#include "Base.h"
#include "ScriptController.h"
#include "lua_PhysicsVehicle.h"
#include "Base.h"
#include "Game.h"
#include "MathUtil.h"
#include "Node.h"
#include "PhysicsCharacter.h"
#include "PhysicsCollisionObject.h"
#include "PhysicsController.h"
#include "PhysicsGhostObject.h"
#include "PhysicsRigidBody.h"
#include "PhysicsVehicle.h"
#include "PhysicsVehicleWheel.h"
#include "ScriptController.h"
#include "lua_PhysicsCollisionObjectCollisionListenerEventType.h"
#include "lua_PhysicsCollisionObjectType.h"
#include "lua_PhysicsCollisionShapeType.h"

namespace gameplay
{

void luaRegister_PhysicsVehicle()
{
    const luaL_Reg lua_members[] = 
    {
        {"addCollisionListener", lua_PhysicsVehicle_addCollisionListener},
        {"addWheel", lua_PhysicsVehicle_addWheel},
        {"asCharacter", lua_PhysicsVehicle_asCharacter},
        {"asGhostObject", lua_PhysicsVehicle_asGhostObject},
        {"asRigidBody", lua_PhysicsVehicle_asRigidBody},
        {"asVehicle", lua_PhysicsVehicle_asVehicle},
        {"asVehicleWheel", lua_PhysicsVehicle_asVehicleWheel},
        {"collidesWith", lua_PhysicsVehicle_collidesWith},
        {"getBoostGain", lua_PhysicsVehicle_getBoostGain},
        {"getBoostSpeed", lua_PhysicsVehicle_getBoostSpeed},
        {"getBrakedownFull", lua_PhysicsVehicle_getBrakedownFull},
        {"getBrakedownStart", lua_PhysicsVehicle_getBrakedownStart},
        {"getBrakingForce", lua_PhysicsVehicle_getBrakingForce},
        {"getCollisionShape", lua_PhysicsVehicle_getCollisionShape},
        {"getDownforce", lua_PhysicsVehicle_getDownforce},
        {"getDrivedownFull", lua_PhysicsVehicle_getDrivedownFull},
        {"getDrivedownStart", lua_PhysicsVehicle_getDrivedownStart},
        {"getDrivingForce", lua_PhysicsVehicle_getDrivingForce},
        {"getNode", lua_PhysicsVehicle_getNode},
        {"getNumWheels", lua_PhysicsVehicle_getNumWheels},
        {"getRigidBody", lua_PhysicsVehicle_getRigidBody},
        {"getShapeType", lua_PhysicsVehicle_getShapeType},
        {"getSpeedKph", lua_PhysicsVehicle_getSpeedKph},
        {"getSpeedSmoothKph", lua_PhysicsVehicle_getSpeedSmoothKph},
        {"getSteerdownGain", lua_PhysicsVehicle_getSteerdownGain},
        {"getSteerdownSpeed", lua_PhysicsVehicle_getSteerdownSpeed},
        {"getSteeringGain", lua_PhysicsVehicle_getSteeringGain},
        {"getType", lua_PhysicsVehicle_getType},
        {"getWheel", lua_PhysicsVehicle_getWheel},
        {"isDynamic", lua_PhysicsVehicle_isDynamic},
        {"isEnabled", lua_PhysicsVehicle_isEnabled},
        {"isKinematic", lua_PhysicsVehicle_isKinematic},
        {"isStatic", lua_PhysicsVehicle_isStatic},
        {"removeCollisionListener", lua_PhysicsVehicle_removeCollisionListener},
        {"reset", lua_PhysicsVehicle_reset},
        {"setBoost", lua_PhysicsVehicle_setBoost},
        {"setBrakedown", lua_PhysicsVehicle_setBrakedown},
        {"setBrakingForce", lua_PhysicsVehicle_setBrakingForce},
        {"setDownforce", lua_PhysicsVehicle_setDownforce},
        {"setDrivedown", lua_PhysicsVehicle_setDrivedown},
        {"setDrivingForce", lua_PhysicsVehicle_setDrivingForce},
        {"setEnabled", lua_PhysicsVehicle_setEnabled},
        {"setSteerdown", lua_PhysicsVehicle_setSteerdown},
        {"setSteeringGain", lua_PhysicsVehicle_setSteeringGain},
        {"update", lua_PhysicsVehicle_update},
        {NULL, NULL}
    };
    const luaL_Reg* lua_statics = NULL;
    std::vector<std::string> scopePath;

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

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

int lua_PhysicsVehicle_addCollisionListener(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:
        {
            do
            {
                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<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    PhysicsVehicle* instance = getInstance(state);
                    instance->addCollisionListener(param1);
                    
                    return 0;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    PhysicsVehicle* instance = getInstance(state);
                    instance->addCollisionListener(param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsVehicle_addCollisionListener - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 3:
        {
            do
            {
                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) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                    if (!param2Valid)
                        break;

                    PhysicsVehicle* instance = getInstance(state);
                    instance->addCollisionListener(param1, param2);
                    
                    return 0;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                    if (!param2Valid)
                        break;

                    PhysicsVehicle* instance = getInstance(state);
                    instance->addCollisionListener(param1, param2);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsVehicle_addCollisionListener - 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 or 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsVehicle_addWheel(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<PhysicsVehicleWheel> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsVehicleWheel>(2, "PhysicsVehicleWheel", false, &param1Valid);
                if (!param1Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsVehicleWheel'.");
                    lua_error(state);
                }

                PhysicsVehicle* instance = getInstance(state);
                instance->addWheel(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_addWheel - 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_PhysicsVehicle_asCharacter(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->asCharacter();
                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, "PhysicsCharacter");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_asCharacter - 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;
}

int lua_PhysicsVehicle_asGhostObject(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->asGhostObject();
                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, "PhysicsGhostObject");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_asGhostObject - 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;
}

int lua_PhysicsVehicle_asRigidBody(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->asRigidBody();
                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, "PhysicsRigidBody");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_asRigidBody - 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;
}

int lua_PhysicsVehicle_asVehicle(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->asVehicle();
                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, "PhysicsVehicle");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_asVehicle - 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;
}

int lua_PhysicsVehicle_asVehicleWheel(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->asVehicleWheel();
                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, "PhysicsVehicleWheel");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_asVehicleWheel - 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;
}

int lua_PhysicsVehicle_collidesWith(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<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                if (!param1Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                    lua_error(state);
                }

                PhysicsVehicle* instance = getInstance(state);
                bool result = instance->collidesWith(param1);

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_collidesWith - 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_PhysicsVehicle_getBoostGain(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getBoostGain();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getBoostGain - 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;
}

int lua_PhysicsVehicle_getBoostSpeed(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getBoostSpeed();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getBoostSpeed - 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;
}

int lua_PhysicsVehicle_getBrakedownFull(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getBrakedownFull();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getBrakedownFull - 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;
}

int lua_PhysicsVehicle_getBrakedownStart(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getBrakedownStart();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getBrakedownStart - 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;
}

int lua_PhysicsVehicle_getBrakingForce(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getBrakingForce();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getBrakingForce - 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;
}

int lua_PhysicsVehicle_getCollisionShape(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->getCollisionShape();
                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, "PhysicsCollisionShape");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getCollisionShape - 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;
}

int lua_PhysicsVehicle_getDownforce(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getDownforce();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getDownforce - 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;
}

int lua_PhysicsVehicle_getDrivedownFull(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getDrivedownFull();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getDrivedownFull - 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;
}

int lua_PhysicsVehicle_getDrivedownStart(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getDrivedownStart();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getDrivedownStart - 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;
}

int lua_PhysicsVehicle_getDrivingForce(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getDrivingForce();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getDrivingForce - 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;
}

int lua_PhysicsVehicle_getNode(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->getNode();
                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, "Node");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getNode - 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;
}

int lua_PhysicsVehicle_getNumWheels(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                unsigned int result = instance->getNumWheels();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getNumWheels - 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;
}

int lua_PhysicsVehicle_getRigidBody(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->getRigidBody();
                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, "PhysicsRigidBody");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getRigidBody - 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;
}

int lua_PhysicsVehicle_getShapeType(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                PhysicsCollisionShape::Type result = instance->getShapeType();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getShapeType - 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;
}

int lua_PhysicsVehicle_getSpeedKph(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getSpeedKph();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getSpeedKph - 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;
}

int lua_PhysicsVehicle_getSpeedSmoothKph(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getSpeedSmoothKph();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getSpeedSmoothKph - 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;
}

int lua_PhysicsVehicle_getSteerdownGain(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getSteerdownGain();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getSteerdownGain - 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;
}

int lua_PhysicsVehicle_getSteerdownSpeed(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getSteerdownSpeed();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getSteerdownSpeed - 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;
}

int lua_PhysicsVehicle_getSteeringGain(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                float result = instance->getSteeringGain();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getSteeringGain - 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;
}

int lua_PhysicsVehicle_getType(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                PhysicsCollisionObject::Type result = instance->getType();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getType - 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;
}

int lua_PhysicsVehicle_getWheel(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_TNUMBER)
            {
                // Get parameter 1 off the stack.
                unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);

                PhysicsVehicle* instance = getInstance(state);
                void* returnPtr = (void*)instance->getWheel(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, "PhysicsVehicleWheel");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_getWheel - 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_PhysicsVehicle_isDynamic(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                bool result = instance->isDynamic();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_isDynamic - 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;
}

int lua_PhysicsVehicle_isEnabled(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                bool result = instance->isEnabled();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_isEnabled - 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;
}

int lua_PhysicsVehicle_isKinematic(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                bool result = instance->isKinematic();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_isKinematic - 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;
}

int lua_PhysicsVehicle_isStatic(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                bool result = instance->isStatic();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_isStatic - 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;
}

int lua_PhysicsVehicle_removeCollisionListener(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:
        {
            do
            {
                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<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    PhysicsVehicle* instance = getInstance(state);
                    instance->removeCollisionListener(param1);
                    
                    return 0;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    PhysicsVehicle* instance = getInstance(state);
                    instance->removeCollisionListener(param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsVehicle_removeCollisionListener - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 3:
        {
            do
            {
                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) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                    if (!param2Valid)
                        break;

                    PhysicsVehicle* instance = getInstance(state);
                    instance->removeCollisionListener(param1, param2);
                    
                    return 0;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                    if (!param2Valid)
                        break;

                    PhysicsVehicle* instance = getInstance(state);
                    instance->removeCollisionListener(param1, param2);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsVehicle_removeCollisionListener - 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 or 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsVehicle_reset(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))
            {
                PhysicsVehicle* instance = getInstance(state);
                instance->reset();
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_reset - 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;
}

int lua_PhysicsVehicle_setBoost(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 3:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                lua_type(state, 3) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                // Get parameter 2 off the stack.
                float param2 = (float)luaL_checknumber(state, 3);

                PhysicsVehicle* instance = getInstance(state);
                instance->setBoost(param1, param2);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setBoost - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsVehicle_setBrakedown(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 3:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                lua_type(state, 3) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                // Get parameter 2 off the stack.
                float param2 = (float)luaL_checknumber(state, 3);

                PhysicsVehicle* instance = getInstance(state);
                instance->setBrakedown(param1, param2);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setBrakedown - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsVehicle_setBrakingForce(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_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                PhysicsVehicle* instance = getInstance(state);
                instance->setBrakingForce(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setBrakingForce - 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_PhysicsVehicle_setDownforce(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_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                PhysicsVehicle* instance = getInstance(state);
                instance->setDownforce(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setDownforce - 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_PhysicsVehicle_setDrivedown(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 3:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                lua_type(state, 3) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                // Get parameter 2 off the stack.
                float param2 = (float)luaL_checknumber(state, 3);

                PhysicsVehicle* instance = getInstance(state);
                instance->setDrivedown(param1, param2);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setDrivedown - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsVehicle_setDrivingForce(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_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                PhysicsVehicle* instance = getInstance(state);
                instance->setDrivingForce(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setDrivingForce - 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_PhysicsVehicle_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);

                PhysicsVehicle* instance = getInstance(state);
                instance->setEnabled(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_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_PhysicsVehicle_setSteerdown(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 3:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                lua_type(state, 3) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                // Get parameter 2 off the stack.
                float param2 = (float)luaL_checknumber(state, 3);

                PhysicsVehicle* instance = getInstance(state);
                instance->setSteerdown(param1, param2);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setSteerdown - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsVehicle_setSteeringGain(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_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                PhysicsVehicle* instance = getInstance(state);
                instance->setSteeringGain(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_setSteeringGain - 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_PhysicsVehicle_update(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 5:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                lua_type(state, 3) == LUA_TNUMBER &&
                lua_type(state, 4) == LUA_TNUMBER &&
                lua_type(state, 5) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                float param1 = (float)luaL_checknumber(state, 2);

                // Get parameter 2 off the stack.
                float param2 = (float)luaL_checknumber(state, 3);

                // Get parameter 3 off the stack.
                float param3 = (float)luaL_checknumber(state, 4);

                // Get parameter 4 off the stack.
                float param4 = (float)luaL_checknumber(state, 5);

                PhysicsVehicle* instance = getInstance(state);
                instance->update(param1, param2, param3, param4);
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsVehicle_update - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 5).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

}
