// Autogenerated by gameplay-luagen
#include "Base.h"
#include "ScriptController.h"
#include "lua_PhysicsCollisionShape.h"
#include "Base.h"
#include "FileSystem.h"
#include "Game.h"
#include "HeightField.h"
#include "Image.h"
#include "Node.h"
#include "PhysicsCollisionShape.h"
#include "Properties.h"
#include "Ref.h"
#include "Terrain.h"

namespace gameplay
{

void luaRegister_PhysicsCollisionShape()
{
    const luaL_Reg lua_members[] = 
    {
        {"addRef", lua_PhysicsCollisionShape_addRef},
        {"getRefCount", lua_PhysicsCollisionShape_getRefCount},
        {"getType", lua_PhysicsCollisionShape_getType},
        {"release", lua_PhysicsCollisionShape_release},
        {NULL, NULL}
    };
    const luaL_Reg lua_statics[] = 
    {
        {"box", lua_PhysicsCollisionShape_static_box},
        {"capsule", lua_PhysicsCollisionShape_static_capsule},
        {"heightfield", lua_PhysicsCollisionShape_static_heightfield},
        {"mesh", lua_PhysicsCollisionShape_static_mesh},
        {"sphere", lua_PhysicsCollisionShape_static_sphere},
        {NULL, NULL}
    };
    std::vector<std::string> scopePath;

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

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

int lua_PhysicsCollisionShape__gc(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))
            {
                void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShape");
                luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShape' expected.");
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                if (object->owns)
                {
                    PhysicsCollisionShape* instance = (PhysicsCollisionShape*)object->instance;
                    SAFE_RELEASE(instance);
                }
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsCollisionShape__gc - 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_PhysicsCollisionShape_addRef(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))
            {
                PhysicsCollisionShape* instance = getInstance(state);
                instance->addRef();
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsCollisionShape_addRef - 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_PhysicsCollisionShape_getRefCount(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))
            {
                PhysicsCollisionShape* instance = getInstance(state);
                unsigned int result = instance->getRefCount();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsCollisionShape_getRefCount - 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_PhysicsCollisionShape_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))
            {
                PhysicsCollisionShape* instance = getInstance(state);
                PhysicsCollisionShape::Type result = instance->getType();

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

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsCollisionShape_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_PhysicsCollisionShape_release(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))
            {
                PhysicsCollisionShape* instance = getInstance(state);
                instance->release();
                
                return 0;
            }

            lua_pushstring(state, "lua_PhysicsCollisionShape_release - 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_PhysicsCollisionShape_static_box(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 0:
        {
            void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box());
            if (returnPtr)
            {
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                object->instance = returnPtr;
                object->owns = true;
                luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                lua_setmetatable(state, -2);
            }
            else
            {
                lua_pushnil(state);
            }

            return 1;
            break;
        }
        case 1:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_box - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 2:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
                    (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                    if (!param2Valid)
                        break;

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1, *param2));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_box - 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, 1) == LUA_TNIL) &&
                    (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
                    lua_type(state, 3) == LUA_TBOOLEAN)
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                    if (!param2Valid)
                        break;

                    // Get parameter 3 off the stack.
                    bool param3 = gameplay::ScriptUtil::luaCheckBool(state, 3);

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1, *param2, param3));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_box - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 0, 1, 2 or 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsCollisionShape_static_capsule(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 0:
        {
            void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule());
            if (returnPtr)
            {
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                object->instance = returnPtr;
                object->owns = true;
                luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                lua_setmetatable(state, -2);
            }
            else
            {
                lua_pushnil(state);
            }

            return 1;
            break;
        }
        case 2:
        {
            do
            {
                if (lua_type(state, 1) == LUA_TNUMBER &&
                    lua_type(state, 2) == LUA_TNUMBER)
                {
                    // Get parameter 1 off the stack.
                    float param1 = (float)luaL_checknumber(state, 1);

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

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_capsule - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 3:
        {
            do
            {
                if (lua_type(state, 1) == LUA_TNUMBER &&
                    lua_type(state, 2) == LUA_TNUMBER &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    float param1 = (float)luaL_checknumber(state, 1);

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

                    // Get parameter 3 off the stack.
                    bool param3Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                    if (!param3Valid)
                        break;

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2, *param3));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_capsule - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 4:
        {
            do
            {
                if (lua_type(state, 1) == LUA_TNUMBER &&
                    lua_type(state, 2) == LUA_TNUMBER &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
                    lua_type(state, 4) == LUA_TBOOLEAN)
                {
                    // Get parameter 1 off the stack.
                    float param1 = (float)luaL_checknumber(state, 1);

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

                    // Get parameter 3 off the stack.
                    bool param3Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                    if (!param3Valid)
                        break;

                    // Get parameter 4 off the stack.
                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2, *param3, param4));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_capsule - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 0, 2, 3 or 4).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_PhysicsCollisionShape_static_heightfield(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 0:
        {
            void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::heightfield());
            if (returnPtr)
            {
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                object->instance = returnPtr;
                object->owns = true;
                luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                lua_setmetatable(state, -2);
            }
            else
            {
                lua_pushnil(state);
            }

            return 1;
            break;
        }
        case 1:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<HeightField> param1 = gameplay::ScriptUtil::getObjectPointer<HeightField>(1, "HeightField", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::heightfield(param1));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

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

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

                void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::mesh(param1));
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = true;
                    luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_mesh - 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_PhysicsCollisionShape_static_sphere(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 0:
        {
            void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere());
            if (returnPtr)
            {
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                object->instance = returnPtr;
                object->owns = true;
                luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                lua_setmetatable(state, -2);
            }
            else
            {
                lua_pushnil(state);
            }

            return 1;
            break;
        }
        case 1:
        {
            do
            {
                if (lua_type(state, 1) == LUA_TNUMBER)
                {
                    // Get parameter 1 off the stack.
                    float param1 = (float)luaL_checknumber(state, 1);

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

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

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                    if (!param2Valid)
                        break;

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1, *param2));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_sphere - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 3:
        {
            do
            {
                if (lua_type(state, 1) == LUA_TNUMBER &&
                    (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
                    lua_type(state, 3) == LUA_TBOOLEAN)
                {
                    // Get parameter 1 off the stack.
                    float param1 = (float)luaL_checknumber(state, 1);

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                    if (!param2Valid)
                        break;

                    // Get parameter 3 off the stack.
                    bool param3 = gameplay::ScriptUtil::luaCheckBool(state, 3);

                    void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1, *param2, param3));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = true;
                        luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_PhysicsCollisionShape_static_sphere - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 0, 1, 2 or 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

}
