#include "Base.h"
#include "ScriptController.h"
#include "lua_MeshSkin.h"
#include "Animation.h"
#include "AnimationTarget.h"
#include "Base.h"
#include "Game.h"
#include "Joint.h"
#include "MeshSkin.h"
#include "Node.h"
#include "ScriptController.h"
#include "ScriptTarget.h"
#include "Transform.h"
#include "lua_CurveInterpolationType.h"

namespace gameplay
{

void luaRegister_MeshSkin()
{
    const luaL_Reg lua_members[] = 
    {
        {"getBindShape", lua_MeshSkin_getBindShape},
        {"getJoint", lua_MeshSkin_getJoint},
        {"getJointCount", lua_MeshSkin_getJointCount},
        {"getJointIndex", lua_MeshSkin_getJointIndex},
        {"getMatrixPalette", lua_MeshSkin_getMatrixPalette},
        {"getMatrixPaletteSize", lua_MeshSkin_getMatrixPaletteSize},
        {"getModel", lua_MeshSkin_getModel},
        {"getRootJoint", lua_MeshSkin_getRootJoint},
        {"setBindShape", lua_MeshSkin_setBindShape},
        {"setRootJoint", lua_MeshSkin_setRootJoint},
        {"transformChanged", lua_MeshSkin_transformChanged},
        {NULL, NULL}
    };
    const luaL_Reg* lua_statics = NULL;
    std::vector<std::string> scopePath;

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

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

int lua_MeshSkin_getBindShape(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))
            {
                MeshSkin* instance = getInstance(state);
                void* returnPtr = (void*)&(instance->getBindShape());
                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, "Matrix");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_MeshSkin_getBindShape - 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_MeshSkin_getJoint(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_TNUMBER)
                {
                    // Get parameter 1 off the stack.
                    unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);

                    MeshSkin* instance = getInstance(state);
                    void* returnPtr = (void*)instance->getJoint(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, "Joint");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } 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);

                    MeshSkin* instance = getInstance(state);
                    void* returnPtr = (void*)instance->getJoint(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, "Joint");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_MeshSkin_getJoint - 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_MeshSkin_getJointCount(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))
            {
                MeshSkin* instance = getInstance(state);
                unsigned int result = instance->getJointCount();

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

                return 1;
            }

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

                MeshSkin* instance = getInstance(state);
                int result = instance->getJointIndex(param1);

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

                return 1;
            }

            lua_pushstring(state, "lua_MeshSkin_getJointIndex - 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_MeshSkin_getMatrixPalette(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))
            {
                MeshSkin* instance = getInstance(state);
                void* returnPtr = (void*)instance->getMatrixPalette();
                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, "Vector4");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_MeshSkin_getMatrixPalette - 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_MeshSkin_getMatrixPaletteSize(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))
            {
                MeshSkin* instance = getInstance(state);
                unsigned int result = instance->getMatrixPaletteSize();

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

                return 1;
            }

            lua_pushstring(state, "lua_MeshSkin_getMatrixPaletteSize - 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_MeshSkin_getModel(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))
            {
                MeshSkin* instance = getInstance(state);
                void* returnPtr = (void*)instance->getModel();
                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, "Model");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_MeshSkin_getModel - 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_MeshSkin_getRootJoint(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))
            {
                MeshSkin* instance = getInstance(state);
                void* returnPtr = (void*)instance->getRootJoint();
                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, "Joint");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_MeshSkin_getRootJoint - 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_MeshSkin_setBindShape(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_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
            {
                // Get parameter 1 off the stack.
                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);

                MeshSkin* instance = getInstance(state);
                instance->setBindShape(param1);
                
                return 0;
            }

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

                MeshSkin* instance = getInstance(state);
                instance->setRootJoint(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_MeshSkin_setRootJoint - 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_MeshSkin_transformChanged(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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
                lua_type(state, 3) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                bool param1Valid;
                gameplay::ScriptUtil::LuaArray<Transform> param1 = gameplay::ScriptUtil::getObjectPointer<Transform>(2, "Transform", false, &param1Valid);
                if (!param1Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'.");
                    lua_error(state);
                }

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

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

            lua_pushstring(state, "lua_MeshSkin_transformChanged - 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;
}

}
