// Autogenerated by gameplay-luagen
#include "Base.h"
#include "ScriptController.h"
#include "lua_TerrainPatch.h"
#include "Base.h"
#include "Camera.h"
#include "Game.h"
#include "MeshPart.h"
#include "Node.h"
#include "PhysicsController.h"
#include "Scene.h"
#include "Terrain.h"
#include "TerrainPatch.h"

namespace gameplay
{

void luaRegister_TerrainPatch()
{
    const luaL_Reg lua_members[] = 
    {
        {"cameraChanged", lua_TerrainPatch_cameraChanged},
        {"getBoundingBox", lua_TerrainPatch_getBoundingBox},
        {"getMaterial", lua_TerrainPatch_getMaterial},
        {"getMaterialCount", lua_TerrainPatch_getMaterialCount},
        {NULL, NULL}
    };
    const luaL_Reg* lua_statics = NULL;
    std::vector<std::string> scopePath;

    gameplay::ScriptUtil::registerClass("TerrainPatch", lua_members, NULL, NULL, lua_statics, scopePath);
}

static TerrainPatch* getInstance(lua_State* state)
{
    void* userdata = luaL_checkudata(state, 1, "TerrainPatch");
    luaL_argcheck(state, userdata != NULL, 1, "'TerrainPatch' expected.");
    return (TerrainPatch*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
}

int lua_TerrainPatch_cameraChanged(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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                bool param1Valid;
                gameplay::ScriptUtil::LuaArray<Camera> param1 = gameplay::ScriptUtil::getObjectPointer<Camera>(2, "Camera", false, &param1Valid);
                if (!param1Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Camera'.");
                    lua_error(state);
                }

                TerrainPatch* instance = getInstance(state);
                instance->cameraChanged(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_TerrainPatch_cameraChanged - 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_TerrainPatch_getBoundingBox(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);

                TerrainPatch* instance = getInstance(state);
                void* returnPtr = (void*)&(instance->getBoundingBox(param1));
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "BoundingBox");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_TerrainPatch_getBoundingBox - 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_TerrainPatch_getMaterial(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 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                TerrainPatch* instance = getInstance(state);
                void* returnPtr = ((void*)instance->getMaterial());
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "Material");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_TerrainPatch_getMaterial - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                int param1 = (int)luaL_checkint(state, 2);

                TerrainPatch* instance = getInstance(state);
                void* returnPtr = ((void*)instance->getMaterial(param1));
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "Material");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_TerrainPatch_getMaterial - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_TerrainPatch_getMaterialCount(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 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                TerrainPatch* instance = getInstance(state);
                unsigned int result = instance->getMaterialCount();

                // Push the return value onto the stack.
                lua_pushunsigned(state, result);

                return 1;
            }

            lua_pushstring(state, "lua_TerrainPatch_getMaterialCount - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

}
