#include "Base.h"
#include "ScriptController.h"
#include "lua_Transform.h"
#include "Animation.h"
#include "AnimationTarget.h"
#include "Base.h"
#include "Game.h"
#include "Node.h"
#include "ScriptController.h"
#include "ScriptTarget.h"
#include "Transform.h"
#include "lua_CurveInterpolationType.h"

namespace gameplay
{

void luaRegister_Transform()
{
    const luaL_Reg lua_members[] = 
    {
        {"addListener", lua_Transform_addListener},
        {"addScriptCallback", lua_Transform_addScriptCallback},
        {"createAnimation", lua_Transform_createAnimation},
        {"createAnimationFromBy", lua_Transform_createAnimationFromBy},
        {"createAnimationFromTo", lua_Transform_createAnimationFromTo},
        {"destroyAnimation", lua_Transform_destroyAnimation},
        {"getAnimation", lua_Transform_getAnimation},
        {"getAnimationPropertyComponentCount", lua_Transform_getAnimationPropertyComponentCount},
        {"getAnimationPropertyValue", lua_Transform_getAnimationPropertyValue},
        {"getBackVector", lua_Transform_getBackVector},
        {"getDownVector", lua_Transform_getDownVector},
        {"getForwardVector", lua_Transform_getForwardVector},
        {"getLeftVector", lua_Transform_getLeftVector},
        {"getMatrix", lua_Transform_getMatrix},
        {"getRightVector", lua_Transform_getRightVector},
        {"getRotation", lua_Transform_getRotation},
        {"getScale", lua_Transform_getScale},
        {"getScaleX", lua_Transform_getScaleX},
        {"getScaleY", lua_Transform_getScaleY},
        {"getScaleZ", lua_Transform_getScaleZ},
        {"getTranslation", lua_Transform_getTranslation},
        {"getTranslationX", lua_Transform_getTranslationX},
        {"getTranslationY", lua_Transform_getTranslationY},
        {"getTranslationZ", lua_Transform_getTranslationZ},
        {"getUpVector", lua_Transform_getUpVector},
        {"removeListener", lua_Transform_removeListener},
        {"removeScriptCallback", lua_Transform_removeScriptCallback},
        {"rotate", lua_Transform_rotate},
        {"rotateX", lua_Transform_rotateX},
        {"rotateY", lua_Transform_rotateY},
        {"rotateZ", lua_Transform_rotateZ},
        {"scale", lua_Transform_scale},
        {"scaleX", lua_Transform_scaleX},
        {"scaleY", lua_Transform_scaleY},
        {"scaleZ", lua_Transform_scaleZ},
        {"set", lua_Transform_set},
        {"setAnimationPropertyValue", lua_Transform_setAnimationPropertyValue},
        {"setIdentity", lua_Transform_setIdentity},
        {"setRotation", lua_Transform_setRotation},
        {"setScale", lua_Transform_setScale},
        {"setScaleX", lua_Transform_setScaleX},
        {"setScaleY", lua_Transform_setScaleY},
        {"setScaleZ", lua_Transform_setScaleZ},
        {"setTranslation", lua_Transform_setTranslation},
        {"setTranslationX", lua_Transform_setTranslationX},
        {"setTranslationY", lua_Transform_setTranslationY},
        {"setTranslationZ", lua_Transform_setTranslationZ},
        {"transformPoint", lua_Transform_transformPoint},
        {"transformVector", lua_Transform_transformVector},
        {"translate", lua_Transform_translate},
        {"translateForward", lua_Transform_translateForward},
        {"translateLeft", lua_Transform_translateLeft},
        {"translateSmooth", lua_Transform_translateSmooth},
        {"translateUp", lua_Transform_translateUp},
        {"translateX", lua_Transform_translateX},
        {"translateY", lua_Transform_translateY},
        {"translateZ", lua_Transform_translateZ},
        {NULL, NULL}
    };
    const luaL_Reg lua_statics[] = 
    {
        {"ANIMATE_ROTATE", lua_Transform_static_ANIMATE_ROTATE},
        {"ANIMATE_ROTATE_TRANSLATE", lua_Transform_static_ANIMATE_ROTATE_TRANSLATE},
        {"ANIMATE_SCALE", lua_Transform_static_ANIMATE_SCALE},
        {"ANIMATE_SCALE_ROTATE", lua_Transform_static_ANIMATE_SCALE_ROTATE},
        {"ANIMATE_SCALE_ROTATE_TRANSLATE", lua_Transform_static_ANIMATE_SCALE_ROTATE_TRANSLATE},
        {"ANIMATE_SCALE_TRANSLATE", lua_Transform_static_ANIMATE_SCALE_TRANSLATE},
        {"ANIMATE_SCALE_UNIT", lua_Transform_static_ANIMATE_SCALE_UNIT},
        {"ANIMATE_SCALE_X", lua_Transform_static_ANIMATE_SCALE_X},
        {"ANIMATE_SCALE_Y", lua_Transform_static_ANIMATE_SCALE_Y},
        {"ANIMATE_SCALE_Z", lua_Transform_static_ANIMATE_SCALE_Z},
        {"ANIMATE_TRANSLATE", lua_Transform_static_ANIMATE_TRANSLATE},
        {"ANIMATE_TRANSLATE_X", lua_Transform_static_ANIMATE_TRANSLATE_X},
        {"ANIMATE_TRANSLATE_Y", lua_Transform_static_ANIMATE_TRANSLATE_Y},
        {"ANIMATE_TRANSLATE_Z", lua_Transform_static_ANIMATE_TRANSLATE_Z},
        {"isTransformChangedSuspended", lua_Transform_static_isTransformChangedSuspended},
        {"resumeTransformChanged", lua_Transform_static_resumeTransformChanged},
        {"suspendTransformChanged", lua_Transform_static_suspendTransformChanged},
        {NULL, NULL}
    };
    std::vector<std::string> scopePath;

    gameplay::ScriptUtil::registerClass("Transform", lua_members, lua_Transform__init, lua_Transform__gc, lua_statics, scopePath);
}

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

int lua_Transform__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, "Transform");
                luaL_argcheck(state, userdata != NULL, 1, "'Transform' expected.");
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                if (object->owns)
                {
                    Transform* instance = (Transform*)object->instance;
                    SAFE_DELETE(instance);
                }
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform__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_Transform__init(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 Transform();
            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, "Transform");
                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<Transform> param1 = gameplay::ScriptUtil::getObjectPointer<Transform>(1, "Transform", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    void* returnPtr = (void*)new Transform(*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, "Transform");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform__init - 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_TUSERDATA || lua_type(state, 3) == 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<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
                    if (!param2Valid)
                        break;

                    // 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 Transform(*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, "Transform");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            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_TUSERDATA || lua_type(state, 3) == 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<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param2Valid);
                    if (!param2Valid)
                        break;

                    // 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 Transform(*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, "Transform");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

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

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

                Transform* instance = getInstance(state);
                instance->addListener(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_addListener - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        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::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Transform::Listener>(2, "TransformListener", false, &param1Valid);
                if (!param1Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform::Listener'.");
                    lua_error(state);
                }

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

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

            lua_pushstring(state, "lua_Transform_addListener - 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_Transform_addScriptCallback(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_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                std::string param1 = gameplay::ScriptUtil::getString(2, true);

                // Get parameter 2 off the stack.
                std::string param2 = gameplay::ScriptUtil::getString(3, true);

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

            lua_pushstring(state, "lua_Transform_addScriptCallback - 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_Transform_createAnimation(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:
        {
            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_TSTRING || 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.
                    const char* param2 = gameplay::ScriptUtil::getString(3, false);

                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)instance->createAnimation(param1, param2);
                    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, "Animation");
                        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) &&
                    (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<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                    if (!param2Valid)
                        break;

                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)instance->createAnimation(param1, param2);
                    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, "Animation");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_createAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 7:
        {
            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_TNUMBER &&
                    lua_type(state, 4) == LUA_TNUMBER &&
                    (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

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

                    // Get parameter 3 off the stack.
                    unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);

                    // Get parameter 4 off the stack.
                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);

                    // Get parameter 5 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);

                    // Get parameter 6 off the stack.
                    Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));

                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                    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, "Animation");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_createAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 9:
        {
            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_TNUMBER &&
                    lua_type(state, 4) == LUA_TNUMBER &&
                    (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 7) == LUA_TTABLE || lua_type(state, 7) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 8) == LUA_TTABLE || lua_type(state, 8) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

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

                    // Get parameter 3 off the stack.
                    unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);

                    // Get parameter 4 off the stack.
                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);

                    // Get parameter 5 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);

                    // Get parameter 6 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);

                    // Get parameter 7 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);

                    // Get parameter 8 off the stack.
                    Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));

                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                    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, "Animation");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_createAnimation - 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, 7 or 9).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_createAnimationFromBy(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 7:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                lua_type(state, 3) == LUA_TNUMBER &&
                (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
                (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
                (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL) &&
                lua_type(state, 7) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                const char* param1 = gameplay::ScriptUtil::getString(2, false);

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

                // Get parameter 3 off the stack.
                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);

                // Get parameter 4 off the stack.
                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);

                // Get parameter 5 off the stack.
                Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));

                // Get parameter 6 off the stack.
                unsigned long param6 = (unsigned long)luaL_checkunsigned(state, 7);

                Transform* instance = getInstance(state);
                void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                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, "Animation");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_Transform_createAnimationFromBy - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 7).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_createAnimationFromTo(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 7:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                lua_type(state, 3) == LUA_TNUMBER &&
                (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
                (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
                (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL) &&
                lua_type(state, 7) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                const char* param1 = gameplay::ScriptUtil::getString(2, false);

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

                // Get parameter 3 off the stack.
                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);

                // Get parameter 4 off the stack.
                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);

                // Get parameter 5 off the stack.
                Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));

                // Get parameter 6 off the stack.
                unsigned long param6 = (unsigned long)luaL_checkunsigned(state, 7);

                Transform* instance = getInstance(state);
                void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                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, "Animation");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_Transform_createAnimationFromTo - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 7).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_destroyAnimation(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))
            {
                Transform* instance = getInstance(state);
                instance->destroyAnimation();
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_destroyAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                const char* param1 = gameplay::ScriptUtil::getString(2, false);

                Transform* instance = getInstance(state);
                instance->destroyAnimation(param1);
                
                return 0;
            }

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

int lua_Transform_getAnimation(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))
            {
                Transform* instance = getInstance(state);
                void* returnPtr = (void*)instance->getAnimation();
                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, "Animation");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                const char* param1 = gameplay::ScriptUtil::getString(2, false);

                Transform* instance = getInstance(state);
                void* returnPtr = (void*)instance->getAnimation(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, "Animation");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

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

int lua_Transform_getAnimationPropertyComponentCount(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.
                int param1 = (int)luaL_checkint(state, 2);

                Transform* instance = getInstance(state);
                unsigned int result = instance->getAnimationPropertyComponentCount(param1);

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

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getAnimationPropertyComponentCount - 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_Transform_getAnimationPropertyValue(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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                int param1 = (int)luaL_checkint(state, 2);

                // Get parameter 2 off the stack.
                bool param2Valid;
                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                if (!param2Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                    lua_error(state);
                }

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

            lua_pushstring(state, "lua_Transform_getAnimationPropertyValue - 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_Transform_getBackVector(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)new Vector3(instance->getBackVector());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getBackVector - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getBackVector(param1);
                    
                    return 0;
                }
            } while (0);

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

int lua_Transform_getDownVector(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)new Vector3(instance->getDownVector());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getDownVector - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getDownVector(param1);
                    
                    return 0;
                }
            } while (0);

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

int lua_Transform_getForwardVector(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)new Vector3(instance->getForwardVector());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getForwardVector - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getForwardVector(param1);
                    
                    return 0;
                }
            } while (0);

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

int lua_Transform_getLeftVector(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)new Vector3(instance->getLeftVector());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getLeftVector - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getLeftVector(param1);
                    
                    return 0;
                }
            } while (0);

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

int lua_Transform_getMatrix(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))
            {
                Transform* instance = getInstance(state);
                void* returnPtr = (void*)&(instance->getMatrix());
                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_Transform_getMatrix - 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_Transform_getRightVector(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)new Vector3(instance->getRightVector());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getRightVector - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getRightVector(param1);
                    
                    return 0;
                }
            } while (0);

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

int lua_Transform_getRotation(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)&(instance->getRotation());
                    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, "Quaternion");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getRotation - 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, 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<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getRotation(param1);
                    
                    return 0;
                }
            } while (0);

            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<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getRotation(param1);
                    
                    return 0;
                }
            } while (0);

            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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    float result = instance->getRotation(param1);

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

                    return 1;
                }
            } while (0);

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

int lua_Transform_getScale(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)&(instance->getScale());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getScale - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getScale(param1);
                    
                    return 0;
                }
            } while (0);

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

int lua_Transform_getScaleX(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))
            {
                Transform* instance = getInstance(state);
                float result = instance->getScaleX();

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

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getScaleX - 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_Transform_getScaleY(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))
            {
                Transform* instance = getInstance(state);
                float result = instance->getScaleY();

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

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getScaleY - 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_Transform_getScaleZ(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))
            {
                Transform* instance = getInstance(state);
                float result = instance->getScaleZ();

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

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getScaleZ - 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_Transform_getTranslation(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)&(instance->getTranslation());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getTranslation - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getTranslation(param1);
                    
                    return 0;
                }
            } while (0);

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

int lua_Transform_getTranslationX(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))
            {
                Transform* instance = getInstance(state);
                float result = instance->getTranslationX();

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

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getTranslationX - 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_Transform_getTranslationY(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))
            {
                Transform* instance = getInstance(state);
                float result = instance->getTranslationY();

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

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getTranslationY - 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_Transform_getTranslationZ(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))
            {
                Transform* instance = getInstance(state);
                float result = instance->getTranslationZ();

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

                return 1;
            }

            lua_pushstring(state, "lua_Transform_getTranslationZ - 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_Transform_getUpVector(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:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA))
                {
                    Transform* instance = getInstance(state);
                    void* returnPtr = (void*)new Vector3(instance->getUpVector());
                    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, "Vector3");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_getUpVector - 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, 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->getUpVector(param1);
                    
                    return 0;
                }
            } while (0);

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

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

                Transform* instance = getInstance(state);
                instance->removeListener(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_removeListener - 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_Transform_removeScriptCallback(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_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                std::string param1 = gameplay::ScriptUtil::getString(2, true);

                // Get parameter 2 off the stack.
                std::string param2 = gameplay::ScriptUtil::getString(3, true);

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

            lua_pushstring(state, "lua_Transform_removeScriptCallback - 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_Transform_rotate(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_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->rotate(*param1);
                    
                    return 0;
                }
            } while (0);

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

                    Transform* instance = getInstance(state);
                    instance->rotate(*param1);
                    
                    return 0;
                }
            } while (0);

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

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

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

            lua_pushstring(state, "lua_Transform_rotate - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 5:
        {
            do
            {
                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);

                    Transform* instance = getInstance(state);
                    instance->rotate(param1, param2, param3, param4);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_rotate - 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, 3 or 5).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_rotateX(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);

                Transform* instance = getInstance(state);
                instance->rotateX(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_rotateX - 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_Transform_rotateY(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);

                Transform* instance = getInstance(state);
                instance->rotateY(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_rotateY - 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_Transform_rotateZ(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);

                Transform* instance = getInstance(state);
                instance->rotateZ(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_rotateZ - 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_Transform_scale(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.
                    float param1 = (float)luaL_checknumber(state, 2);

                    Transform* instance = getInstance(state);
                    instance->scale(param1);
                    
                    return 0;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (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>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->scale(*param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_scale - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 4:
        {
            do
            {
                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)
                {
                    // 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);

                    Transform* instance = getInstance(state);
                    instance->scale(param1, param2, param3);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_scale - 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 4).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_scaleX(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);

                Transform* instance = getInstance(state);
                instance->scaleX(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_scaleX - 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_Transform_scaleY(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);

                Transform* instance = getInstance(state);
                instance->scaleY(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_scaleY - 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_Transform_scaleZ(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);

                Transform* instance = getInstance(state);
                instance->scaleZ(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_scaleZ - 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_Transform_set(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_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Transform> param1 = gameplay::ScriptUtil::getObjectPointer<Transform>(2, "Transform", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->set(*param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_set - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 4:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
                    (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

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

                    // Get parameter 3 off the stack.
                    bool param3Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                    if (!param3Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->set(*param1, *param2, *param3);
                    
                    return 0;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
                    (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

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

                    // Get parameter 3 off the stack.
                    bool param3Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                    if (!param3Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->set(*param1, *param2, *param3);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_set - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 5:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
                    lua_type(state, 4) == LUA_TNUMBER &&
                    (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                    if (!param2Valid)
                        break;

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

                    // Get parameter 4 off the stack.
                    bool param4Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
                    if (!param4Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->set(*param1, *param2, param3, *param4);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_set - 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, 4 or 5).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_setAnimationPropertyValue(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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                int param1 = (int)luaL_checkint(state, 2);

                // Get parameter 2 off the stack.
                bool param2Valid;
                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                if (!param2Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                    lua_error(state);
                }

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

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

                // Get parameter 2 off the stack.
                bool param2Valid;
                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                if (!param2Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                    lua_error(state);
                }

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

                Transform* instance = getInstance(state);
                instance->setAnimationPropertyValue(param1, param2, param3);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setAnimationPropertyValue - 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 or 4).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_setIdentity(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))
            {
                Transform* instance = getInstance(state);
                instance->setIdentity();
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setIdentity - 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_Transform_setRotation(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_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->setRotation(*param1);
                    
                    return 0;
                }
            } while (0);

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

                    Transform* instance = getInstance(state);
                    instance->setRotation(*param1);
                    
                    return 0;
                }
            } while (0);

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

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

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

            lua_pushstring(state, "lua_Transform_setRotation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 5:
        {
            do
            {
                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);

                    Transform* instance = getInstance(state);
                    instance->setRotation(param1, param2, param3, param4);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_setRotation - 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, 3 or 5).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_setScale(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.
                    float param1 = (float)luaL_checknumber(state, 2);

                    Transform* instance = getInstance(state);
                    instance->setScale(param1);
                    
                    return 0;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (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>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->setScale(*param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_setScale - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 4:
        {
            do
            {
                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)
                {
                    // 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);

                    Transform* instance = getInstance(state);
                    instance->setScale(param1, param2, param3);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_setScale - 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 4).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_setScaleX(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);

                Transform* instance = getInstance(state);
                instance->setScaleX(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setScaleX - 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_Transform_setScaleY(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);

                Transform* instance = getInstance(state);
                instance->setScaleY(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setScaleY - 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_Transform_setScaleZ(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);

                Transform* instance = getInstance(state);
                instance->setScaleZ(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setScaleZ - 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_Transform_setTranslation(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_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->setTranslation(*param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_setTranslation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 4:
        {
            do
            {
                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)
                {
                    // 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);

                    Transform* instance = getInstance(state);
                    instance->setTranslation(param1, param2, param3);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_setTranslation - 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 4).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_setTranslationX(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);

                Transform* instance = getInstance(state);
                instance->setTranslationX(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setTranslationX - 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_Transform_setTranslationY(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);

                Transform* instance = getInstance(state);
                instance->setTranslationY(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setTranslationY - 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_Transform_setTranslationZ(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);

                Transform* instance = getInstance(state);
                instance->setTranslationZ(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_setTranslationZ - 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_Transform_static_ANIMATE_ROTATE(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_ROTATE;

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

    return 1;
}

int lua_Transform_static_ANIMATE_ROTATE_TRANSLATE(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_ROTATE_TRANSLATE;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE_ROTATE(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE_ROTATE;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE_ROTATE_TRANSLATE(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE_ROTATE_TRANSLATE;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE_TRANSLATE(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE_TRANSLATE;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE_UNIT(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE_UNIT;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE_X(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE_X;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE_Y(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE_Y;

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

    return 1;
}

int lua_Transform_static_ANIMATE_SCALE_Z(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_SCALE_Z;

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

    return 1;
}

int lua_Transform_static_ANIMATE_TRANSLATE(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_TRANSLATE;

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

    return 1;
}

int lua_Transform_static_ANIMATE_TRANSLATE_X(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_TRANSLATE_X;

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

    return 1;
}

int lua_Transform_static_ANIMATE_TRANSLATE_Y(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_TRANSLATE_Y;

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

    return 1;
}

int lua_Transform_static_ANIMATE_TRANSLATE_Z(lua_State* state)
{
    // Validate the number of parameters.
    if (lua_gettop(state) > 0)
    {
        lua_pushstring(state, "Invalid number of parameters (expected 0).");
        lua_error(state);
    }

    int result = Transform::ANIMATE_TRANSLATE_Z;

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

    return 1;
}

int lua_Transform_static_isTransformChangedSuspended(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:
        {
            bool result = Transform::isTransformChangedSuspended();

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

            return 1;
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 0).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_static_resumeTransformChanged(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:
        {
            Transform::resumeTransformChanged();
            
            return 0;
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 0).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_static_suspendTransformChanged(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:
        {
            Transform::suspendTransformChanged();
            
            return 0;
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 0).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_transformPoint(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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->transformPoint(param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_transformPoint - 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_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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                    if (!param2Valid)
                        break;

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

            lua_pushstring(state, "lua_Transform_transformPoint - 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_Transform_transformVector(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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->transformVector(param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_transformVector - 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_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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                    if (!param2Valid)
                        break;

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

            lua_pushstring(state, "lua_Transform_transformVector - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 6:
        {
            do
            {
                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 &&
                    (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TNIL))
                {
                    // 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);

                    // Get parameter 5 off the stack.
                    bool param5Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param5 = gameplay::ScriptUtil::getObjectPointer<Vector3>(6, "Vector3", false, &param5Valid);
                    if (!param5Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->transformVector(param1, param2, param3, param4, param5);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_transformVector - 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, 3 or 6).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_translate(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_TNIL))
                {
                    // Get parameter 1 off the stack.
                    bool param1Valid;
                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                    if (!param1Valid)
                        break;

                    Transform* instance = getInstance(state);
                    instance->translate(*param1);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_translate - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 4:
        {
            do
            {
                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)
                {
                    // 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);

                    Transform* instance = getInstance(state);
                    instance->translate(param1, param2, param3);
                    
                    return 0;
                }
            } while (0);

            lua_pushstring(state, "lua_Transform_translate - 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 4).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_Transform_translateForward(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);

                Transform* instance = getInstance(state);
                instance->translateForward(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_translateForward - 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_Transform_translateLeft(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);

                Transform* instance = getInstance(state);
                instance->translateLeft(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_translateLeft - 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_Transform_translateSmooth(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 4:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
                lua_type(state, 3) == LUA_TNUMBER &&
                lua_type(state, 4) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                bool param1Valid;
                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                if (!param1Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                    lua_error(state);
                }

                // 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);

                Transform* instance = getInstance(state);
                instance->translateSmooth(*param1, param2, param3);
                
                return 0;
            }

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

int lua_Transform_translateUp(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);

                Transform* instance = getInstance(state);
                instance->translateUp(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_translateUp - 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_Transform_translateX(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);

                Transform* instance = getInstance(state);
                instance->translateX(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_translateX - 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_Transform_translateY(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);

                Transform* instance = getInstance(state);
                instance->translateY(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_translateY - 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_Transform_translateZ(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);

                Transform* instance = getInstance(state);
                instance->translateZ(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_Transform_translateZ - 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;
}

}
