {
@@ -292,30 +292,30 @@ void Node::setUserPointer(void* pointer, void (*cleanupCallback)(void*))
     }
 }
 
-void Node::setActive(bool active)
+void Node::setEnabled(bool enabled)
 {
-    if (_active != active)
+    if (_enabled != enabled)
     {
         if (_collisionObject)
-            _collisionObject->setEnabled(active);
+            _collisionObject->setEnabled(enabled);
 
-        _active = active;
+        _enabled = enabled;
     }
 }
 
-bool Node::isActive() const
+bool Node::isEnabled() const
 {
-    return _active;
+    return _enabled;
 }
 
-bool Node::isActiveInHierarchy() const
+bool Node::isEnabledInHierarchy() const
 {
-    if (!_active)
+    if (!_enabled)
        return false;
    Node* node = _parent;
    while (node)
    {
-       if (!node->_active)
+       if (!node->_enabled)
            return false;
        node = node->_parent;
    }

+ 12 - 12
gameplay/src/Node.h

@@ -28,7 +28,7 @@ class Terrain;
  * Model, Camera, Light, PhysicsCollisionObject, AudioSource, ParticleEmitter and
  * Form components.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Node
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Node
  */
 class Node : public Transform, public Ref
 {
@@ -187,25 +187,25 @@ public:
     void setUserPointer(void* pointer, void (*cleanupCallback)(void*) = NULL);
 
     /**
-     * Sets if the node is active in the scene.
+     * Sets if the node is enabled in the scene.
      *
-     * @param active if the node is active in the scene.
+     * @param enabled if the node is enabled in the scene.
      */
-    void setActive(bool active);
+    void setEnabled(bool enabled);
 
     /**
-     * Gets if the node is active in the scene.
+     * Gets if the node is enabled in the scene.
      *
-     * @return if the node is active in the scene.
+     * @return if the node is enabled in the scene.
      */
-    bool isActive() const;
+    bool isEnabled() const;
 
     /**
-     * Gets if the node  either inherited active.
+     * Gets if the node either inherently enabled.
      *
-     * @return if visual components attached on this node should be drawn.
+     * @return if components attached on this node should be running.
      */
-    bool isActiveInHierarchy() const;
+    bool isEnabledInHierarchy() const;
 
     /**
      * Returns the number of direct children of this item.
@@ -771,9 +771,9 @@ protected:
     unsigned int _childCount;
 
     /**
-     * If this node is active in the scrne. This may not be active in hierarchy if its parents are not active.
+     * If this node is enabled in the scene. This may not be enabled in hierarchy if its parents are not enabled.
      */
-    bool _active;
+    bool _enabled;
 
     /**
      * List of custom tags for a node.

+ 1 - 1
gameplay/src/ParticleEmitter.h

@@ -136,7 +136,7 @@ class Node;
  * be set before rendering the particle system and then will be reset to their original
  * values.  Accepts the same symbolic constants as glBlendFunc().
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Particles
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Particles
  */
 class ParticleEmitter : public Ref
 {

+ 1 - 1
gameplay/src/PhysicsCharacter.h

@@ -19,7 +19,7 @@ namespace gameplay
  * character than would be possible if trying to move a character by applying
  * physical simulation with forces.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsCharacter : public PhysicsGhostObject
 {

+ 1 - 1
gameplay/src/PhysicsCollisionObject.h

@@ -20,7 +20,7 @@ class PhysicsVehicleWheel;
 /**
  * Defines the base class for all physics objects that support collision events.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsCollisionObject
 {

+ 1 - 1
gameplay/src/PhysicsConstraint.h

@@ -12,7 +12,7 @@ namespace gameplay
 /**
  * Defines the base class for physics constraints.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsConstraint
 {

+ 1 - 1
gameplay/src/PhysicsController.h

@@ -20,7 +20,7 @@ class ScriptListener;
 /**
  * Defines a class for controlling game physics.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Physics
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Physics
  */
 class PhysicsController : public ScriptTarget
 {

+ 1 - 1
gameplay/src/PhysicsFixedConstraint.h

@@ -14,7 +14,7 @@ namespace gameplay
  * but can be used in specific situations for a more appropriate effect
  * Ex. for implementing sticky projectiles, etc.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsFixedConstraint : public PhysicsGenericConstraint
 {

+ 1 - 1
gameplay/src/PhysicsGenericConstraint.h

@@ -14,7 +14,7 @@ namespace gameplay
  * rigid bodies (or one rigid body and the world) where the
  * limits for all six degrees of freedom can be set individually.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsGenericConstraint : public PhysicsConstraint
 {

+ 1 - 1
gameplay/src/PhysicsGhostObject.h

@@ -14,7 +14,7 @@ namespace gameplay
  * It is a collision volume that does not participate in the physics
  * simulation but can be used the test against other phyics collision objects.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsGhostObject : public PhysicsCollisionObject, public Transform::Listener
 {

+ 1 - 1
gameplay/src/PhysicsHingeConstraint.h

@@ -14,7 +14,7 @@ namespace gameplay
  * (or one rigid body and the world) where movement is
  * restricted to rotation about one axis.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsHingeConstraint : public PhysicsConstraint
 {

+ 1 - 1
gameplay/src/PhysicsRigidBody.h

@@ -19,7 +19,7 @@ class PhysicsConstraint;
  * A rigid body can receive forces and torque to make your objects react to other collision
  * objects around it.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsRigidBody : public PhysicsCollisionObject, public Transform::Listener
 {

+ 1 - 1
gameplay/src/PhysicsSocketConstraint.h

@@ -13,7 +13,7 @@ namespace gameplay
  * between two rigid bodies (or one rigid body and the world)
  * where rotation is unrestricted about the constraint joint (pivot point).
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsSocketConstraint : public PhysicsConstraint
 {

+ 1 - 1
gameplay/src/PhysicsSpringConstraint.h

@@ -12,7 +12,7 @@ namespace gameplay
  * where the spring strength and damping can be set
  * for all six degrees of freedom.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsSpringConstraint : public PhysicsGenericConstraint
 {

+ 1 - 1
gameplay/src/PhysicsVehicle.h

@@ -17,7 +17,7 @@ class PhysicsVehicleWheel;
  * to it all of the properties of a rigid body such as shape, mass, friction,
  * etc which correspond to the vehicle body:
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsVehicle : public PhysicsCollisionObject
 {

+ 1 - 1
gameplay/src/PhysicsVehicleWheel.h

@@ -14,7 +14,7 @@ class PhysicsVehicle;
  * Defines a class for vehicle wheel physics which represents the individual wheel
  * itself as well as the tire and suspension.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 
 class PhysicsVehicleWheel : public PhysicsCollisionObject

+ 1 - 1
gameplay/src/RadioButton.h

@@ -15,7 +15,7 @@ namespace gameplay
  * A radio button can belong to a group, and only one radio button
  * from a group can be selected at one time.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class RadioButton : public Button
 {

+ 1 - 1
gameplay/src/Scene.cpp

@@ -434,7 +434,7 @@ Node* Scene::findNextVisibleSibling(Node* node)
 
 bool Scene::isNodeVisible(Node* node)
 {
-    if (!node->isActive())
+    if (!node->isEnabled())
         return false;
 
     if (node->getForm() || node->getParticleEmitter() || node->getTerrain() || node->getLight() || node->getCamera())

+ 1 - 1
gameplay/src/Scene.h

@@ -12,7 +12,7 @@ namespace gameplay
 /**
  * Defines the root container for a hierarchy of Node objects.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Scene
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Scene
  */
 class Scene : public Ref
 {

+ 1 - 1
gameplay/src/Slider.h

@@ -15,7 +15,7 @@ namespace gameplay
  *
  * A slider consists of a marker (grabber) that can slide along a track between two end-caps.
  * 
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Slider : public Label
 {

+ 1 - 1
gameplay/src/Terrain.h

@@ -78,7 +78,7 @@ class TerrainAutoBindingResolver;
  * approaches. In practice, the skirts are often not noticeable at all unless the LOD variation
  * is very large and the terrain is excessively hilly on the edge of a LOD transition.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Terrain
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Terrain
  */
 class Terrain : public Ref, private Transform::Listener
 {

+ 1 - 1
gameplay/src/TextBox.h

@@ -16,7 +16,7 @@ namespace gameplay
  * On mobile device you can tap or click within the text box to
  * bring up the virtual keyboard.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class TextBox : public Label
 {

+ 1 - 1
gameplay/src/Theme.h

@@ -21,7 +21,7 @@ namespace gameplay
  * A Style describes the border, margin, and padding of a Control, what images, skins, and cursors
  * are associated with a Control, and Font properties to apply to a Control's text.
  *
- * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Theme
+ * @see http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Theme
  */
 class Theme: public Ref
 {

+ 45 - 45
gameplay/src/lua/lua_Joint.cpp

@@ -101,8 +101,8 @@ void luaRegister_Joint()
         {"getWorldViewMatrix", lua_Joint_getWorldViewMatrix},
         {"getWorldViewProjectionMatrix", lua_Joint_getWorldViewProjectionMatrix},
         {"hasTag", lua_Joint_hasTag},
-        {"isActive", lua_Joint_isActive},
-        {"isActiveInHierarchy", lua_Joint_isActiveInHierarchy},
+        {"isEnabled", lua_Joint_isEnabled},
+        {"isEnabledInHierarchy", lua_Joint_isEnabledInHierarchy},
         {"isStatic", lua_Joint_isStatic},
         {"release", lua_Joint_release},
         {"removeAllChildren", lua_Joint_removeAllChildren},
@@ -118,12 +118,12 @@ void luaRegister_Joint()
         {"scaleY", lua_Joint_scaleY},
         {"scaleZ", lua_Joint_scaleZ},
         {"set", lua_Joint_set},
-        {"setActive", lua_Joint_setActive},
         {"setAgent", lua_Joint_setAgent},
         {"setAnimationPropertyValue", lua_Joint_setAnimationPropertyValue},
         {"setAudioSource", lua_Joint_setAudioSource},
         {"setCamera", lua_Joint_setCamera},
         {"setCollisionObject", lua_Joint_setCollisionObject},
+        {"setEnabled", lua_Joint_setEnabled},
         {"setForm", lua_Joint_setForm},
         {"setId", lua_Joint_setId},
         {"setIdentity", lua_Joint_setIdentity},
@@ -3810,7 +3810,7 @@ int lua_Joint_hasTag(lua_State* state)
     return 0;
 }
 
-int lua_Joint_isActive(lua_State* state)
+int lua_Joint_isEnabled(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -3823,7 +3823,7 @@ int lua_Joint_isActive(lua_State* state)
             if ((lua_type(state, 1) == LUA_TUSERDATA))
             {
                 Joint* instance = getInstance(state);
-                bool result = instance->isActive();
+                bool result = instance->isEnabled();
 
                 // Push the return value onto the stack.
                 lua_pushboolean(state, result);
@@ -3831,7 +3831,7 @@ int lua_Joint_isActive(lua_State* state)
                 return 1;
             }
 
-            lua_pushstring(state, "lua_Joint_isActive - Failed to match the given parameters to a valid function signature.");
+            lua_pushstring(state, "lua_Joint_isEnabled - Failed to match the given parameters to a valid function signature.");
             lua_error(state);
             break;
         }
@@ -3845,7 +3845,7 @@ int lua_Joint_isActive(lua_State* state)
     return 0;
 }
 
-int lua_Joint_isActiveInHierarchy(lua_State* state)
+int lua_Joint_isEnabledInHierarchy(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -3858,7 +3858,7 @@ int lua_Joint_isActiveInHierarchy(lua_State* state)
             if ((lua_type(state, 1) == LUA_TUSERDATA))
             {
                 Joint* instance = getInstance(state);
-                bool result = instance->isActiveInHierarchy();
+                bool result = instance->isEnabledInHierarchy();
 
                 // Push the return value onto the stack.
                 lua_pushboolean(state, result);
@@ -3866,7 +3866,7 @@ int lua_Joint_isActiveInHierarchy(lua_State* state)
                 return 1;
             }
 
-            lua_pushstring(state, "lua_Joint_isActiveInHierarchy - Failed to match the given parameters to a valid function signature.");
+            lua_pushstring(state, "lua_Joint_isEnabledInHierarchy - Failed to match the given parameters to a valid function signature.");
             lua_error(state);
             break;
         }
@@ -4680,42 +4680,6 @@ int lua_Joint_set(lua_State* state)
     return 0;
 }
 
-int lua_Joint_setActive(lua_State* state)
-{
-    // Get the number of parameters.
-    int paramCount = lua_gettop(state);
-
-    // Attempt to match the parameters to a valid binding.
-    switch (paramCount)
-    {
-        case 2:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
-                lua_type(state, 2) == LUA_TBOOLEAN)
-            {
-                // Get parameter 1 off the stack.
-                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
-
-                Joint* instance = getInstance(state);
-                instance->setActive(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_Joint_setActive - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        default:
-        {
-            lua_pushstring(state, "Invalid number of parameters (expected 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
 int lua_Joint_setAgent(lua_State* state)
 {
     // Get the number of parameters.
@@ -5221,6 +5185,42 @@ int lua_Joint_setCollisionObject(lua_State* state)
     return 0;
 }
 
+int lua_Joint_setEnabled(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TBOOLEAN)
+            {
+                // Get parameter 1 off the stack.
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
+
+                Joint* instance = getInstance(state);
+                instance->setEnabled(param1);
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_Joint_setEnabled - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 2).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
 int lua_Joint_setForm(lua_State* state)
 {
     // Get the number of parameters.

+ 3 - 3
gameplay/src/lua/lua_Joint.h

@@ -76,8 +76,8 @@ int lua_Joint_getWorldMatrix(lua_State* state);
 int lua_Joint_getWorldViewMatrix(lua_State* state);
 int lua_Joint_getWorldViewProjectionMatrix(lua_State* state);
 int lua_Joint_hasTag(lua_State* state);
-int lua_Joint_isActive(lua_State* state);
-int lua_Joint_isActiveInHierarchy(lua_State* state);
+int lua_Joint_isEnabled(lua_State* state);
+int lua_Joint_isEnabledInHierarchy(lua_State* state);
 int lua_Joint_isStatic(lua_State* state);
 int lua_Joint_release(lua_State* state);
 int lua_Joint_removeAllChildren(lua_State* state);
@@ -93,12 +93,12 @@ int lua_Joint_scaleX(lua_State* state);
 int lua_Joint_scaleY(lua_State* state);
 int lua_Joint_scaleZ(lua_State* state);
 int lua_Joint_set(lua_State* state);
-int lua_Joint_setActive(lua_State* state);
 int lua_Joint_setAgent(lua_State* state);
 int lua_Joint_setAnimationPropertyValue(lua_State* state);
 int lua_Joint_setAudioSource(lua_State* state);
 int lua_Joint_setCamera(lua_State* state);
 int lua_Joint_setCollisionObject(lua_State* state);
+int lua_Joint_setEnabled(lua_State* state);
 int lua_Joint_setForm(lua_State* state);
 int lua_Joint_setId(lua_State* state);
 int lua_Joint_setIdentity(lua_State* state);

+ 45 - 45
gameplay/src/lua/lua_Node.cpp

@@ -99,8 +99,8 @@ void luaRegister_Node()
         {"getWorldViewMatrix", lua_Node_getWorldViewMatrix},
         {"getWorldViewProjectionMatrix", lua_Node_getWorldViewProjectionMatrix},
         {"hasTag", lua_Node_hasTag},
-        {"isActive", lua_Node_isActive},
-        {"isActiveInHierarchy", lua_Node_isActiveInHierarchy},
+        {"isEnabled", lua_Node_isEnabled},
+        {"isEnabledInHierarchy", lua_Node_isEnabledInHierarchy},
         {"isStatic", lua_Node_isStatic},
         {"release", lua_Node_release},
         {"removeAllChildren", lua_Node_removeAllChildren},
@@ -116,12 +116,12 @@ void luaRegister_Node()
         {"scaleY", lua_Node_scaleY},
         {"scaleZ", lua_Node_scaleZ},
         {"set", lua_Node_set},
-        {"setActive", lua_Node_setActive},
         {"setAgent", lua_Node_setAgent},
         {"setAnimationPropertyValue", lua_Node_setAnimationPropertyValue},
         {"setAudioSource", lua_Node_setAudioSource},
         {"setCamera", lua_Node_setCamera},
         {"setCollisionObject", lua_Node_setCollisionObject},
+        {"setEnabled", lua_Node_setEnabled},
         {"setForm", lua_Node_setForm},
         {"setId", lua_Node_setId},
         {"setIdentity", lua_Node_setIdentity},
@@ -3765,7 +3765,7 @@ int lua_Node_hasTag(lua_State* state)
     return 0;
 }
 
-int lua_Node_isActive(lua_State* state)
+int lua_Node_isEnabled(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -3778,7 +3778,7 @@ int lua_Node_isActive(lua_State* state)
             if ((lua_type(state, 1) == LUA_TUSERDATA))
             {
                 Node* instance = getInstance(state);
-                bool result = instance->isActive();
+                bool result = instance->isEnabled();
 
                 // Push the return value onto the stack.
                 lua_pushboolean(state, result);
@@ -3786,7 +3786,7 @@ int lua_Node_isActive(lua_State* state)
                 return 1;
             }
 
-            lua_pushstring(state, "lua_Node_isActive - Failed to match the given parameters to a valid function signature.");
+            lua_pushstring(state, "lua_Node_isEnabled - Failed to match the given parameters to a valid function signature.");
             lua_error(state);
             break;
         }
@@ -3800,7 +3800,7 @@ int lua_Node_isActive(lua_State* state)
     return 0;
 }
 
-int lua_Node_isActiveInHierarchy(lua_State* state)
+int lua_Node_isEnabledInHierarchy(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -3813,7 +3813,7 @@ int lua_Node_isActiveInHierarchy(lua_State* state)
             if ((lua_type(state, 1) == LUA_TUSERDATA))
             {
                 Node* instance = getInstance(state);
-                bool result = instance->isActiveInHierarchy();
+                bool result = instance->isEnabledInHierarchy();
 
                 // Push the return value onto the stack.
                 lua_pushboolean(state, result);
@@ -3821,7 +3821,7 @@ int lua_Node_isActiveInHierarchy(lua_State* state)
                 return 1;
             }
 
-            lua_pushstring(state, "lua_Node_isActiveInHierarchy - Failed to match the given parameters to a valid function signature.");
+            lua_pushstring(state, "lua_Node_isEnabledInHierarchy - Failed to match the given parameters to a valid function signature.");
             lua_error(state);
             break;
         }
@@ -4635,42 +4635,6 @@ int lua_Node_set(lua_State* state)
     return 0;
 }
 
-int lua_Node_setActive(lua_State* state)
-{
-    // Get the number of parameters.
-    int paramCount = lua_gettop(state);
-
-    // Attempt to match the parameters to a valid binding.
-    switch (paramCount)
-    {
-        case 2:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
-                lua_type(state, 2) == LUA_TBOOLEAN)
-            {
-                // Get parameter 1 off the stack.
-                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
-
-                Node* instance = getInstance(state);
-                instance->setActive(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_Node_setActive - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        default:
-        {
-            lua_pushstring(state, "Invalid number of parameters (expected 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
 int lua_Node_setAgent(lua_State* state)
 {
     // Get the number of parameters.
@@ -5176,6 +5140,42 @@ int lua_Node_setCollisionObject(lua_State* state)
     return 0;
 }
 
+int lua_Node_setEnabled(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TBOOLEAN)
+            {
+                // Get parameter 1 off the stack.
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
+
+                Node* instance = getInstance(state);
+                instance->setEnabled(param1);
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_Node_setEnabled - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 2).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
 int lua_Node_setForm(lua_State* state)
 {
     // Get the number of parameters.

+ 3 - 3
gameplay/src/lua/lua_Node.h

@@ -75,8 +75,8 @@ int lua_Node_getWorldMatrix(lua_State* state);
 int lua_Node_getWorldViewMatrix(lua_State* state);
 int lua_Node_getWorldViewProjectionMatrix(lua_State* state);
 int lua_Node_hasTag(lua_State* state);
-int lua_Node_isActive(lua_State* state);
-int lua_Node_isActiveInHierarchy(lua_State* state);
+int lua_Node_isEnabled(lua_State* state);
+int lua_Node_isEnabledInHierarchy(lua_State* state);
 int lua_Node_isStatic(lua_State* state);
 int lua_Node_release(lua_State* state);
 int lua_Node_removeAllChildren(lua_State* state);
@@ -92,12 +92,12 @@ int lua_Node_scaleX(lua_State* state);
 int lua_Node_scaleY(lua_State* state);
 int lua_Node_scaleZ(lua_State* state);
 int lua_Node_set(lua_State* state);
-int lua_Node_setActive(lua_State* state);
 int lua_Node_setAgent(lua_State* state);
 int lua_Node_setAnimationPropertyValue(lua_State* state);
 int lua_Node_setAudioSource(lua_State* state);
 int lua_Node_setCamera(lua_State* state);
 int lua_Node_setCollisionObject(lua_State* state);
+int lua_Node_setEnabled(lua_State* state);
 int lua_Node_setForm(lua_State* state);
 int lua_Node_setId(lua_State* state);
 int lua_Node_setIdentity(lua_State* state);